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Post by Admin on Jun 24, 2018 20:32:22 GMT
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Post by Admin on Jul 20, 2018 20:32:53 GMT
How Combat Works A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and Nen. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone post in the thread. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence: When combat begins, all combatants turn order is typically the order that they post in,
- When combat begins, all combatants turn order is typically the order that they post in.
- Determine which characters are aware of their opponents. These characters can act during a surprise round. If all the characters are aware of their opponents, proceed with normal rounds. See the surprise section for more information.
- After the surprise round (if any), all combatants are ready to begin the first normal round of combat.
- When everyone has had a turn, the next round begins with the combatant, and steps 3 and 4 repeats until combat ends
SurpriseWhen a combat starts, if you are not aware of your opponents and they are aware of you, you’re surprised.
A band of adventurers sneaks up on a Bandit camp, springing from the trees to Attack them. A Gelatinous Cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains Surprise over the other. Otherwise, the GM compares the Stealth checks of anyone Hiding with the perception level of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.
The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Touch AttacksSome attacks completely disregard armor, Nen armor (Ten), including shields and natural armor—the aggressor need only touch a foe for such an attack to take full effect. When you are the target of a touch attack, your character doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, skill modifier apply normally. Some creatures have the ability to make incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by Nen effects, such as Ten.
Hit Points Every character has a total of 50 hit points. When your hit point total reaches 0, you’re disabled. When it reaches –1, you’re dead. Ten nen skill will protect you from damage and resist most of the effects. You can gain armor points to protect you from the shop. Reach WeaponsMost creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature. In addition, most creatures larger than Medium have a natural reach of 10 feet or more. True Damage A damage type capable of completely bypassing Nen defenses and inflicting damage onto an individual as if they were absolutely vulnerable. All damage is considered 'True' against foes or objects without a Ten aura.
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Post by Admin on Jul 20, 2018 20:39:22 GMT
General Damage system. Damage depends on several factors, ranging from size and level plus other factors that may come into play. For example, a sword and a knife can be at the same level. However, due to the size of the sword then normally it will deal more damage compares to a knife. However, what it is possible for the knife damage to deal more damage than that of a sword because of the enhancement by Nen.
Here is a more detail example of how damage works. Person A is attacking person B with a basic punch. All Basic Attacks on a base will deal five damage. The person that is dealing the damage is considered small. So, you will have a basic attack with additional size to include the damage. So this means person A deals five+4=9 total damage. Now, what if he has a sword to attack person B? Now you consider the level of the weapon and the size of the weapon together to see what is the total damage. Let us say the sword is level 1 and it is medium. Level one will deal 10 damage and medium size will add plus 6. So this means the damage is 16 altogether. So what happens if you hit someone in a vital spot? Like someone kidney for example? Well, all that damage becomes a critical hit and becomes double.
Everything on the site will go by these numbers for levels and size for base damage, every level is 10 points higher than the last. It is possible to go beyond level 5 and become level 6. Level 6 will deal 10 more damage than the previous level. However, most things on the site will only list 1-5. Sizes, however, works different, there is nothing smaller than Teeny and nothing bigger than Mega. Additionally, Mega cannot be achieved by Nen or any other method.
List of sizes
| List of size added damage
| List of levels
| List of level damage
| Teeny | 2 | Level 1
| 10 | Small | 4 | Level 2
| 20 | Medium | 6 | Level 3
| 30 | Large | 8 | level 4
| 40 | Mega | 20
| level 5
| 50 |
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Post by Admin on Jul 20, 2018 20:41:01 GMT
The movement system Your speed tells you how far you can move in around and still do something, such as attack or use Nen. Your speed depends mostly on your size and your armor. Any character or creature at medium will have the default amount of movements, which is ten. Every size category smaller will increase this amount by 1 and everything higher is decreased by 1. By default, every character is medium size unless they say otherwise.
