Battling Mechanics

When combat is inevitable, when the time for talk has passed, you know it’s time to flip over to the battle side of your character sheet. Y’know, the good stuff! Mastering the art of battle is important for any adventurer; details for how combat works are outlined in great detail below!

A Turn is when an individual player or creature’s time frame is up to bat, so to speak.  This is when a unit can act, move, etc.  A Round consists of a 10 second interval where everyone involved in the combat area can act and react.  When six rounds have passed, one minute has passed in the game world.

When your Outeran Guide asks for a Speed check, your Speed stat helps determine when it’s your turn in combat.  There are 3 factors which play into your character’s speed.

  • Your character’s Primary Class has its own base Speed. A nightblade is naturally faster than a sorcerer.
  • Every 20 Agility Core stat points increases your speed by 1.
  • You roll a 1D12 which factors your character’s readiness for battle.

Some skills also affect the Turn Order including Haste, Slow, Stop, Inspiration, and Red Card.

  • Haste allows you to have 2 turns per round; once in your original spot and again right before the Round ends.  If multiple units have Haste, they take their turns based upon their Speed modifier; the higher the Speed, the earlier the hasted unit acts.  And if there is an even Speed score?  Coin flip it! (Or however you, as the Outeran Guide, want to settle the matter!)
  • Slow allows you to have 1 turn every other Round.
  • Stop freezes you for 2 to 3 Rounds.  Roll an even number on Round 2 to have a chance to break the Stop effect.
  • Inspiration makes the target go next.  This changes the Turn Order accordingly.

A Turn is when an individual player or creature steps up to the plate, so to speak.  This is when a unit can act, move, etc.  These are broken down into five different categories: Movement, Primary (Mainhand) Action, Secondary (Offhand) Action, Chat, and Specialty Action (which only pertain in certain cases).  At the end of your Turn, a sixth option opens up, allowing you to choose a direction in which to face. While this may sound trivial, the direction your enemy attacks you from can increase or decrease your chance to be hit. Click here to visit the Turn option page!

While Paladins specialize in Improvised Weapons, everybody is capable of using them.  While non-Paladins won’t be as powerful while wielding them, those who attack with makeshift weapons will start off with dealing 1D4 Bludgeoning Damage.  The damage can change depending on the object and below are modifiers and conditions to determine damage dealt and damage type!

  • Your Strength score is added to the weapon damage.
  • Every 20 Strength increases the dice roll by an additional 1D4 Damage, capping out at 5D4 damage.
  • Pointed throwable objects are classified as Piercing.
  • Sharp objects are considered Slashing.
  • Heavier objects without points and aren’t sharp are considered Bludgeon.

Units that are unaware of the danger they’re in, for example if an attacker is Hidden, are vulnerable to a surprise attack.  Sneaky attacks like this are called Opener Attacks.  The attacker gains Super Charge on its Opener; some skills grant additional damage to Opener Attacks too!  It is possible to perform an Opener within the same battle if the unit is able to retreat into Hidden status; in order to pull this off, your target must be unable to find you within, at minimum, a 3×3 area, and you must successfully avoid detection for 3 Rounds.  This will “end combat” and although the enemy unit(s) may be on their guard, they’re not considered to be in combat, so you can restart combat on your terms.  Fire away!

A player, or “Trainer” in this case, who uses the Pet option during that Turn may perform both Pet Movement and Pet Action within the scope of the Specialty Action.  

Pets can be classified as any extra unit a player can control during that turn which includes but not limits to…

  • A charmed or controlled unit by other means
  • A created unit such as a drone from a Tradesmaster
  • A friendly animal companion
  • A tamed creature used by a Hunter, Soul Knight, or Summoner 

A Pet can do the following actions

  Command List

  • Pet Movement which can be a command as long as the Pet’s Movement and Jump isn’t exceeded.  Examples include… 
      • Move Order: Sends your pet to a certain location.  If the order is something harmful to your Pet such as off a cliff, the Pet can resist the command, and even break from a Charm Effect with a passing save.
      • Return Order: Command your pet to return to your side or as close as they can towards you.
  • Pet Action which can be an individual attack or a combined effort attack.  It can also entail the Pet searching an area, alerting you of a presence, or standing guard.  Examples include… 
    • Attack Order: Command your pet to attack a target.  You may command your pet to use a regular attack or a pet specific skill, though what the Trainer does within the Turn affects the damage of each.  
      • If the player is also attacking, without using a skill, as well as the Pet, the added Intelligence and Strength Damage is not added to either of the attacks, but the enemy’s Vitality and Wisdom Damage Reduction is calculated on each hit and the Pet’s damage is reduced by 50% and cannot crit due to Trainer Interference.  A Pincer Attack still grants advantage on a hit, but a miss on either unit attacking would instead have the Trainer and/or Pet damaging themselves.
      • If the Trainer is not attacking that Round such as using an item, the Pet receives no damage penalties due to no Trainer interference.
    • Stay Order: Commands your pet to stay in an area idle.  If attacked your pet will counter attack, without damage penalty, if they are still within your control and change to Attack Order.
    • Skill Order:  Command your pet to perform a skill in sync with you with an invisible link up until the end of the next Round.  This skill counts as both you and your pet’s action and doesn’t suffer from a damage penalty, but a miss can still hit yourself.  Using a joint attack option is quite powerful, but the link grants your enemies not only an advantage to hit both you and your pet, but also an attack to one deals a ‘free’ 50% the damage taken to the other with your linked spirit.  Hitting both you and your Pet in an AoE attack would deal both the full damage to both as well as the added 50% thereafter.

