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Additional Rules

Cover

If a Target is at least half concealed from an Attack or anything that Targets it, it has Cover. If the Target is only partially concealed it has Partial Cover, and Checks made to Target it are made with an Adjustment of -3. If it is completely concealed it has Full Cover, and it cannot be Targeted directly. Cover is symmetrical, if one character is Covered from another, the other has the same level of Cover from the first.

Damage Types

Usually Damage is simply dealt, and the nature of the Damage is irrelevant. However, there may be certain Feats that specify resistance, vulnerability, or even immunity to certain Damage Types. For that reason, those Damage Types are listed here. Resistance halves the damage taken, Vulnerability doubles it, and Immunity prevents any damage from being taken.

Standard

Standard Damage is the type dealt by default. If a source does not specify a Damage Type, it's Standard Damage. This encompasses both bludgeoning and sharp damages.

Mental

While not literal physical damage, Mental Damage is Damage dealt to a character's willpower, and can take down a character nonetheless. Associated with Will Saves.

Poison

Damage dealt by poisons and other toxic sources, as well as acids. Usually associated with Resilience Saves.

Elemental

Most of the twelve elements can deal damage in some way. Each of these is counted as a separate damage type.

Fall Damage

If a character falls a distance exceeding 5 meters, they will take Fall Damage. For every 5 meters fallen, they take 2d6 Damage.

Fire Damage/Spread

Note, this section uses the EMU as a unit, which is described in the Elemental Magic section. EMUs work slightly differently with fire compared to the other Elements. Instead of EMU measuring just the space taken up by the flame, it also measures its heat. A normal fire covering two spaces is 2 EMU like normal, but a twice-as-hot flame covering just one space is also 2 EMU.

Fire inflicts damage upon contact with a character. Damage dealt is 1d6 with an Adjustment equal to the EMU value of the flame, either at the start of the character's turn, or when the character enters the flame, but only once per Round.

A flame will naturally gain or lose EMUs once per Round to match its fuel source, as well as spread — if a Caster created the flame, this happens at the start of that Caster's Turns, otherwise it happens at the start of Initiative Order. If the fuel source has a greater potential than the flame is using, the flame gains 1 EMU per Round. If the fuel source has a lesser potential than the flame is using, the flame instantly drops to match the fuel's potential once per Round. If the flame is adjacent to a non-burning fuel source (and not prevented from spreading), it will add 1 EMU of flame to all spaces in the cardinal (up, down, left, right) directions.

Resting

Characters can recuperate through Resting. To Rest, the characters must spend two hours doing minimal activity, such as sleeping or tending to wounds. Once a character has successfully completed a Rest, they may make a Check using Resiliency, Will, or Spirit, and heal that amount. For longer rests, feel free to roll all the dice together at the end.

If a character spends 3 Rests (totaling 6 hours) Unconscious within a 12 hour period, it is counted as Sleep in addition to Rest. When they complete Sleep, they can reduce their Fatigue level by 1, and reset their Energy its Max. Note that Sleep does not automatically reset HP to max. Rest Healing is only granted via the Checks made for every two hours of Rest.

The quality of your sleeping conditions can give you an Adjustment to your Healing Check, ranging from -5 for the least comfortable and most dangerous places, to +5 for the most comfortable bed in a peaceful place. If the result of the Healing Check is negative, you do take damage. If rolling the dice for multiple Healing Checks at once, make sure to apply the Adjustment multiple times to match.