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NOT SAFE FOR NIGGERS Base stats head 50 hp body 100 hp left leg 70 hp right leg 70 hp left arm 70 hp right arm 70 hp blood 100 hp consciousness 100 Mood: 100 Mana: 100 Evasion 10 movement 10 meters COMBAT STATS Strength 10 Dexterity 10 perception 10 Intelligence 10 SENSES Touch 10 Sight 10 Taste 10 Hearing 10 Smell 10 SOCIAL Speech 10 Looks 10 Charm 10 Wit 10 For every sensory stat above 14, PER increases by 1. For every sensory stat below 10, PER decreases by 1. For every sensory stat below 8, PER decreases by 2. EV is calculated by adding the DEX modifier onto base EV. CHARACTER CREATION When creating a character from your base stats, you have 50 stat points to divide between all your stats. Each level above 11 costs an extra 1 point than the level preceding it. For example, if going from level 10 to level 11 costs 1 point, going from level 11 to level 12 costs 2 points. This system applies for refunding points as well, with each level down from level 9 giving an extra stat point, starting at 1 stat point refunding from going from 10 to 9. For added roleplaying value, you can calculate weight and height. To calculate your height, start by rolling 1d100 to 100, which determines your height in centimeters. For every 10 centimeters above 185, you gain +1 looks score. For every 10 centimeters below 185, you lose 1 looks score. Then calculate your weight, which is calculated by counting the average hp of your limbs. For example, a person with average hp will weigh 71 kg. Add 1 kg for every STR stat above 10. Remove 1 kg for every STR stat below 10. For every 10 cm above 180 cm, you gain 3 kg of weight. For every 10 cm below 180 cm, you lose 3 kg. all character start with 10 skill tree points. Each character should have relations with two other characters, as well as a reason for why they are starting their journey. PROFICIENCY TABLE FOR WEAPONS Level 1-2: +1 accuracy, +1d6 damage Level 3-4: +2 accuracy, +1d6 damage Level 4-5: +2 accuracy, +1d8 damage Levsl 6-7: +3 accuracy, +1d8 damage Level 8-9: +4 accuracy, +1d10 damage Level 10: +5 accuracy, +1d12 damage BACKGROUND (optional) when choosing your background, you use trait points. For example, a positive background could give -5 trait points subtracting from your trait points total. POSITIVE BACKGROUNDS celebrity: +10 charm. +5 speech. -40 points CEO: +5 charm, +5 speech, -30 points Chef: +4 taste, -15 points Burglar: +3 on lockpicking and hotwiring checks, +1 DEX. -20 points. Police officer: +2 ACC on pistols. +3 speech. -20 points Stock broker: +3 speech. -15 points tech support: +1 INT. -10 points teacher: +3 INT, +2 speech. -15 points professor: +4 INT, +4 speech, -25 points doctor: healing gives double health, +3 speech, +1 DEX, +2 touch. -50 points nurse: healing gives an extra 20 hp. +2 speech. -30 points amateur fighter: 10 skill points in unarmed combat tree. -30 points assassin: +10 skill points in unarmed, armed, or gun skill tree, +2 ACC. -40 points. spy: +4 speech, +5 charm, +4 wit advantage on deception rolls, +1 ACC on gun attacks. -30 points. stripper: +5 charm. -20 points fireman: +1 ACC with two handed weapons. +1 STR. HEMA enthusiast: 10 skill points in armed skill tree, level one proficiency in any sword weapon. -30 points priest: +5 charm, +5 speech. -20 points rabbi: +5 charm, +5 speech, advantage on deception rolls. -25 points. student: +1 INT. -5 points Mixed backgrounds peasant: -1 INT, -1 charm. +5 points unemployed: -1 charm. +1 points veteran: -10 maximum mood. +1 ACC on gun attacks, -3 speech, -5 charm, +1 wit, level 1 proficiency in one weapon of your choice. -15 points. Tweaker: -10 maximum mood, -1 ACC, -4 speech, -1 INT, +2 DEX. +5 points hippie: -2 meters movement, -2 EV, +1 speech, +1 charm. +5 points anime enthusiast: -7 speech, -6 wit, -5 charm, +1 ACC with sword weapons. +5 points pervert: -5 charm, -5 wit, +2 DEX, +5 sight, +2 smell, +5 touch, +5 hp in main arm. -20 points. pickpocket: +3 DEX, -3 charm. -10 points convict: +1 damage in melee attacks for every STR level above 8. +3 STR, -4 charm, -2 speech, +2 wit, +5 skill points in unarmed melee skill tree. -30 points Negative backgrounds addict: must spend money on addicted drug everyday. If it is a light drug, +10 points, -1 INT. If it is