A player who has at least a 40 Wisdom Score gains the ability “Mount Tamer”, granting them the ability to capture and ride creatures.  Anytime outside of combat, players can summon or dismiss their mount without expending an action.  However, if a mount is summoned during the heat of battle, or even at the start of a fight, this can be done at the cost of the unit’s mainhand action. When on a mount, you gain its Movement and Jump.

  • Your mount’s level is the same as it was before it was Tamed. (You need to add Taming mechanics like with Hunter if you haven’t already since mounts are usable by all classes) When your Mount’s health is brought to 0, it is subjected to the Spirit Release countdown like any other creature.
  • Anytime you are attacked and take damage, you have a 5% chance to be knocked off it. If hit by an Opener, the percentage increases to 10%. If you are critically hit, your chances of being knocked off are doubled.
  • When knocked off your Mount, your mount becomes Feared in addition to everything else that happened to you. A successful Animal Handling check is needed to calm your Mount down. 
    • DR0 – When an enemy is 10+ levels below you, your Mount goes unphased because it knows better. 
    • DR10 – When an enemy is 1 to 9 levels below you, your Mount is slightly startled. Just don’t roll a Natural 1! 
    • DR15 – When an enemy is equal to your level, you’ll need to calm your Mount down. 
    • DR20 – Enemies that are higher level than you give your Mount serious cause for concern. You’ll need to go the extra mile to keep it on your side. 
    • DR30 – Your Mount is terrified and chooses flight over fight; this check is reserved for those rare occasions when your enemies are 10+ levels higher than you.

All weapons have one of three different properties which can aid in your play style, or against a specific enemy.  These include Slashing, Piercing, and Bludgeon.  

A Slashing Weapon causes the Debuff Wounds on a successful hit which deals 1 damage for every odd level you are at the end of each of their Turns.  Wounds can stack up to 3 times, dealing 3 damage at level 1 to 45 damage at level 29. Furthermore, if the target has wounds for more than 5 Rounds, the target will receive the Bleeding Debuff. Wounds last for 1 minute or until patched up with a healing skill or item.

A Piercing Weapon has the ability to go through multiple targets at a 10% chance every level divisible by 5, starting at 5% at level 1, and 65% at level 30. If multiple targets are within the range of the projectile, it deals 50% damage to the second unit hit and 25% damage to the one there after, capping at three targets.

A Bludgeon Weapon grants a 5% chance at level 1, and again every level divisible by 5 (35% at level 30), adding the Shove effect, moving the target back 1 cell from the attack.  Furthermore a successful hit causes Black&Blue Debuff to those wearing Light and Medium Armor, reducing the target’s Max Hit Points temporarily by 10% for 1 minute, stacking up to 3 times (30% reduction).  If the target has Black&Blue for more than 5 Rounds, the target will receive the Bruising Debuff. Lasts 1 minute, or until patched up with a healing skill or item.

Weapon ranges are divided into two groups: Short Range and Long Range. Short Range weapons have a 1-to-2 Cell range. Weapons whose range reaches 3 Cells and beyond are considered Long Range. 

  • A Revolver and Crossbow normally have a 6 Cell Range unless stated otherwise. 
  • A Rifle has a 9 Cell Range normally unless stated otherwise. 
  • A Longbow has an 8 Cell Range normally unless stated otherwise. 
  • When positioned on higher terrain, such as a hilltop or a bridge, your long-range weapon gains an additional Cell to its range the higher up you are due to your superior vantage point.  On the flip side, if you are positioned on lower terrain or are forced to fire upward, your long-range weapon’s total range decreases by 1 Cell, as you are compromised by obstacles in your surroundings.

There are two different types of resistances when negating damage.  Vitality and Wisdom grant the unit damage reduction based on set numbers.  10 points in Vitality will lower your damage taken by any physical attack by 2. Conversely, Elemental Resistance is set around percentages.  In addition to resistances, these variables can also constitute immunity or even healing in place of damage!

Numbers on a character sheet normally range from 0 to 200% resistance.  However, with the right gear, these numbers can exceed these variables.

  • Units with 200% receive double damage from respective elemental attacks.
  • 150% receive 50% more damage.
  • 100% does not benefit or harm damage ratios.
  • 50% makes you take 50% less damage.
  • 0% makes you immune to an element.
  • If you pass 0, you will be healed for the percentage of said number. Having -10 will grant you 10% of what you are being hit with.

Be advised that if a creature is immune to an element, they cannot benefit from the elemental perks or elemental specific healing spells either. There may be times in which you’d rather have a lower resistance to a specific element. There are 12 types of resistances, which is shown below, and each pertains to every element which exist in Outerah.

