~Combat... Sorta~
d20+/-relevant bonuses and maluses to determine initiative for who makes an action first. This defines for entire combat unless someone receives a buff or curse that changes the order or forces a reroll. Being knocked or stunned out dumps the person to the last position and may or may not prevent actions for several turns. Some poisons will do this, some magic will do this.
Attacking is d20, +/- relevant bonuses and maluses vs enemy d20 +/- relevant bonuses and maluses (not all apply to any given combat, magical resistance of specific or any type of magic counts towards the defense bonuses only if magic is used. Physical resistances only count vs physical weapons. Some weapons and spells weaken the bonuses, an average iron sword would have to deal with the full defense bonus from average iron plate armor, an average iron mace would have to deal with half that defensive bonus. Weapon type matters. Attack type matters also, an average iron sword vs average iron chainmail could go several ways: Slash would result in a 50% defensive bonus, stab would mean a time taken malus of -2 for the swordsman, but it would halve the chain's defensive bonus. (chainmail is crap vs puncture damage but great vs slashing) And you could strike with the pommel of the sword, which would be doing blunt damage and as chainmail tends to disperse blunt damage. it would have a full defense, table is as follows.
Slashvschainmail 150% defense.
Bluntvschainmail 100% defense.
Stabvschainmail 50% defense.
If the enemy defense number is overcome by the attack number, then the attack does damage, which will be rolled for depending on the weapon or spell. Both the item used for defense and the item used for offense will be rolled for (d20+damage resistance+/-Superior/Inferior bonus or malus vs d20+Damage Resistance+/-Superior/Inferior Bonus/Malus.). If one material is superior to the other material, then the inferior material has a -5 for each level below the other material and the superior material gets a +5 for every level above it. If an item fails its roll, it loses integrity equal to the leftover opponent item roll. ((This is subject to balancing if weapons break too often.))
For quality level, the base stats are used.
For every level above average, the DR is +2 and there is a +1 to damage.
for every level below average, the DR is -2 and there is a -1 to damage.
Weapons will be added to the system as they become relevant.
Some weapon examples:
Lunarik Claws: Capable of stopping steel blades (Meaning they can parry steel and not have a Inferior Material penalty.) and repair themselves each night if the moon touches them or the Lunarik's hand. They have a base integrity of 37 and a base damage resistance of 12. They do 2d6 bonus of damage if the attack is a sneak attack, flanking attack, or backstab. They do 1d7 if it is a normal slashing attack. They do not have quality levels, are Superior to Spelliron Equal to Steel and Inferior to Spellsteel. Stabs are 2d6, slashes are 1d7,
Average Iron and Red Oak Bisento: Base Integrity of 43, Damage Resistance of 14. Capable of stopping iron blades with the blade and bronze blades with the wood. 2d4 blunt with wood 3d5 slashing with blade, bonus 2d4 if flanking attack. Has reach, allowing attacks from an extra space away.
(For wood I am doing general approximations of strength from
This.)
Average Iron Dagger: Short reach -7 to any parry rolls and -4 to standard attacks if the enemy is using a weapon without Short Reach. +3d6 bonus damage for backstab and sneak attack. +1d4 bonus damage for flanking. Damage Resistance of 4, Base Integrity of 27. 1d4 slash, 1d7 stab, 1d3 pommel strike blunt. Fast: If first attack is successful, can attempt to make a second attack that turn.
Average Red Oak Bow with Pig Leather String: Base Range of 21 spaces. Base accuracy of 10% with no skills. Base integrity of 10 (Don't try using it as a melee weapon.) DR of 3 If within five spaces from target, +10% accuracy. If within 1 space from target, -20% accuracy.
Average Chickenfeather Fletched, Iron and Red Oak Arrow. Base Damage 3d6 piercing. -5% to accuracy for every space past 12 that it is fired. (so 21 spaces away would result in -45% accuracy.)
Combat will be done on a grid system, I can give an online program for the grid it if you want and I'll give you guys a quick example of it before we get to actual combat. If nobody wants to run the battles, then I can do all the calculation for them.
For magic:
Different mana types are for different forms. Some manatypes are general and can be used by multiple types of spells but aren't particularly specialized and therefore you will need to use more then if you used a specialized mana
Mental Mana or MENTM is for general Mental Focus spells. Psionic Mana or PSIM is specifically for Psionics. It's a two to one ratio for MENTM. So two MENTM translates to one PSIM. Here are a few examples of spells and casting costs:
Power of spells affect casting cost in terms of various mana and ingredients.
Sleeping Mist.
Greater Physical Focus=>Life==>Fresh Black Rose Petals, Weak Physical Focus=>Gas==>Water Vapor, Mental Focus=>Psionic==>Drowsy.
75% chance of success if you have the base skills required to cast, enhanced abilities in the required skills raises the chance of casting success. If successful, target area of 5x5 become saturated with sleep inducing mist. Any who breathe the mist must roll to save or pass out for four hours unless their species has a resistance to Life magic, in which case roll to save for each turn in the mist. Must get higher then 25 with the save if you lack resistance and must get higher then 25-resistance with resistance.
25 LIFM
5 GASM
15 PSIM
Or 90 MENTM
Also requires water nearby or the air to have water vapor in it.
Also requires several fresh black rose pedals, this spell consumes them.
Moontrance.
Uncontrolled=>Species==>Moonlight.
Requires all mana of all types, kills affected Lunarik and rapidly repairs the body, upon completion of the regeneration, the Lunarik's soul is yanked violently back into its body and they reanimate fully alive. Chance of going insane increases by 5% for every day that the trance lasts.
Requires Species = Lunarik
Requires Direct Moonlight.
Requires Major Injury.
If able to happen, must happen.
Soulfeast.
Innate=>Species==>Hunger.
25% chance of success. Tears a hole in space time that absorbs all nearby matter, not including one who created it. Any souls that are pulled into it are devoured by the demon, for use as energy later. +100 DEMM per sapient soul. +50 per sentient soul +5 per nonsentient soul. AOE is 3x3. All caught within must make a reflex roll to jump out of the absorption zone. Must get at least 20.
Species = Demon of Gluttony.
Requires 150 DEMM
Basic Telepathy.
Mental Focus=>Psionic
Send basic feelings and images to target sentient or sapient.
65% chance of success
10 PSIM
All magic can be practiced, your success rate will increase depending on how much you work at it, the system for training will be the next thing I finish.
So peoples, here are these. Feel free to come up with effects and what not for your spells and equipment. I'll help you balance them out and what not, obviously I don't have a compendium of them. The idea is for this to be as open ended as possible (within reason) Customization is rather high.