Discord participation is mandatory. The game is generously hosted off the main Trespassers server, scroll down to find the AE channels.
Hello and welcome to yet one more Trespassers spin-off! This game is designed around maximizing character individuality and is a little more complicated at baseline than the main game, but should hopefully end up a little more intuitive in the long run.
This spin-off is about preventative maintenance. There are many beings throughout the multiverse that could potentially grow full of their home reality and spread corruption far and wide as a Trespasser. These beings are called Nascents, and the characters of this game are tasked with finding them and preventing that outcome, usually via violence. Of course, this task is far easier said than done, as any being powerful and eldritch enough to become a Trespasser is sure to put up a serious fight. And that's without considering those who might strive to bring a Nascent's power to fruition.
At the moment I intend to be sole proprietor of a romp around some of my favorite media for like 5 or 6 people, but maybe if a ton of people show interest I'll drag someone over to run a second plot alongside mine down the road.
Stats and Scaling
There are five stats, which by default only carry fairly minor mechanical benefits. In order to properly make use of a stat, you have to declare what it will be used to scale. Under normal circumstances, a stat may not be used for any other purpose than its declared use. Typically, characters must declare at least one damage type and each declaration may only be applied to one stat.
You begin with 15 stat points and gain 2 each level.
Strength
Represents a character's ability to leverage their physical body or any enhancements to it.
Increases the amount of Weight you can carry by 1.
Synergy
Represents most abilities that are given form by some sort of energy such as mana or electricity.
When striking and enemy's Weakness, deal an additional 0.5SYN damage
Agility
Represents the ability to move quickly, precisely, or without detection.
Increases Initiative by 1
Intelligence
Represents a character's ability to leverage knowledge, cunning, or wit.
Reduces Crafting Difficulty by 1
Defense
Represents a character's ability to protect themselves with things such as armor, scales, or forcefields.
Reduces all Damage taken, including True Damage, by 1
Physical
Scales Physical Damage
Energy
Scales Energy Damage
Magic
Scales Magic Damage
Soul
Scales Soul Damage
Critical
Used for extra scaling on Damage and is required to deal True Damage
Positioning
Used for scaling things that alter INIT or Row, or things that avoid being attacked entirely
Healing
Scales healing and other restorative effects
Buff
Used for beneficial effects applied to the self or allies
Debuff
Used for negative effects applied to enemies, as well as DoTs and Curses
Protection
General damage reduction and Type-based reduction
Resistance
Element based damage reduction, debuff prevention
Crafting
Scales all effects related to crafting
Perks are powerful, system-altering effects that help define your character distinctly from all others. Nearly every rule of the game can be rewritten with a Perk if you choose. By default, Perks include an associated downside and cost 1 Perk Point. You start with 3 Perk Points and gain 1 at levels 5 and 10. By spending an extra point on a Perk, you can turn it into a Perfected Perk, which has no downside.
Wounds are essentially downside-only Perks given out when a character's HP is reduced to 0 during combat. They can be removed in a variety of ways depending on what is deemed appropriate by the GM (typically appropriate actions in-RP, using Loot, or perks/actions/items specifically designed to remove them), but will never be easy to deal with. If a character has 5 Wounds, they are not allowed to enter combat.
Actions are the primary method through which characters interact with game systems. They encompass all of a character's skills, powers, and equipment. Actions are split into two broad categories: those that deal damage are Attacks, those that do not are Support.
Actions are created at the cost of 1 AP, which is gained at a rate of 4 per level and begins at 10, and require a piece of Loot to create (except during chargen, where you can make up to 4 Actions with AP only). They can be leveled up by spending 1 AP or via crafting. Levels 3, 6, and 10 are considered Key Levels, and certain effects (dice size and stat scaling being the standard examples) can only be leveled at these levels. Generally, if an effect feels like it should cost more than 1 AP, a Key Level is where it goes.
Some Actions also have Weight, be it physical or emotional. Weight can be added as part of the base Action to justify a higher power level or (and this is actually more likely) due to the requirement of the Loot it's made from. It can also be gained as part of an Action level, adding a penalty of 1 Weight to a level is more or less equivalent to making it a Key Level (with space for GM veto). Weight can also be added at level up as a consequence for a Failed crafting roll. Actions may never have more than 3 Weight.
If your Weight goes over your cap (2+0.5LVL+STR), you become Encumbered, which reduces the effective level of all of your Actions equal to the amount of excess Weight you have. Actions below level 0 cannot be used.
Actions may be refunded into Loot at any time, returning all of their AP. For balance reasons, you are not usually allowed to remake an Action that has already been refunded. If an Action was made with Loot, the refunded Loot is not guaranteed to be identical to the original.
Loot is a type of resource that is used for designing new Actions. It comes with restrictions on what type of Action can be made with it, which vary in how strict they are from simply being required to scale off of a certain stat, to having a set base weight and bonus dice sizes. Loot can be acquired as a reward during plots or by refunding Actions.