  • Creation Resistance
  • Destruction Resistance
  • Earth Resistance
  • Elemethonal Resistance
  • Fire Resistance
  • Light Resistance
  • Neutral Resistance
  • Null Resistance
  • Shadow Resistance
  • Spirit Resistance
  • Water Resistance
  • Wind Resistance

The type of ground will not only affect whether or not you can hit a target, but also affects your movement.  Without any blockages or impeding terrain, the player can Move and Jump at the full amount.

When traversing terrain that is challenging to move through, your Movement and Jump gets cut in half.  Examples of difficult terrain include: thick forests, deep snow, waist-deep water, mucky swamps, and slippery paths.

Those that can swim in water can move in any straight direction based on their allotted Movement cells including up, down, left, right, forward, and backwards.  Diagonal Movement takes up 1.5 cells.  Half a player’s Jump score can be added to their swimming to thrust forward an additional cell for every two Jump points at the sacrifice of using a Secondary Action and losing 10 seconds of holding your breath.  Furthermore, using weapons, skills, and spells underwater incurs a Minus Charge due to the slower speed of attack being performed.  Using an electric attack is ill-advised and may only damage you.

While mountains are a form of Treacherous Terrain, the mountainous regions offer greater penalties when traversing through them.  Movement is cut by half while the unit’s Jump range remains unaffected.  However, when jumping on a Mountain the player must roll a D10.  Rolling a 7 through 0 allows for a successful jump.  Rolling a 3 through a 6 causes the player Topple.  Rolling a 1 or a 2 makes the player fall down the mountain, requiring an agility save to catch themselves from falling to the bottom and taking considerable, or most likely deadly damage.

As you take to the skies in an airship, use your wings, or fly by magical means, you will have an added advantage in the air by having the high ground.  However, winged flight will warrant a Minus Charge roll while attacking with projectile weapons due to the air turbulence. Your movement speed is doubled if you are flying by magical means (the spell Fly.) Airships are used to provide aerial support or duke it out in the skies in glorious airship combat!   These huge-sized ships which can hover and maneuver through the air are packed with cannons, catapults, and other gadgets to fight against your foes.  Both the weapons and armor of an airship can be upgraded using the same steel that normal weapons and armors use to upgrade.  However, each tier level demands a greater number in order to upgrade.

Tier 1

0 Steel

Tier 6

150 Steel

Tier 2

20 Steel

Tier 7

200 Steel

Tier 3

50 Steel

Tier 8

250 Steel

Tier 4

80 Steel

Tier 9

315 Steel

Tier 5

115 Steel

Tier 10

400 Steel

The ship itself has multiple sections which can be attacked.  Some of the pieces can outright destroy the airship, while other hiders the effectiveness of it.  The ship sections themselves can be upgraded within the tier system (tier 1 through tier 10) which increases the Hit Points of each part, but each section must be upgraded individually.

  • Ship Section: Base HP (which can be upgraded) – Description and Effect [Upgrade HP]
    • Hull: 100 HP (Super Charge) – The entire base of the airship.  Hitting the Hull is the easiest of the parts, and when taken out will launch the Airship out of the air.  However, this part has the highest Hit Points. [100, 110, 120, 135, 150, 170, 190, 215, 240, 275]
    • Mast: 3 at 25 HP Each (Minus Charge) – The tall pillar which holds up the sailcloth.  These sails allow for steady Movements and the ability to Move faster.  With the Mast damaged the airship’s Movement is lowered by 1, every Mast of the 3 destroyed, and grants a Minus Charge when attacking due to turbulence, or a Hyper Charge if all 3 are destroyed. [25, 30, 35, 40, 50, 60, 70, 85, 100, 120]
    • Propeller: 30HP (Hyper Charge) – The spinning motor which is attached to the back of the airship. [30, 35, 40, 50, 60, 70, 85, 100, 115, 140]
    • Wings: 50HP – The attached flexible wings which flow up and down like an oar.  By destroying the wings, you destroy their ability to flow effortlessly in the air, lowering their elevation continuously (-1 Jump), and causing turbulence (Minus Charge when steering for Movement). [50, 60, 70, 85, 100, 115, 130, 150, 175, 200]
    • Deck: 60HP (Plus Charge) – The top part of the airship which allows the crew to traverse the ship and use their weapons.  By damaging the deck, you damage the crew’s ability to attack. [60, 70, 85, 100, 120, 140, 165, 190, 210, 250]

Weapons upon your ship also have Tier Levels which make them deal more damage (tier 1 through tier 10). 

  • Mechanical Weapons: Damage – [Range] – Description and Upgrades
    • Cannon: (Tier-Level) D10 + (Tier-Level x 3) [25 Cells / 50 Cells] – The basic weapon which the sides of the airship have.  
      • These large cannons take 1 Turn to place the cannon in it.  
      • When attacking a Tiny-size or Huge-size unit, the damage is double.
      • Damage is full up to 25 Cells, while half damage is given past 20 Cells, up to 50.
    • Catapult: 5 25 Cells – The Catapult can fire many different items from it.  While the upgrades do not deal additional damage, each level increases your range by +5.  Some examples to fire from it are below.
      • Spell Orbs – A spell caster can enchant a blank orb with their spell for 1 Turn, and then launch it on their next turn.
      • A Unit – You may launch a Medium-size unit or lower, but fall damage is applicable.  Hope you have wings!
      • An Item Box – You may deliver items inside a box with or without balloons.  If the balloons are attached, the item box will Slow Fall to the closest land below.

