Basic Action Qualities
What we are capable of begins with the Basic Actions. All Player Characters may perform Basic Actions if their physical prerequisites are met, such as holding the appropriate weapon, or having the appropriate piece of gear. There are no xps costs or effect requirements to perform these actions.
Reach & Range
Reach (X): The Value of Reach is the total number of Tiles from the Unit or Character a Melee Action may affect their Subject, Target, or Victim. There must be a Clear Path between the Initiator and the Subject, Target, or Victim.
Range (X): The Value of Range is the total number of Tiles from the Unit or Character a Ranged Action may affect their Subject, Target, or Victim. There must be a Clear Path between the Initiator and the Subject, Target, or Victim.
Note: Reach and Range function identically. Reach is a Quality of Melee Weapons, and Range is a Quality of Ranged Weapons.
Successful Hits
In Effect descriptions we will see a prefix statement to determine what mechanic determines successful application of the Effect: On Hit, On Touch, Subject, and Victim.
On Hit: An Accuracy Check is Required. Accuracy Checks are (v:20+Accuracy) vs. Evasion.
On Touch: Touch to Hit is a Static Value of Accuracy+Awareness vs. Evasion. If a Touch Effect's Static Value does not exceed the Target's Evasion, it provokes a standard Accuracy Check.
Actions with a Subject or Victim Hit Automatically. Subject Effects are beneficial, and Victim Effects are detrimental.
Area of Effect Shapes
Area of Effect Shapes and Sizes include Line, Rail, Cone, Sphere, and Trail.
The Area of Effect Type determines how the effect functions.
Area of Effect entries are read Shape • Type • Size
Line, Rail, & Cone
Line
A Line Area of Effect Hits all Tiles in a straight Line out to the Destination Tile's Center.
Line vs. Tile Advantage: Draw a line between the Center of the Origin Tile and Destination Tile. All Tiles touched by the line drawn between the two Center Tiles are affected by the effect.
Rail
A Rail is measured the same way as a Line.
Every Tile the initial Rail Line affects spreads to all Tiles in Reach.
Rail • Type • [3|2] This Rail has a Range of 3 Tiles, and a Reach of 2 Tiles.
Cone
Cones travel outward from their Point of Origin to their Destination Tile as a Line.
Cone Effects have Reach Anchors. These Anchors designate a Tile within the Range then define the Cone Effect’s Reach from that Tile.
Cone • Type • [5]{3|2}{5|3} This cone is 5 Tiles in length. The Third Tile has a Reach of Two, and the Fifth Tile has a Reach of Three.
A Cone Reach Anchor’s Reach can not exceed the Range of the Cone.
Sphere
A Sphere may have a Point of Origin up to its Range from the Initiator, and that Point of Origin affects everything within its Reach.
Sphere • Type • [10]{3} This sample Sphere's Point of Origin may be placed up to 10 Tiles away, and affects all within its 3 Tile Reach.
Trail
Trails move at the discretion of the Initiator from one Tile to the next.
These Tiles must be Adjacent to each other.
Trail • Type • [8] This Trail Hits Eight Tiles with the shape chosen by the Initiator.
Trails typically do not stack their effects if they visit the same Tile multiple times.
Area of Effect Types
Area of Effect Types have different Interactions with both the Environment and their Targets, Subjects, and Victims.
The Different Types include Aura, Blast, Emanation, Engulf, Falling, and Rising.
Some Area of Effect Actions will have multiple Types.
Aura
Auras fill the area from their Point of Origin out to their Reach. They do not pass through Barriers.
Aura effects can not be countered unless a specified mechanic overrules their specific effect.
Damaging Auras kill their Victims if they drop them to 0 Hit Points.
Blast
Blasts have a point of origin and a Travel Vector out to their Reach and Impact their Victims.
Blasts deal damage to Armor then their Victim as normal.
Blasts may break through environmental barriers. To break through a Barrier, the Blast must reduce the barrier to Zero Durability. The Damage applied to the Barrier is subtracted from Potency before hitting the next Barrier or Victim. This continues until the Blast is fully absorbed, or at its maximum Reach.
Damaging Blasts kill their Victims if they drop them to 0 Hit Points.
Emanation
Emanations fill the area from their point of origin and pass around Barriers, but not through Walls.
Emanation [x] Emanating Effects with Durations increase their Reach by [x] at each re:Cycle for the Duration of the Effect from their Point of Origin. At the end of their Duration, they dissipate.
Damaging Emanations kill their Victims if they drop them to 0 Hit Points.
Engulf
Engulf fills the area without an Impact.
Engulf Effects ignore Mitigation from Armor, but still apply their damage to Durability.
Engulfs travel freely around objects in their area, but not through walls.
Damaging Engulfs will kill their Victims if they drop them to 0 Hit Points.
Falling Effects
Falling Effects come from above their Target.
Falling Effects often have an Impact Timer. Impact timers count down during each re:Cycle.
Sphere • Falling [2] • [10]{3}: This Falling Effect will Impact the selected Tile within 10 Tiles, hitting everything within a 3 Tile Reach from the Point of Impact, in 2 re:Cycles.
Floor Effects
Floor Effects by default are flat in height, but affect everything they contact.
Floor Effects do not affect flying creatures, and may possibly be jumped over.
Floor Effects of the same name can not be stacked, but multiple Floor Effects may affect the same area.
Rising Effects
Rising Areas of Effect come up from beneath the targeted area.
Rising Effects only affect flying creatures if they collide with them by height.
Blast • Rising [5] • [10]{3}: This Rising Effect will Impact the selected Tile within 10 Tiles, hitting everything within a 3 Tile Reach, with a 5 Tile Vertical Reach from the Point of Origin.
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Movement & Range