RULES
For up to date rule changes and addendums go here.

Spx gm tool.

The spx gm tool, is a program that will determine hit chances / criticals / armor reductions etc.  It will also spawn enemies, and items.    When its done Ill make it available for download.   It wont be anything fancy at first, but as we slowly add to it, it will become something really special.    For now it will only be a DOS program.

Please note that the game is only in its alpha stages, and therefore all content here is subject to change.


Combat mechanics.


Character deaths
 
--  All characters in this game are immortal.  And special weapons / spells are needed to kill each race.    If however a character is hit with a weapon / skill that can kill them, and that hit was a critical hit that would normally have knocked them out, they will die instead.     Deaths are permanent in this game.       If you knock someone out with a melee attack you will have the option of staying by their body to be in range of the enemy back line, OR you can go back to your original position.

To hit
-- To hit someone with an attack or skill, you must compare the attackers quickness with the defenders dexterity. If quickness is higher, then the attack succeeds, and the difference becomes the %chance of a critical hit.  If dexterity is higher, then the difference become the % chance that the attack fails.

Ranged dmg = weapon dmg + aim - armor reduction
Normal dmg = weapon dmg + strength - armor reduction
Unarmed dmg = strength - armor reduction
Spell dmg = spell dmg + spirit - armor reduction

Example of how dmg works.
You strike with a katana that deals 35 blood dmg. You also have 16 in your strength attribute.  You will first divide 16 by 2, then add these two together -- 35 blood dmg + 8 str bonus = 43 blood dmg.    Your target has 50% armor versus blood dmg, so you will figure what 50% of 43 is (21.5  Rounded to 21) and that is the dmg that you will do.   Ranged attacks can only miss based on the players weapon specialization, but they still need quickness to pull off criticals.

Initiative
Initiative is based on character quickness.  The person with the highest quickness goes first, on down the line.

Damage types and armor.
Each weapon or skill has a dmg type, and each piece of armor has defenses for them all. (with an exception to condition dmg) 

Tagging
When an enemy attacks someone, that someone becomes tagged by that enemy.  Enemies will only tag one player at a time.  But if another player attacks an enemy who has someone else tagged, that enemy may attack them as well.

Enemy actions.
For every player action/s, the enemy will also take an action.   For instance, if mashekle attacks an enemy,  That enemy may then also take an action.   If a player was fighting a monster, but hasnt been on in a while, the monster may decide to aide one of its friends instead.   Enemies will only take action when their tagged opponent takes an action.  Once you have taken action on an enemy it tags you, and will continue to fight you until something prevents them.  (spells death etc..)  The only exception to this, is when an enemy sits idle for too long, it might choose a random target to attack, and tag.   The gm will decide when this needs to happen.

Player actions.
You may do as many actions as you like in combat, but only one attack or skill or item may be used in each of your turns. (posts)  You may make as many posts as you like, but never two in a row, unless out of combat, or the post doesnt take an action.   Actions count as using skills, and attacking, or using items, or retreating.

Retreating.
To retreat you will need to have a faster run speed than your foe.  You may also retreat if you have a higher jump height, and there is a high object around, if the high object needs to be ran to first, you will be penalized if you are slower than the enemy. However if the enemy and you both have the same speed, you may retreat without the chance of the enemy getting a free attack.  Also if you run  faster, and can jump high enough to jump on a building you can do so in one turn without penalty.   A successful retreat breaks the enemies tag on you.  If you do not have more speed than the enemy and you still want to retreat, you may attempt it.   But be warned that the enemy can choose to take a free immediate attack on you, or follow you.

Front and back rows.
All melee players will clash in the middle of the combat area. Enemies will not let melee characters get to the ranged fighters, unless the character can jump higher than them (You will have a 50% chance of being hit while jumping over the enemy.) If the person wishing to jump a combat row can jump higher than the enemy AND the difference is equal to or more than the enemies height, they get a clean jump with no chance of being hit.   People in the back row must use ranged weapons or skills.   Ranged weapons do not work at melee range.   Ranged fighters can hit anyone on the battlefield, except for people in melee range of them.  Melee fighters must get close to attack.  

Strength and item weights.
We are now adding max weight to the strength attribute. Now your str will determine how much weight you can lift, or carry in your inv.
We will also be adding gravitational reduction containers. GRCs will be used to carry items in at a reduced weight.

Here is the strength chart.


0 str = 100 lbs max lift / 50 lbs max carry weight.

For each additional point of str you get 10 max lift and 5 max carry.



Barehanded attacks.
If a ranged fighter doesnt have a melee weapon, he/she may fight barehanded.  Barehanded attacks are based on strength, and are always blunt dmg. 

Status Effects
Note on DoT( damage over time) spells.  DoT's will effect a person every time that person takes an action, or an action is taken on that person.  


Poisoned-.  Take x dmg every time you take an action, or an action is done to you for x amount of actions.
Malaise - Lose x energy every time you take an action, or an action is taken on you for x amount of actions..
Burning - Take x fire dmg,  every time you take an action, or an action is taken on you for x amount of actions.. Vamps, and weres cannot be healed, while burning. Armor does not effect the fire dmg from burning.
Frozen - Character can take no actions,  for x amount of actions,  until fire or an item  is used to thaw the ice encasing them.. 
Blinded - Can only take actions that target yourself for x amount of actions..
K.O.ed - You cannot do anything at all until you are resuscitated.
Snared  -  You cannot move from your current location.  You cannot move your feet at all.