Everyone starts with ten movements overall but this changes depending on your size. Your amount of movements can be increased depending on Nen level or other abilities. For Nen and abilities, all your actions will take up a movement.
This is basic movement stuff. For example, sword-strikes, kicks, or even running. However, reacting to something will take up zero amounts of movements, like jumping out of the way, blocking sword strike with your shield. If you use a Nen or Skill however in response, they will use your movements.
You can cross two meters naturally one movement. All dash movements use up one movement to perform and move to ten meters. Large characters can move up to 3 meters with one movement and mega can move 5 meters with one movement.
Nen and Skill from level one will use three movements. Every level higher will use plus one extra movement on top of the last one. The following table should simplify everything.
Punch/kick/run. | One movement.
| Responding without Skill or Nen.
| Zero movement.
| Level one Skill or Nen.
| Three movements.
| Level two Skill or Nen.
| Four movements.
| Level three Skill or Nen.
| Five movements.
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Free ActionFree actions don't take any time at all, though there may be limits to the number of free actions you can perform in a turn.
Although there are no specific rules about how many free actions you may take in around, it is reasonable for a GM to limit you to performing 5 free actions per round if each is a different free action, or perhaps 3 free actions per round if two or more are the same free action. Part of this is for the sake of game balance (as some abilities used together may allow you to perform an unlimited number of useful free actions on your turn). Part is for realism (as just because you can do something as a free action doesn't really mean you could realistically perform that action 5 or more times in 6 seconds). Part is to speed up gameplay (as one character taking a dozen actions on his turn slows down the game compared to a character who only takes a standard action and move action on her turn). Again, these are guidelines, and the GM can allow more or fewer free actions as appropriate to the circumstances.
Example: In one round you could speak, cease a Nen, dismount, drop a weapon or shield, and drop prone, as each is a different free action.
Difficult Terrain
Combat rarely takes place in bare rooms or on featureless plains. Boulder--strewn caverns, briar-- choked forests, treacherous staircases—the Setting of a typical fight contains difficult terrain.
Every foot of Movement in difficult terrain costs 1 extra movement point. This rule is true even if multiple things in a space count as difficult terrain.
Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Moving Around Other Creatures
You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you. Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.
Dash
When you take the Dash action, you gain extra Movement for the current turn.
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Post by Admin on Jul 20, 2018 20:41:39 GMT
Conditions This is the list of conditions on the site. You should take note that most conditions is blocked by Ten skill unless it caused by a Nen skill.
Taunted A Taunted creature can only target its antagonist (the one who caused the taunted condition) with hostile actions. A hostile action is any attack or effect that causes direct harm to an opponent in the form of damage, negative conditions or any other effect that penalizes or hinders a creature. Also, a Taunted creature does not threaten any opponents except its antagonist: A creature is no longer Taunted if its antagonist is helpless, unconscious, or cannot participate in combat. If a Taunted creature uses an ability that targets multiple creatures, the antagonist must be chosen among these targets. If a Taunted creature uses an ability that targets an area, its antagonist must be within the ability’s targeted area. Most Taunted skills will have a duration for how long it lasts.
Bleed A creature that is taking bleed damage takes true damage each turn. Bleeding can be stopped by an item or through the application of any Nen that cures hit point damage (even if the bleed is ability damage). Bleed damage will deal 2 damage points each round for four rounds. Bleed will stack on top itself and other conditions. If stacked with another Bleed, the damage will be added and the duration is increased by one additional round.
Blinded The creature cannot see. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total stealth against the blinded character. Characters that remains blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Confused A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial Nen that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Cowering The character is frozen in fear and can take no actions.
Frightened A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –1 level penalty on all attack, saving throws, skill checks, and Nen checks. A frightened creature can use special abilities, including Nen, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
Dazed The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to skill checks or take additional damage. A dazed condition typically lasts 1 round.
Dazzled The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.