Turn Order: Your team’s turn order takes place as normal.  However, each member is in charge of a certain role on the airship, having you able to either partake in said ship sections for your turn, or move to the deck in order to fight within the grid tile upon it (if enemies are on your Deck).  Your battle mode airship placements include the deck, catapult zone, left cannon zone, right cannon zone, and the helm for the one steering the ship.  The cannon zones are below the deck, and using a sprint during your turn can get you to and from that zone and the deck’s entrance on either side.

Space… the final frontier.  An endless universe… (get it? because we’re open source!)  The spacecrafts which traverse these vast plains of energy have large quantities of shadow elemental energies within to host ample gravity for those upon the ship, while a wind current houses an invisible breathable barrier around the ship.  However, being shoved or tossed off the ship during travels can have you drift off into the infinite beyond. Substations and other satellites can be visited within space.  There might even be hidden treasures to be had in space upon the millions of asteroids and comets around!  Just make sure to bring your own air if you plan on adventuring off the ship! 

While out in Space, your Movement speed is halved; while in range of your ship’s gravitational field, your Movement is normal.  Being out in space means you are in any area outside of a gravitational field. Hookshots are always handy to have, but their use truly shines when traveling through space. In addition to its normal function, hookshots can help players outside of a gravitational field. Simply fire at part of the ship or any part of the structure that the hook can grapple onto. These specialized exploration tools can not only Pull the user, but one can repel using a hookshot. Repelling and similar actions are treated as though the user is being Pushed.

Obstacles can be used to conceal your position or fully cover yourself from attacks.  By putting yourself in a position to block against long ranged attacks, it will allow you to stay at a safe spot while dealing damage from afar.  However, every material isn’t made from the same thing, and weapons or piercing projectiles may penetrate your defenses. 

Sand bags, brick or metallic walls can block piercing bullets; wood can offer you basic protection against weapons, but it is vulnerable to fire. 

An object that covers at least half of your body counts as half cover.  During your attack roll to a creature within Half Cover, you roll a second dice.  If even is rolled then you may hit depending on your other roll.  An odd roll guarantees the miss regardless if you were supposed to hit.  The half cover must be made of something that allows for blocking out that attack, and won’t be considered if it’s just providing concealment, rather than cover.  A hill, a brick wall, and stacked sandbags are examples of cover while a cardboard box, curtains, and stacked up pillows can be penetrated by projectiles and other weapons, only providing concealment.  Certain skills may also bypass Half Cover due to accuracy, as well as 50 Charisma Score higher than a target’s Agility Score.

Certain terrain and objects that are big enough to cover your full body grants you full protection from attacks, making it impossible to get hit by an attack coming from the front.  Full cover can not be beaten regardless of one’s Charisma Score, but some projectiles may be able to overcome full cover, such as an armor piercing bullet.

Upon using an attack or skill which deals damage or healing have different success outcomes.

  • Missing a melee attack could be the result of an enemy dodging… or the attacker sweeping the air.
  • A miss of a projectile may hit a target next to the original target in a cone shape by rolling 1D6, or by the Outeran Guide’s discretion. 
  • A miss from a magical attack or buff by reflect gets retargeted somewhere random on the map by rolling 2 D10s within a 10×10 area as the focal point.  Damage, healing, or buffs are factored into this new area.
  • A hit with a weapon or physical skill of any kind deals the specific elemental damage.
    • Added Damage: Attack Dice Roll + Strength + Weapon upgrades if applicable
    • Subtracted Damage: Vitality + Armor upgrades if applicable + Defense
    • Resistance Factor: 100% = 1x DMG; Below = Less DMG; Above = More DMG
    • If Critical Hit? Multiply by 2.
      • Formula for Regular Attack: Weapon Dice Roll (+) [Weapon upgrades if applicable – Armor upgrades if applicable] (+) [Strength – Vitality – Defense] (x) or (/) Elemental Resistance (x) Critical if applicable
  • A hit with a wand’s projectile or a magical spell of any kind deals the specific element’s attack.
    • Added Damage: (Attack Dice Roll + Intelligence)+Weapon Multiplier if applicable
    • Subtracted Damage: Wisdom + Magic Defense
    • Resistance Factor: 100% = 1x DMG; Below = Less DMG; Above = More DMG
    • If Critical Hit? Multiply by 2.
      • Formula for Magic Attack: Weapon Dice Roll (+) Intelligence – Wisdom – M-Defense [(x) or (/) Elemental Resistance] (x) Critical if applicable
  • A healing skill has the Elemental Resistance factored in the effectiveness of the healing output whether it’s based on an item or spell.
    • A fire aligned creature using a water infused potion heals for 50% the normal value; a water spell to heal on a wind aligned creature heals for 50% the normal value.  Imbibing a potion infused with your boon element will always cause you to heal for half of what you would otherwise be healed for.
    • A creature that is immune to the element whether being healed or attacked neither takes nor receives damage pertaining to said element.
  • To see if an attack hits a player must roll 1D100 (D10+percentile die).
    • Formula for Hit Check: Crit Check (if not…) → Enemy Agi vs Attacker’s Charisma +/- Direction Facing
    • The direction a player is facing may add or subtract an extra point.  Attacking head on loses ten numbers off the D100 as a successful hit.  Attacking from behind grants ten additional numbers on the D100 to hit.  Attacking on the sides neither adds or lowers any points of success or failure to either party.