Items.


Item Qualities.
Normal- no mods
Exemplar- 1-2 mods
Legendary- 3-4 mods

Support items.
Damage type items.   --   Gels
Gels cause your weapon to change its damage type, until the gel is wiped off.  Applying, and wiping off gels both count as combat turns..
Ice

Fire
Lightning
Earth
Blood
Shadow
Holy


Various.

Revive dust -- Recovers target from K.O.
Vita capsule
-- Heal target for 20% of their max life.
Spirit dust bomb
-- restore 10% en to target.
Lock picks -- needed to pick locks (must be trained to use.)
Medi kits -- Various benefits to you, or your party. (must be trained to use)


Weapons.
Weapon damages range from 5 - ????   Each weapon is engineered to do a certain damage type. Only gels can change that.

Swords
Axes
Hammers
Bats
Nunchuka
Maces
Knives
Staves

Fist weapons
Pole Weapons

Wands  (ranged)
Guns  (ranged)
Bombs
  (ranged)
Bows  (ranged)
Crossbows  (ranged)
Throwing knives  (ranged)
Stars  (ranged)
Rifles  (ranged)
Spikes  (ranged)
Assault Weapons  (ranged)




Armor
Armors, have def values for each type of dmg.  Armor def range is 0 - 100% dmg reduction. Armors are actually nano shields that surround the user.  The actual armor unit itself looks like a small disk that is worn on a belt around the waist.   The shield itself adds a slight hue to the user.  Often times the hue has to do with resistance.


Example armor.

fire--30
cold--40
lightning--30
earth--50
Shadow--20
blunt--10
cutting--20
 piercing--40
 blood--10
holy--50

Armor upgrades
Can be inserted into armors.
upgrade chips most commonly add to attributes.

Item Mods.

Demon slayer -- can kill demons.(weapon)
Fey killer -- can kill fey.(weapon)
Weapon of light -- Can kill guardians.(weapon)
Silver laced -- does 10% extra dmg to weres.(weapon)
Weapon of fire -- weapon catches foes on fire with critical attacks.
Weapon of ice -- Weapon freezes target on critical hits.
Weapon of shadows -- Weapon causes blindness on critical attacks.
Weapon of earth -- Weapon causes foes to be snared on critical hits.
Weapon of poison. -- Weapon causes 5% dmg poison on critical hits.
Weapon of ether -- Weapon causes malaise on critical hits.
Vamp weapon -- steals 20% max life on critical hits.
Ether eater -- weapon steals 20% max EN on critical hits.


Enhanced-+ 1 - 5 to an attribute(armor)
Wise- + 10 - 500 experience a kill.(armor)
merchant-  +10 - 50 gold a kill.(armor)
Healing -- Armor heals you for 20% max life when hit with a critical blow.(armor)
Phasing armor -- Armor teleports you to a random location, breaking all of your tags, when hit with a critical blow.(armor)
Were armor -- Can only be worn by weres. This armor will stay on the were from normal form (full armor) to were form (reduced armor). (armor)
Ether eater -- armor heals you for 20% max en when hit with a critical attack.(armor)






Character Advancement




Attributes, and abilities.

Attributes.
Attribute points are granted for every enemy party you kill.  You gain 5 att points for each party killed. Each member in your party who is present at the battle gains the same 5 att point bonus. There is no limit to how powerful you can make your character.

Hit Points.
-- each point added here = 5x health. For every 50 points here, you gain 1% dmg reduction to dmg type of your choice. (up to 30% for each type.)
Energy -- each point here adds one to your energy.
Aim -- Each point here adds 1 point to your ranged weapon attacks.
Strength -- Each 2 points here adds 1 point to your melee weapon attacks. 
Spirit -- Each 2 points here adds 1 point to your dmg / healing spells. + 1 to relevant spells en cost per 5 spirit. You can choose whether or not you want to use a spirit enhanced attack.
Quickness -- Used to determine your chance to hit, and score criticals.
Dexterity -- Determines your chance to evade attacks and criticals.
Speed -- (Base 15 mph.) for every 4 points here, you gain 1mph of run speed.
Jump height -- (Base 2 inches) for every 5 points here you gain 1ft. of jump height.

Skill points
For every party killed, you gain 1 training point.  When you get 5 training points, you can trade them in for a skill point.  Skill points are used for upgrading your various skills.

Bosses.
Bosses may grant you additional att, and skill points.   But they may also use skills or items that player characters cannot.


Meters.
Meters that will be on your character sheet. GM's will handle all character sheet maintenance.
Health
- your current amount of health.
Energy- Your current amount of energy.
Credits-   Your current amount of money.
Attribute points - how many free att points you have.
Training points - How many training points you have earned.
Skill points - how many skill points you have to use.
























This site is hosted for FREE by FreeWebs.com. Click here to get your own Free Website!

           







  



SPX Magazine.

SPX betting site.