a hard drug, +30 points, -3 INT, -4 charm, -2 speech. alcoholic: must consume alcohol once a day. -4 speech, -2 charm, -2 INT. +20 points homeless: -5 charm, -3 looks, -3 speech. +15 points beggar: -2 speech, -3 charm, -1 looks. +10 points furry: -5 speech, -10 charm, -5 wit, -2 STR, -2 INT. +30 points gay: -2 charm. -1 speech. +5 points trans: -10 charm, -10 looks, -5 speech, -2 EV, -2 STR. Advantage on persuasion rolls on children. +20 points TRAITS (optional) you can apply traits to your character. Some traits are negative, giving trait points. Other traits are positive, subtracting from your trait points. You cannot have a character with negative trait points. You start with 0 trait points. positive traits Strong: +2 STR Fit: +1 STR, +1 DEX, +3 meters movement: -20 points Handsome: +5 looks. -7 points Tall: +2 looks, +50cm of height. -5 points Fast: +5 meters movement. -15 points Quick: extra movement action. -30 points Social butterfly: +3 charm. -2 points Persuasive speaker: +3 wit. -2 points Elegant tongue: +2 speech. -1 point Smart: +1 INT. -4 points Sharp eyes: +2 sight. -3 points Sharp hearing: +2 hearing. -3 points Good smell: +2 smell. -3 points Talented: Level 1 proficiency in any weapon. -25 points Nocturnal vision: you can see in the dark. -15 points inhuman reflexes: +2 EV, advantage on dodges, blocks ad parries. -40 points dextrous fingers: +1 DEX, you can switch weapons and pick up objects for free. -18 points sanguine: +10 maximum mood: -17 points tough: +10 to all body parts hp. -30 points strong mind: +10 consiousness. -20 points iron chin: +5 consiousness, +10 head hp. -25 points agile: +3 EV. -25 points happy: +5 maximum mood. Recover 5 mood per turn. -10 points funny: +2 wit, +1charm, +2 speech. -20 points charming: +2 charm. -1 point eloquent: +4 speech: -3 points genius: +2 INT: -7 points athletic: +1 in DEX and STR.: -6 points optimist: +10 maximum mood. Recover 10 mood per turn. -20 points cool: +3 looks. -10 points brave: Advantage on low mood checks. -5 points extrovert: +3 speech, +3 charm, +2 wit. -10 points Mixed stats psychopath: You have no mood bar. +1 charm, +1 speech, -10 consciousness. You have advantages on checks involving fear and intimidation. -4 points sociopath: You gain no positives from the mood bar. -1 charm, -2 speech, +1 wit. You have advantages on checks involving fear and intimidation. -2 points angry: +3 ACC on all melee unarmed attacks. -2 wit, -3 speech, -2 charm. -1 point obsessed: You gain level 2 proficiency in one weapon, and 5 skill points. -3 wit, -2 speech, -10 maximum mood and consciousness. +2 points savant: You add 8 stat points to your intelligence stat, but you must subtract 5 stat points from every other non sense stat you have. +2 points extra limb: You can hold an extra weapon, or wield a one handed weapon and a two handed weapon at the same time. -10 charm. -4 points intimidating: -5 charm. You can intimidate people using a social or combat stat of your choice, but you cannot charm them. -5 points short: +2 EV. -50 cm height. -8 charm, -3 looks. +3 points fat: -2 EV. -2 looks. advantage on contested tackle rolls. +1 point skinny: +2 EV, -1 looks, -1 STR. +4 points introvert: -3 speech, -5 charm, -2 wit, +1 INT. +1 point honest: You cannot make deception checks. +1 charm. -1 point kind: -2 ACC on attack rolls. +3 charm. -2 points schizophrenia: advantage on magical attacks, +3 on all spell attack rolls. -5 on all social stats. At 50 and below mood, you start fighting with an imaginary enemy of your choosing, taking no damage while doing so. -20 maximum mood. You have constant auditory and visual hallucinations, affecting your conversations. -3 points psychotic: double damage on spell attacks: -7 on all social stats. At 60 mood and below, you start fighting with hallucinations. You have constant auditory and visual hallucinations, impeding your accuracy. -2 ACC. -6 points narcissist: +2 charm, -10 CON, -10 mood. If you are insulted, your mood drops by 10. If you are praised, your mood increases by 10. +2 points bipolar disorder: roll a 1d4. On even numbers, you go through a depressive period for 2d6 days, in which your maximum mood decreases by 10. On odd numbers, you go through an elevated mood gor 2d6 days, in which your maximum mood is increased by 10. -1 