All damage over time effects, also known as DoTs, takes place at the start of the Turn unless otherwise specified.  This can be an after effect or from debuffs such as poison.  All healing over time effect, also known as HoTs, takes place at the end of the Turn. Druid spells are a common example of HoTs.

There are skills and soul gems which grant the player use of a Trigger Action, a retaliatory attack that becomes active when the player is attacked.  In addition to these awesome abilities, there are rare soul gems that grant the player the power of Auto Skills!  These auto-action skills activate when the unit is attacked and regardless of whether or not it receives damage.  For example, the unit may imbibe a potion upon being attacked.  This differs from Trigger Action because auto-actions may include, but are not limited to attacks.  Bear in mind that only one of these soul gem types can be active at a time, meaning that you cannot stack a Trigger Action or an Auto-Skill.  If the unit has both types of soul gems in their sockets, they can choose between which one will activate.  Trigger Actions, unless otherwise specified, are usable only once every Round.  Auto Actions, on the other hand, will continue to proc every time the criteria is met throughout the Round.

Effects can be good (Buff) or bad (Debuff) and they are categorized into tiers!  The higher the tier, the more potent the effect! Throughout the Tome, specifically the skill section, you will see Buffs and Debuffs mentioned in this format…

[Prefix if applicable] Name of Status Effect (Number of Rounds effect is active)

Examples: Void Poison; Everlasting Burn(3)

Prefix

Description

[Everlasting]

A Buff or Debuff marked as Everlasting will last for the full duration without the ability to resist the effect after the initial check. For better or worse until death do they part…

[Guaranteed]

It’s unavoidable. The Buff or Debuff with the guaranteed stamp of approval will never miss.

[Void]

When you see Void, you are immune to the Buff or Debuff for the allotted duration.

Effects can be good or bad and they are categorized into tiers!  The higher the tier, the more potent the effect.  This chart shows the main 21 status effects; there are 60 effects in total which can put the hurt on an unfortunate victim, each of which pertains to specific Core Stats.  A D100(D10+percentile die) is rolled before factoring the alignment to you to see if you resist it using your Core Stat.  Status effects can stack, so be careful!

Tier 1

Tier 2

Tier 3

Bleeding (VIT)

Severe Bleeding (LUK-10)

Coma (N/A)

Bruising (VIT)

Severe Bruising (LUK-10)

Battered (N/A)

Burn (VIT)

Severe Burn (AGI-10)

Seared (SPT-20)

Cursed (INT)

Hexed (LUK-10)

Doomed (CHA-20)

Disease (VIT)

Drain (SPT-10)

Arged (SPT-20)

Divest (AGI)

Stolen (AGI-10)

Banished (SPT-20)

Fear (INT)

Panic! (INT-10)

Frozen (SPT-20)

Hazy (N/A)

Blind (VIT-10)

Hallucination (INT-20)

Oppressed (WIS)

Rage (INT-10)

Hyperventilating (INT-20)

Paralyze (VIT)

Stone Curse (VIT-10)

Solid (SPT-20)

Poison (VIT)

Deadly Poison (VIT-10)

Envenomed (VIT-20)

Pull / Push (N/A)

Propelled (N/A)

Frictionless (N/A)

Seek (N/A)

Glitter (AGI-10)

Marked (CHA-20)

Shatter (LUK)

Destroyed (LUK-10)

Disintegrated (LUK-20)

Silence (SPT)

Gasping (SPT-10)

Asphyxiation (VIT-20)

Sleep (INT)

Charm (INT-10)

Owned (WIS-20)

Slow (LUK)

Locked (AGI-10)

Stop (LUK-20)

Taunt (CHA)

Fixation (INT-10)

Spotlight (CHA-20)

Topple (AGI)

Klutz (LUK-10)

Crippled (LUK-20)

Zero (AGI)

Exploit (AGI-10)

Confusion (CHA-20)

Negative Effects

  • Effect: Name of the Negative Effect
  • Tier: The ranked tier of said Negative Effect
  • Number: The numeric value, if any, given to a negative effect, used in certain skills
  • Description: The Effect which is temporarily given to a creature when inflicted with the alignment.
  • Minimum: The least amount of turns a negative effect subsists before the unit is able to resist it with a D100 roll, each turn increasing the unit’s odds by 5% (+5 to your D100 after the first minimum roll). 
  • Stat: The Core Stat which affects your resistance to a negative effect.  Every 1 point of said stat increases your resistance of it by 1%, which equates to one number off a D100.  A 100 in a stat makes you immune to all status effects which target that stat.

Effect

Tier

Description

Minimum

Stat

#

Arged

3

You’ve been completely sapped of your energy.  Treat all of your stats as if their total is 1 until the duration of the effect has expired.  