Crafting is used to combine Loot or level up Actions. It works essentially the same for both, having 4 results based on a roll of 4d10. Fail, Pass, Success, or Crit Success. Fail occurs when the roll is less than the Difficulty of the craft (new level*3-INT for actions, GM determined-INT for Loot combining) and results in some kind of penalty over the intended result. Success occurs with a roll above 30, and provides a small bonus of some kind over the intended result. Crit success occurs with a roll over 40, and provides the same benefit as a success, as well as refunding the AP used to initiate the crafting process (for action levels) or another/improved bonus (for loot). All other rolls Pass, and give the intended result.
Crafting an action level requires 1 AP, and the intended result is typically equivalent to simply buying the level with AP directly.
Positioning is handled on a set of six "rows," which serve as an abstraction of general groupings of positions in the chaos of battle. The rows are E3, E2, E1, A1, A2, and A3. Enemies typically start on the E rows, while allies start on the A rows. By default, a character cannot move between rows. AoE Actions will hit an entire row, but have their effects halved where possible (rounded down for low-number things such as duration).
Initiative is the order of battle determined by a character's AGI. Initiative does not change by default, and increasing it is considered highly valuable as most enemies will have their attacks telegraphed before the start of a round. Some enemies may have multiple turns in the initiative order.
All damage in this game has a type and element. Similarly, nearly all enemies will possess weaknesses and resistances to these types or elements. Typically, an enemy resistance or weakness will be 25% for a type and 50% for an element. Some may instead have flat damage reduction or weaknesses instead, which will vary much more.
When calculating damage, only the highest value reduction will be applied within the same category, but different categories of reduction will stack. What this means is that if you have a general purpose 20% reduction, a 30% reduction to Energy damage, then only the 30% reduction will be applied. But a 20% general and 50% Fire reduction would multiply together for a total of 60%.
Flat reductions and percentages are calculated separately, with flat reductions going first unless otherwise specified. If a character that normally has a weakness uses an action to gain resistance to the weakness, the values are added together.
True damage ignores all damage reductions except for the flat bonus provided by DEF.
Slash
Pierce
Blunt
Concussive
Fire
Water
Ice
Wind
Electric
Light
Dark
Psychic
Sexy
Poison
Buffs and Debuffs are effects that alter a character's state during battle, usually for a limited duration.
CC is a special mechanic regarding effects that prevent the use of Actions. CC effects typically last no more than 1 turn, and when a character exits CC, they gain 100% CC resist for 1 turn.
Cooldowns, or CDs, limit how often an Action can be used. If an Action's CD is above 0, it cannot be used. Most actions do not have a CD. The highest CD allowed is 4, if the CD of an action is raised again, it becomes usable once per battle.
Buffs, Debuffs, CC, and CDs all tick at the end of a character's turn unless they were applied during it.
Keywords
Keywords are useful tools when making Actions that help serve as shorthand for what an action does. This list will likely be ever-expanding.
Round
A Round is one instance of moving through the entire initiative
Turn
A Turn is an entire instance for a character to act and the timescale that most of the game is tracked on, characters typically get one per combat round
Action
An Action is a skill that can be used to influence the battle. Characters are typically allowed to use one Action per turn
Attack
An Attack is any Action that deals damage
Support
Support is any Action that does not deal damage
Damage
Directly reduces an enemy's current HP. All Damage has a type and element
AoE
AoE actions hit an entire row but have their effectiveness halved
Free
Free actions do not use up a character's action for the turn, but are usually much weaker and must be used before the normal action. Only one Free action may be used per turn so it's still not entirely free
Passive
Passive actions defy logic and activate automatically, consuming neither the regular action nor free action. Do not abuse them or you will be bonked
Counter
A Counter effect activates when another effect is applied to the character. This is typically an attack, but other jank is allowed
Curse
Deals true damage to a character based on their max HP for the duration. Curse ignores flat damage reduction of all kinds
DoT
Deals damage to a character over the duration. Dot ignores all forms of flat damage reduction
Taunt
CC that forces the afflicted target to attack a designated character
Stun
A CC effect that completely prevents a character from acting.
Silence
A CC effect that prevents the afflicted character from supporting
Disarm
A CC effect that prevents the afflicted character from attacking
Shield
Adds a temporary HP bar that must be depleted before damage goes onto a character's actual HP
Advantage
Roll twice and take the higher result
Disadvantage
Roll twice and take the lower result
Character SheetAccepted Characters
Mona - Takosher
Score - Chevaleresse
Bayadei ft. Teke, Gan, and Temulin - DragonRage
Sgt. Crusher Nile - nuclearwhale
The Keeper of Alexandria - Stratos
Evelyn - Goggy
Notable NPCs
Aster Flavius