point racist: Choose one race to hate. Attacks against that race gain a +1 ACC buff, and crits occur on natural rolls of 19 and 20. You suffer from disadvantages when talking to these races in an equal manner, and on failed conversation rolls, you must insult whoever you are talking to. +1 point misandrist, misogynistic, ableist, transphobic and homophobic: Same rules as racist, just replace race with the target of your hatred. Misandrist: +3 points misogynist: +3 points ableist: +1 points Transphobic: -1 points homophobic: 0 points nudist: You suffer from a mood reduction of 50 when wearing clothing, including armour. When nude, your mood recovers 50 points. If you are nude as a person with 18 in looks, they gain a +2 ACC on attacks. +2 points Negative traits neurotic: -2 ACC: +2 points low functioning autism: -5 INT, -4 DEX: +5 points weird: -3 charm: +2 points smelly: -2 charm, -5 charm on characters with smell stat above 15: +1 point unfunny: -2 charm, -2 wit, -3 speech: +3 points ugly: -4 looks, double disadvantage on romantic rolls: +2 points creepy breathing: -1 charm, disadvantage on persuasion rolls. +1 point amputee: For each limb you choose to have amputated, consult the limb destruction table. You can have a maximum of 4 amputated limbs. +25 points for each amputated limb frail back: -10 torso health: +7 points asthma: -5 meters movement: +5 points stupid: -2 INT: +2 points mentally disabled: -5 INT, -4 DEX: +6 points cataracts: -5 sight: +4 points blind: consult blindness effects in special conditions table. +20 points terminally ill: -10 on all combat stats apart from intelligence, -30 hp on all body parts. movement reduced by 5 meters. +60 points stutter: -4 speech: +3 points mute: you cannot speak: +15 points deaf: you cannot hear: +30 points crippled: both of your legs are crippled. You must use a wheelchair to move at half of your base movement, using two free hands to move it. If you can't use a wheelchair, you can crawl at 1 meter +STR modifier. +40 points lame: one of your legs is counted as being destroyed, but you retain its health. +15 points malformed: -10 looks, -10 charm: +10 points hideous: -5 looks, -5 charm: +6 points obese: -10 looks and charm. when prone, you must roll a DC 16 STR check to get up. your movement is reduced by 5 meters. Your EV is reduced by 8. Your DEX is reduced by 5. +30 points anorexic: -20 health on all body parts. -10 STR. +20 points morbidly obese: -20 looks and charm.when prone you must roll a DC 18 STR check to get up. Your movement is reduced by 8 meters. Your DEX is reduced by 8. Your EV is reduced by 10. +70 points. slow: - 5 meters movement: +5 points retarded: -5 INT, 3 DEX, +4 STR, -5 charm, wit, speech, looks. +20 points speech impediment: -6 speech: +6 points depressed: -30 maximum mood. +20 points craven: when attacked at half mood, you must spend one action retreating from combat in your next turn. +40 points claustrophobic: -20 mood indoors, -30 mood in tight spaces. +20 points agrophobic: -20 mood outdoors. +20 points phobia: pick something to be scared of. This can be a concept, inanimate object or creature. +15 points nauseous: When hit in the torso, you make a DC 16 STR check. On a fail, you spend one action in your next turn doing nothing but vomiting. +30 points lazy: -2 meters movement speed. -1 ACC. +1 point addiction prone: You have disadvantages on addiction rolls. +1 point PTSD: -20 maximum mood and consciousness. When not in combat and something loud or sudden happens, roll a DC 18 STR check. On a failure, you attack the nearest person beside you. On each attack, roll a DC 16 STR check until you succeed, at which you can stop attacking. +30 points. Elderly: -20 hp on all body parts. -8 meters movement. -4 on all sensory stats. +50 points Child: -100 cm height, -30 hp on all body parts. -4 meters movement. half damage on all melee attacks. +3 EV. +45 points. How stats work When rolling for stat based checks in combat, consult the table below to see how your stats effects the number you roll 1-3: -3 4-6: -2 7-9 : -1 10-11: +0 12-13: +1 14-15: +2 16-17: +3 18-19: +4 20: +5 when rolling for non combat DC checks, roll a 1d20 as well. Certain objects can give a bonus for these checks. For example, if you need to make a DC 15 STR check to open a closed door, a