10 Minutes

SPT

Asphyxiation

3

You cannot cast spells and have a 75% chance to miss your Turn as you struggle to breathe.  As if that’s not bad enough, you also have 25% chance to take 10% damage equal to your Max Hit Points as your lungs threaten to collapse. Roll a second 1D4 and pray to your deity.

3 Rounds

VIT

Banished

3

A Pet, Mount, or inanimate object is removed from the current plane of existence and placed into a different plane of existence.

1 Hour for inanimate / 1 Minute for other

SPT

Bleeding

1

Deals 1 damage per stack to the opponent.  The effect can stack up to 5 times.

10 Rounds

VIT

Blind

2

Lowers visibility to 0 Cells (or 1 Cell if specified), and you have a 50% chance to miss your attacks as you swing in the air (or take a post shot) and hope for the best.

6 Rounds

VIT

2

Bruising

1

Reduces your max hit points by 10%.  Stacks up to 3 times; upon receiving the third stack, your Hit Points are reduced by 30%, maxing at 50%.

30 Minutes

VIT

Burn

1

Drains 5% health per turn and halves Strength for the duration.

6 Rounds

VIT

3

Charm

2

Afflicted creature temporarily becomes hostile to allies.  Being hit has a 50% chance to break free from the effect.

1 Hit or 10 Minutes

INT

4

Coma

3

Brings your Hit Points and Magic Points to 1, and makes you unable to do anything until you come to your senses.  It is a near death experience and just a stone’s throw away from an actual Spirit Release!

2 Rounds

Crippled

3

Your debilitation is severe and each limb lost has a severe effect.  If both your legs become crippled, you have a 0 in Movement and Jump; one leg crippled reduces your Movement to 1 but you retain the 0 in Jump.  If one arm is crippled, you lose the ability to use a Offhand action; if both arms are crippled, you can use neither a Mainhand or Offhand action.

6 Rounds

LUK

Curse

1

You temporarily lose 50 points from your Luck stat as well as the ability to use Luck Orbs.

6 Rounds

INT

5

Deadly Poison

2

Drains 20% health per turn and halves your Vitality.  If left untreated, this will kill the unit before the affliction’s duration expires.

6 Rounds

VIT

Destroyed

2

The object in question, usually a gear or item, becomes irreparable.  However, it can be scrapped for supplies used in order to make something new.  

Yipeeee, recycling material!

Undefined

LUK

Disease

1

You’ve caught something nasty!  Your nauseous pain is taking its toll.  In combat, you have a 25% to lose your Turn as you toss up your insides.  Additionally, when using a healing item, you have a 50% chance to gain no benefit from it, as your body rejects it. 

3 Rounds

VIT

Disintegrated

3

You’ve been vaporized, probably by something extremely powerful, and there is nothing left of you besides fragments of lingering elemental energy from your affinity.  An object can also be Disintegrated, leaving no evidence of it behind.

Undefined

LUK

Divest

1

The target is unable to use the targeted piece of gear or item for the duration.

2 Rounds

AGI

Doomed

3

A sudden feeling of dread washes over you… you may as well have a dark storm cloud lingering above you!  For the duration, your Intelligence, Wisdom, and Luck incurs a 30-point penalty.  It’s best to sleep this one off.

End of Day

CHA

Drain

2

Lower SPT by 50%, drains 50% of your max Magic Points, and all damage received is doubled as your soul burns.  Any type of water or potion removes the status effect.

Undefined /

Water

SPT

1

Envenomed

3

Time is of the essence!  A poison which starts off extremely slow is extremely deadly. Unlike other poisons which take a percentage of your max health, this poison starts at 1 unresisted damage and continues to double exponentially. 1…2…4…8…16…32…64…128…256…512…

6 Rounds

VIT

Exploit

2

Deals more damage the higher your defense is. Your normal Vitality and/or Wisdom-based damage reduction now counts as extra damage incurred.

That Hit Only

AGI

Fear

1

The creature turns into a chicken-wuss; the afflicted unit is incapable of attacking and must move as far away from danger as possible.

1 Hit or 3 Rounds

INT

6

Fixation

2

You gaze at an object or being, unable to take your eyes off it.  Your Flee drops to 0 and you skip your Turn.

3 Rounds

INT

Hazy

1

Thick clouds which inhabit an area, this effect makes it difficult to see past 1D10 Cells of you in any given area.  Wind skills can blow away the Fog while Fire can pierce through it.

1 Hour

Fire / Wind

Frictionless

3

Inertia is really tormenting you now!  Within Space there are areas which are completely without Friction, making you continuously go a particular way until crashing into an object.  Every 20 Agility makes your speed +1 Cell per Round, added to the normal Movement. Depending on this speed Fall Damage is applied when crashing into something.

   

Frozen

2

Your body and spirit is stiff, making you unable to move within this block of ice.  Wind-based attacks will not only deal double damage, but will break you out of the ice.

6 Rounds/

Wind ATK

SPT

7

Gasping

2

You cannot cast spells and have a 50% chance to miss your Turn as you struggle to breathe.

3 Rounds

VIT

Glitter

2

Glitter makes the creature sparkle, making them unable to hide.

