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Prana/Strength/Melee, Kairos/Technique/Gun, Qi/Mind/Psychic, Aether/Spirit/Magic, Anima/Will/Support.

Prana, Kairos, Qi, Ether, and Anima. These are the five core stats. Combat and Exploration have slightly different substats which are derived from these four. When you gain EXP, you spend it on increasing the level of the five core stats.

Example Characters
Example Monsters

Strength, Technique, Mind, Spirit and Will are the base combat stats, along with HP and AP. (HP/AP probably 100 ish)

(STR/TCH/MND/SPR/WIL base 5, 1 ability in every category, every even point of prana/kairos/etc gives 1 ability, every odd point increases the power stat)
300 EXP starting, 10 for 1 stat, +20(30 total) for 2, +30(60 total) for 3, etc. Have to have 1 in each at least.

Possibly get 1 bonus combat ability in any category you want? Maybe an option to move one ability slot from one category to another??

Gear: melee weapons cover melee/magic, guns cover guns/psychic, and armor covers HP/Support. one accessory that can do anything.

Stamina and Fortitude are the main exploration stat, along with each core stat having a derived value that modified skill check rolls. Distortion Levels are something you'll need to manage as a group.

Using the 5 core stats, you'll buy Combat Abilities and Exploration Skills. Each level gives you one Ability and one Skill each, rather than being shared so you don't have to choose between combat power and out of combat competency. Each core stat has different abilities/skills associated with it.

Fortitude is more or less exploration HP - you use it to shrug off wounds and statuses. Stamina is like mp, you use it to activate Skills you're learned. Both are probably 3ish by default. When you spend stamina you can perform a skill without rolling for a check, or you can add a second die when making a check. If you attempt to use a Skill without having any stamina, you need to roll even though you wouldn't normally and failure cost your fortitude. Skill checks are d10 + modifiers, aiming for specific Difficulty values. If you fail a skill check, you can push your luck in order to reroll, but doing so increase the Distortion Level of the area by 1.

Skill Checks happen when someone doesn't have a Skill to solve a problem or Stamina to expend on it. Generally speaking, feats of strength and dexterity use Prana, knowledge and the use of technology is Kairos, Qi covers social interactions, magic is sort of a grab bag when doing weird shit, and Anima is for resisting things done to you or lending aid.

Some vague examples of how I see the skill categories filling out
Prana: Punch through a wall. Lift up a collapsing building. Run up walls or atop water. Leap from the group to the top of a several stories tall building. Throw a baseball with enough force and precision to hit a target a block away.
Kairos: Hack into computers. Recall knowledge, even of things you might not have known until you thought about it. Crack a safe in seconds. Hotwire and pilot a helicopter without issue. Disassemble complex machine and be able to reassemble it even without blueprints.
Qi: Reading surface thoughts. Psychometery. Telepathy. Jedi mind tricks.
Aether: Open doors to the strange paths. Summon elemental effects (balls of fire, strong winds, freeze over water, pillars of earth, etc). Detect the usage of magic in the area. Clairvoyancey.
Anima: Repair distortions. Block other people out of your mind. Resist poisons and extreme conditions. Shrug off getting hit in the head by a brick from a random street punk. Heal minor cuts, bruises and sprains.

Distortion Levels are 0-10 by in large. As the level increases, various strange effects start to effect the area. Odd numbers deal with combat, even with exploration. When it hits tend the effects become permanent, and then every 5 from there if you keep raising it for whatever reason increases the range of the distortion.

1 - Randomized power boost to the five ability categories each round
2 - Roll on the Minor Distortion Table
3 - Random actor takes small damage at the end of each round each round
4 - Roll on the Minor Distortion Table again
5 - random actor gains a negative status and is healed for a small amount at the start of each turn
6 - Roll on the Major Distortion Table
7 - all actors take minor elemental damage at the end of each turn
8 - Roll on the Major Distortion Table again
9 - random actor becomes the Bad Omen at the start of each turn (takes double damage).
10 - The Distortion becomes permanent and will no longer fade with time.

3/4/5 | 4/5/6 | 5/6/7
Weapons: Gloves (balanced), Blades (melee), Staves (magic).
Firearms: Handgun (Psychic), Shotgun (Balanced), Rifle (Gun).
Armor: Vests (HP>AP>Support) 50, x5, Coats (AP>Support>HP) 30, x3, Suits (Support>HP>AP) 40, x4
PMIcecylee: Like, riot armor/bullet proof vest VS biker style protective suits VS robes and tenchcoats and shit?
PMHachi: yeah that's a good dichetomy
PMHachi: miltary synthetics - leathers/modern leatherworking - robes/mma stuff

HP = STR+MND + Armor
AP = TCH+SPR + Armor

Things Just Work, no accuracy rolls. HOWEVER. Attacks of any type can have 1 of 3 properties, and magic can have different elements.

Combo: When an attack with combo hits a target, increase the combo counter on the monster. When a specific number of combo is reach (different for different enemy types), they take an amount of HP/GP damage, also dependent on enemy type.
Pressure: When an attack with pressure hits a target, increase the pressure on the enemy by the amount specified by the action. When the enemy is guard broken, it takes damage equal to their current pressure and it resets to 0.
Critical: When you make an attack with critical, roll d100. On a roll of 30 or below, deal bonus damage (listed individually per action).

Enemy stats:
HP
Guard Points
Combo Tolerance / Combo Burst

attacks don't use stats, but have the numbers baked in. They don't have AP either, but either have rotations or restrictions on how they can use their powers.
When an enemy is Guard Broken, they lose the action they currently have queued up and replace it with their Dazed action (only one option, generally worse than normal). Additionally, any damage they suffer is treated as HP damage on top of taking double damage until the end of the round. Pressure is converted to damage, and negative statuses are cleansed as well.

Random field-type effects, rolled each round
Boosted Category: Deal +30% damage/pressure/recovery with abilities in that category that round

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