crowbar could give a +2 bonus for that check. Below is a table for difficulty levels. Objects which give a bonus on checks can be chosen by players with the GM picking what bonus the object gives. DC 1-5: Easy DC 6-10: Simple DC 11-15: Challenging DC 16-20: Hard ROLEPLAYING STUFF (optional) When roleplaying, act as your character would based off of their traits. If your character is famous, they may get special treatment. If your character is ugly, socially awkward or weird, they may be insulted. Act as your character would given their traits. When making checks against someones perception, for example, if you are stealthing about, roll against the stat you are attempting to evade. You may need to make multiple rolls to evade multiple stats. When making social rolls, you can roll against people's charm level to seduce them, for example. When trying to change someones feelings about something, whether by intimidation, charm, or wit, you must roll a contested check. If the GM rules it so, you can gain an advantage or a buff if the person you are convincing is impressionable or easily manipulated. When speaking with someone, mood matters. If someones mood is above 100, they are happy. If it is at 100, they are good. If it is below 100 but above 50, they are impatient. If their mood is below 50, they are either sad or angry, depending on their traits and background. Persuading someone in a happy mood gives a +2 buff, while convincing someone who is in a good mood gives a +1 buff. if they are impatient, you get a -1 debuff on rolls. If they are angry or sad, you must roll to compliment or calm them down to increase their mood to at least above 50 before attempting any more convincing rolls. OPTIONAL UNTESTED EXPERIMENTAL RULE If you really want to use a 3d6 system, you can. To convert stats for a 3d6 system, divide all ACC buffs/debuffs by 2, rounding down. subtract 4 from all EV stats and DC checks, including non combat checks. Critical hits occur on a 17 and 18, critical misses occur on a 3 and 4, using same system.  For advantages, reroll all of your dice. This rule only affects the 1d20 for attack roll, skill checks, saves, and contested rolls. Turns to start combat, everyone rolls 1d20 + DEX modifier  to figure out initiative.  The order of combat goes from highest initiative to lowest. Per turn, you have three actions. You can use these actions to move, attack and use an item. Bonus actions do not use up any actions. OPTIONAL UNTESTED EXPERIMENTAL RULE If you really want to use a 3d6 system, you can. To convert stats for a 3d6 system, divide all ACC buffs/debuffs by 2, rounding down. subtract 4 from all EV stats and DC checks, including non combat checks. Critical hits occur on a 17 and 18, critical misses occur on a 3 and 4, using same system.  For advantages, reroll all of your dice. This rule only affects the 1d20 for attack roll, skill checks, saves, and contested rolls. Turns to start combat, everyone rolls 1d20 + DEX modifier  to figure out initiative.  The order of combat goes from highest initiative to lowest. Per turn, you have three actions. You can use these actions to move, attack and use an item. Bonus actions do not use up any actions. COMBAT When you attack, you firsy pick a body part to target, whether randomly through rolling a 1d6 and consulting the table below, or choosing the part you wish to attack. you roll 1d20 against your opponents evasion, which is affected by your choice in targetted body part. If you roll higher, you hit. Your weapons may include modifiers that increase accuracy, which adds to your attack roll. Different types of attacks can reduce accuracy, which increases your opponents evasion when attacking. For example, of my opponents EV is 10, and I attack with a -3 accuracy debuff, I must roll above 13. On a natural 20, you deal extra damage equal to your strength on a melee attack, or extra damage equal to your perception on a ranged attack. If you roll lower than your opponents evasion, you miss, if you roll higher, you hit. If your attack roll + modifiers ties with your opponents EV, that counts as a grazing hit, you deal half damage. Grazing attacks only deal hp damage, and do not deal consciousness, blood, or mood damage. 