2 Rounds

AGI

8

Hallucination

3

You see stuff that isn’t there… When making Perception checks and attempting to hit any target in combat, you gain Hyper Charge as you’re unsure if what you’re attacking is real or a figment of your imagination.  Many effects such as Fear, Rage, Burn, or even becoming Frozen can occur at a 25% chance each Round due to the images you see and your increasing hysteria.  Roll 1D4 to see your fate… (You can roll a d100 to randomize your status effect and use the # column)

6 Rounds

INT

Hexed

2

A hidden spirit is constantly looming overhead, cursing you in a nonviolent, but troublesome way.  For the duration, you incur a 50% penalty on your earnings in both Experience Points, Gold, and Treasures, as the hidden spirit is making them all disappear.

1 Hour

LUK

Hyperventilating

3

Whether from extreme fear or a startling revelation, your mind has blanked out completely.  In addition to your losing out on any actions during your Turn, your Flee, Intelligence, and Charisma are set to 0.

6 Rounds

INT

Klutz

2

You are such a klutz!  Every time you make your Movement or get attacked, you have a 25% to drop something in your inventory without knowing!  However, if it is a weapon you are wielding, you are aware.  The gear affected depends on when it was obtained; the earlier you acquired an item, the higher the chance you are none the wiser to your loss.  Klutz always targets the first/oldest item(when you found it) in your inventory.

6 Rounds

LUK

Locked

2

A trap, grapple, or other object will make your Movement 0 keeping you pinned to that particular Cell.  Depending on the cause a successful check (STR, AGI, INT, etc) will be needed to end the status effect.

1 Round

AGI

Marked

3

You have a bullseye on your back… Literally!  This temporary tattoo, whilst stylish, lights you up like a beacon and draws enemies to you like moths to a flame. You can be seen behind objects, even if you are Hidden!  One must escape 50 Cells of the caster, or incapacitate them, in order to break free from the effect.

>50 Cells/

Defeat Caster

CHA

Oppressed

1

Your resentment towards overwhelming pressure, whether authentic or figurative, carries over into the real world. When attempting to loot, you incur a 20% penalty to receive nothing. Roll a d10, pick your two least favorite decades, and hopefully luck is on your side.

End of Day

WIS

9

Owned

3

Your mind and body are no longer your own.  Like a dog, you do another’s bidding for the duration of the effect.

End of Day

WIS

Panic!

2

You roll 1D4 to gauge the directional line you will take at random to Sprint.  Your entire Movement must be used up or until you hit into something.  If you collide into an inanimate object, such as a wall, it will Topple you and deal fixed damage equal to your Level.  If crashing into a living unit, that unit gets a free Trigger Action to make a single attack against you.  A friendly unit may use this to smack you for 1D4+STR damage to slap some sense into you; your friendly unit has a 50% chance to remove Panic! from you in this manner. Different objects crashed into may also add a new status effect, such as Severe Burn by crashing into a campfire.

6 Rounds/

Slap

INT

Paralyze

1

Target is unable to move 25% of the time, Rolling a 1D4 to see if you skip your turn. Halves Speed and Agility.

2 Rounds

VIT

10

Poison

1

Drains 10% health per turn and halves Vitality.

3 Rounds

VIT

11

Propelled

2

The target is Pushed or Pulled multiple Cells.

Undefined

Pull

1

Pulls a target back one cell

Undefined

Push

1

Pushes a target back one cell

Undefined

Rage

2

You are overtaken by blind, abject fury.  Your melee attacks deal 20% more damage.  However, you are unable to control yourself due to your unyielding anger.  As such, you must attack the closest unit, regardless of whether it is friend or foe.

1 Hit or 3 Rounds

INT

12

Seared

3

With enough heated pressure, a unit loses its Elemental Affinity briefly.  In other words, you are temporarily forced to Neutral property and all Elemental attacks deal 50% more damage to you, while Elemethonal deals double damage.

6 Rounds

SPT

Seek

1

Your pursuers gain sight beyond sight.  While nothing outwardly appears to have changed, others seem to be able to see a little better than usual.  And by a little, we mean a lot.  Your Hidden Status?  Gone.  Your enemies can see you clear as day.

Undefined

Severe Burn

2

Drains 20% health per turn, Lowers Strength to 1, and endows your Neutral-type weapon to fire.

6 Rounds

AGI

Severe Bleeding

2

Deals 10 damage per stack to the opponent.  The effect can stack up to 5 times.

10 Rounds

LUK

Severe Bruising

2

Reduces your max hit points by 20%.  Stacks up to 3 times, though upon the third stack it reduces your Hit Points by 35%, maxing at 75%.

30 Minutes

LUK

Shatter

1

The creature has their equipment broken, needing them to be repaired. Lose gear stats.

Until Repaired

LUK

Silence

1

You are unable to cast magic. Or speak.

3 Rounds

SPT

13

Sleep

1

Sleep comes for you and then some.  While you are effectively incapacitated for the duration, you also lose out on the protection you may take for granted.  While asleep, you lose your Vitality and Wisdom-based damage reduction modifier, removing the Vitality and Wisdom damage reduction. If the target is awakened by a water attack, said unit receives double damage due to the shock of the watery impact.