Dead The character’s hit points are reduced to a negative amount equal to his HP score, his HP drops to 0, or he is killed outright by a Nen or effect. The character’s soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via Nen. A dead body decays normally unless preserved, but Nen that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the Nen or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies. Dead body is treated as an object, and thus it can be damaged or used on for Nen effects on objects.
Deafened A deafened character cannot hear. They automatically fails Perception checks based on sound; characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
Entangled The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force.
Exhausted An exhausted character moves has half movement points, cannot run or charge, and all damage they give has -2 in levels. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
Fascinated A fascinated creature is entranced by a supernatural or Nen effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –1 level penalty on skill checks made as reactions, such as Perception checks. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the Nen as a standard action.
Grappled A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –2 in movement points. In addition, grappled creatures can take no action that requires two hands to perform. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so.
Helpless A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. Melee attacks against a helpless target get a +4 bonus in damage when they hit. Ranged attacks get no special bonus against helpless targets.As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit.
Incorporeal Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all non Nen attack forms. Incorporeal creatures take half damage (50%) from Nen weapons, Nen, Nen-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects.
Invisible Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus attack on attacks.
Nauseated Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, use Nen or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Panicked A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including Nen, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
Paralyzed A paralyzed character is frozen in place and unable to move or act. They are helpless but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not.
Petrified A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.
Pinned A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its any movement points bonus. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check.
Prone The character is lying on the ground. A prone defender a takes +4 damage additional attack damage when they’re hit and cannot use a ranged weapon (except for a crossbow).
Shaken A shaken character takes 2+ bonus attack damage when they’re hit and all skill checks are -1 level. Shaken is a less severe state of fear than frightened or panicked.
Sickened The character takes additional 3 bonus attack damage when they’re hit and all skill checks are -1 level.
Stunned A stunned creature drops everything held and can’t take actions. They take additional +4 bonus attack damage when they’re hit.
Unconscious Unconscious creatures are knocked out and helpless.
Asleep A character who is asleep is resting and helpless. An asleep character can be awoken by an ally as a standard action or from being wounded. While asleep, a character takes a –3 level penalty on Perception checks and cannot attempt Perception checks that rely on vision, but they can otherwise attempt reactive Perception checks to notice changes in their environment that do not rely on sight. For instance, a sleeping character can attempt a Perception check to hear a loud noise, smell a terrible odor, or sense a creature burrowing in the earth beneath them. If a sleeping character succeeds at a Perception check to notice such a change, they’re automatically awakens (requires a level 2 perception to win at check). Asleep is a more severe state of sleepiness than drowsy.
Drowsy A character who is drowsy is half-awake and inattentive, but otherwise able to act normally. A drowsy character takes a penalty on all ability checks and skill checks. This penalty is equal to –1 for mild drowsiness, 2 for moderate drowsiness, or –3 for extreme drowsiness. Drowsy is a less severe state of sleepiness than asleep. Multiple applications of the drowsy condition stack to create a more severe level of drowsiness: A mildly drowsy character who is made mildly drowsy again becomes moderately drowsy, a mildly drowsy character who is made moderately drowsy becomes severely drowsy, and a mildly drowsy character who becomes severely drowsy becomes asleep. A moderately drowsy character who is made moderately drowsy again becomes severely drowsy, and a moderately drowsy character who becomes severely drowsy becomes asleep. A severely drowsy character who becomes severely drowsy again becomes asleep.
Burning Burning application can come from any fire based item or Nen attack with burning effect. A creature or object can succumb to a burning condition. Burning condition deals 4 hit points of damage per round for 4 turns or when using up 3 movements to "stop drop and roll". During this action, they become prone.
Poisoned Poison application can come from any poison based item or Nen with a poison effect. Only creatures can become poisoned. Poison has 5 levels and has a duration of 4 rounds. Level 1 will deal 1 hit point damage per round, level 2 will deal 2 hit point damage per round, level 3 will deal 3 hit point damage per round, level 4 will deal 4 hit point damage per round and level 5 will deal 5 hit point damage per round.
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