1: HEAD: -2 ACC 2: BODY: +1 ACC 3: RIGHT ARM 4: LEFT ARM 5: RIGHT LEG 6: LEFT LEG Your opponent has the option to block instead of dodging, which a the opponent makes a contested DEX roll to block damage, however you can only block melee attacks, and you can only block piercing attacks with a weapon or shield. If your opponent has armour, they can roll to reduce the amount of damage they suffer. Afterwards, you apply damage reduction from armour if applicable to whatever you hit, and then apply damage. In combat you can pick up items or switch weapons between hands. These take one action to accomplish. In melee combat, there are three types of attack. The rapid attack, the normal attack, and the precise attack. Rapid attacks allow you to roll a 1d6 to decide which body part to hit, with a -2 ACC debuff, or choose what to hit and suffer a -4 accuracy penalty. With rapid attacks you can do two attacks in one action. Precise attacks add +3 accuracy to your attacks but require two actions to complete, you get to choose what body part you attack with a precise attack. A normal attack does not add any buffs or debuffs to your weapon unless otherwise specified. You choose what to hit. They take one action to complete. When attacked, you can attack back. Attacking back removes one action from your next turn. You can attack back when you disengage as well. When an opponent declares an attack, you can dodge. This gives a +4 EV bonus for that attack but takes 1 action away from your next turn. You may also super dodge, which gives a +8 EV bonus but takes 2 actions away from your next turn. You may not dodge if your movement is cut in half, if you are prone, or if you are stunned. STANCES There are three types of melee stance. Defensive, offensive, and neutral. With a defensive stance, you gain an advantage on blocks but a -3 ACC penalty on attacks you make on your turn. With an offensive stance, you gain a +2 ACC bonus, but a -2 EV debuff. When targetting a body part to hit, you suffer a -2 accuracy debuff when targetting the head but no similar debuffs apply to the limbs. When targetting the torso you gain +1 accuracy. When using rapid attacks, you roll to target the body part before applying any debuffs/buffs Body targetting table for rapid attacks 1: Head 2: Body 3: Left arm 4: Right arm 5: Left leg 6: Right leg When a body part is reduced to 0 hp, you cannot use it, for example, if my left arm is reduced to 0 hp, I cannot wield two handed weapons or use my left arm to wield one handed weapons. When an arm is reduced to half its health you have disadvantages on attacks using that arm. When a leg is reduced to half hp, movement is reduced by 2 meters per leg on half hp. If a leg is reduced to 0 hp, movement is reduced by 5 meters. If both legs are reduced to 0 hp, you can move 1 meters by crawling. If a limb suffers damage equal to twice that of its health, the limb is permanently destroyed. If the head or torso are reduced to 0 hp you lose consciousness and must make 4 dc 15 death saving throws. Each failure means rolling the the table below once, with four failures requiring a DC 18 death save and rolling this table four times. If the victim is healed immediately after they make the saves, for every full turn spent by another person healing the victim, the victim may choose one injury to fully heal. 1: One eye destroyed. -4 perception, -3 MOG 2: Nose destroyed. -1 perception, -5 MOG 3: Ear destroyed. -3 perception , -2 MOG 4 Brain damage. -3 Intelligence, permanent -10 consciousness and mood, -4 MOG 5: Lame: -5 movement, flip coin to see if it is left or right leg. 6: Crippled: -10 movement, flip coin to see if it is left or right leg. 7: Organ damage: -20 maximum torso health 8: Removed tongue: Can't talk. -6 MOG 9: Broken spine: cannot walk. Needs wheelchair 10: Blinded. Permanently blind If the head or torso suffer additional damage equal or greater than their base health, then the victim instantly dies. Mood spells boon/curse table: Optional, can be added for more roleplay value. 200: +2 on spell attack rolls and attack rolls, advantage on spell attacks and normal attacks. 175: +1 on spell attack rolls and attack rolls, advantage on spell attacks and normal attacks. 150: advantage in spell attacks and normal attacks. 100: No benefits or detriments. 