1 Hit or 3 Rounds

INT

14

Slow

1

Binds the character within a time warp, causing them to go every other Round.  In addition, the unit’s Movement is halved.

2 Rounds

LUK

15

Solid

3

Your spirit has been trapped and placed into an object which can be manipulated.  Your soul being out of your body might attract Spirit Consumers; additionally, being out of your body will cause it to decay. You lose 10% of your hit points per turn.  If your HP reaches zero, your body is lost and you do not gain the Spirit Release, as your body has withered away completely.

6 Rounds

SPT

Spotlight

3

Projectiles just have a way of finding you. Within a 5x5x5 area centered around you, you draw in all projectiles as if you’re a living magnet.  Though the cell radius is centered around you, only you are afflicted with this ailment.

3 Rounds

CHA

Stone Curse

2

Target turns to stone, lowering all Elemental Resistances by 50%. The next fire attack will break you out of the effect, but deal double damage (4 times damage and inflicts Melted to you if Fire already deals double to you).

6 Rounds/

Fire ATK

VIT

16

Stolen

2

Yoink! Your inventory just got lighter.  You have been relieved of a random possession, which is determined by your Outeran Guide.

Undefined

AGI

Stop

3

Binds the character within a time warp, skipping their turns.  Can last only up to 3 Rounds.

2 Rounds

LUK

17

Taunt

1

Only allows enemy units to target the caster.

2 Rounds

CHA

18

Topple

1

Immobilized during the duration of the effect.

1 Rounds

AGI

19

Zero

1

Temporarily nulls all defenses to 0.

1 Rounds

AGI

20

A positive buff needs to be rolled to see if it is successfully casted and only lasts for the duration listed. However, a reapplication of a Buff will start the Round counter anew!

Buffs: Positive Effects

  • Effect: Name of the Buff Effect
  • Number: The Number, if any, given to a Buff Effect, used in certain skills
  • Description: The Effect which is temporarily given to a creature when inflicted with the Buff.
  • Lasts: The amount of Rounds which the skill will last in battle.
  • Success: The rate of success given to a Buff when at 10 Wisdom.  Every 10 Points of Wisdom thereafter increases your success chance by 10%, which equates to one number off a D100.

Effect

#

Description

Duration

Base
Success

Barrier

1

Halves damage against physical attacks.

3 Rounds

75%

Bless

2

Increases Intelligence, Spirituality, and Wisdom by 10.

3 Rounds

70%

Crit-It

Your guard dropped in battle and all your vitals are left open. Your mind must not be in the fight, and for the next hit, whether it’s the current attack which triggered this buff, your attack, or an attack from someone else, it will deal critical damage!

1 Attack

75%

Crystal

3

Halves magical attack damage.

3 Rounds

75%

Entitlement

Grants the target to be next regardless of anything else.  They deserve it after all!

1 Rounds

100%

Guardian Angel

When falling to Spirit Release, your next Round which normally would drop you to 2 will instead resurrect you with 1 health. 

3 Rounds

50%

Guided

4

Unable to be affected by Negative Effects which affect the Spirit Stat.

3 Rounds

75%

Haste

5

Doubles your Movement, Jump, and Speed, and gains an additional turn right before the Round’s end.

3 Rounds

65%

Hidden

6

Unable to be targeted by single target actions but lowers movement range by 50%

3 Rounds

75%

Lucky!

Increases your Luck by 10.

3 Rounds

70%

Macho

7

Increases Strength and Vitality by 10.

3 Rounds

75%

Reflect

8

Tosses a spell at a random space on the map in a 10×10 area (roll percentile dice)

3 Rounds

65%

Refurbish

Repairs damaged Gear

Undefined

80%

Safety

Negates excess spiritual attack damage from certain attacks.

3 Rounds

65%

Sealed

Your equipment or item has a special unbreakable property for a given time.

3 Rounds

60%

Shake-off

The next negative effect which would have been inflicted is automatically removed.

3 Rounds

60%

Suction

9

Remove negative ailments from a creature.

Undefined

70%

Virtue

10

A signal that increases your Charisma by 10.  Lasts twice as long if under Oppressed Effect.

2-4 Rounds

85%

Badass

There are certain cases where you’ll meet such a badass individual! Though not all badass beings are equal.  Below marks the amount of awesomeness each has.

Tier

Core Stat Upgrade

Description

T1 – Rare Monster Unit

+10 Temp. Stat Boost

+20% HP, MP, and Damage output.
Flat 10% Reduction to all Damage.

T2 – Character Unit

+10 Temp. Stat Boost

+50% HP, MP, and Damage output.
Flat 10% Reduction to all Damage.

T3 – Boss Rank Unit

+20 Temp. Stat Boost

2x HP, MP, and Damage output.
Flat 20% Reduction to all Damage.

T4 – Vessel, Heraldic, Champion, or Demigod

+20 Temp. Stat Boost

3x HP, MP, and Damage output.
Flat 50% Reduction to all Damage.

T5 – Deity

+30 Temp. Stat Boost

4x HP, MP, and Damage output.
Flat 80% Reduction to all Damage.