75: On a critical miss with a spell attack, meaning a natural 1, you take 20 consciousness damage. On a critical miss on a normal attack, your opponents next attack on you gets a +3 ACC buff. 50: Whenever you cast a spell, you roll 1d20. On a 19 or higher, you summon a hostile shadow man. You require two actions to heal. 25: Whenever you cast a spell, you roll a 1d20. On a 16 or higher, you summon a hostile hat man. You have a -1 penalty on magical attacks. You also get a -1 accuracy debuff. You must make a DC 16 INT check to attack. You lose 10 consciousness. 0: Spellcasters go into a catatonic shock. All attacks automatically hit them. The spellcaster must fight an evil shadow demon in their head, meaning they are simultaneously on the physical battlefield and their mind, represented by a 30x30 m² plain. While fighting in their mind, all health stats are fully regenerated. It is only when the demon is defeated can the spellcaster wake up. Non spellcasters must roll a DC 18 INT check to attack. On a fail they must retreat from the enemy for one action. Blood bar debuff table 75: -5 meters of movement, -10 mood 50: -3 EV, disadvantage on checks. -10 CON 25: -1 EV, -30 mood, -20 CON 0: DC 10 death save, DC 18 CON save until you die or are stabilized Consciousness debuff table 75: -2 dex 50: -2 accuracy on all attacks, -10 mood 25: -1 action, - 20 mood. Healing requires a successful DC 18 INT check. 0: unconscious, roll dc15 unconscious check once per turn until you wake up. You recover blood bar and limb health with bandages, you recover consciousness and mood by spending one action to ground yourself, healing 1d20 consciousness and mood while doing so. You can stop continuous bleeding with a bandage or you can slow it down by applying pressure to your wound with both hands, halving the bleeding. For blood loss at -5 applying pressure reduces it to -3. Continuous bleeding from other sources stack, but the maximum continuous bleeding rate is capped at -20 blood, or one fifth of the blood bars maximum health, per turn. When the head is at 75 hp, you lose 10 consciousness, when the head is at 50 hp, you lose 10 more consciousness, when the head is at 25 hp you lose 10 more consciousness. At 0 hp you go unconscious When your torso is at 50 hp you start bleeding at a rate of -5 blood per turn. At 25 hp that rate is increased to -10 blood per turn. If an enemy is fighting an ally, targetting that enemy from the side gives a +1 ACC buff. To target you, the enemy must spend one action to disengage from the ally. Attacks to the back of the enemy give a +3 ACC buff. SPECIAL CONDITIONS Stunned: Lose 1 action, advantage for enemies attacking you. Roll DC 17 STR check to stop being stunned. -2 ACC debuff when attacking. Prone: Advantage for enemies attacking you, disadvantage when attacking. spend two actions to get up. Blind: reduces movement to 1 meter and gives a -4 accuracy debuff on melee attacks. Ranged attacks get a -6 accuracy debuff. Nauseous: Lose one turn. Enemies gain advantage on attack to you. Incapacitated: Can't do anything. Roll DC 18 check to wake up. Crippled: Can't move. Disadvantage on all attacks. -5 EV. Must heal to move again. On crits to the head, the target is stunned for one turn On crits to the body, the target goes nauseous for one turn On crits to the arm, the target drops their weapon and gains disadvantages on all attacks next turn, for one turn. On crits to the leg, the target is made prone. HEALING AFTER COMBAT A character can heal from combat by spending time in hospitals. One day in a private hospital heals you at a rate of 100 hp per day but costs 150 dollars a day. You can heal one permanent injury for 2000 dollars One day in a public hospital heals 50 hp per day and costs 30 dollars a day. One day in a witch doctors hut heals 30 hp per day and costs 5 dollars per day. One day in a slum doctor heals 15 hp per day for a price of 5 cents per day. UNARMED COMBAT There are two types of unarmed attack. Striking, which involves punches, kicks, and other similar attacks, and grappling, which involves limb breaking, chokes, and other similar attacks. BASIC STRIKES Punch: Deals 1d4 damage +1 for every strength level above 10. Also deals 10 +half of str damage to consciousness on hits to the head. Front Kick: Deals 1d8 damage +1 for every strength level above 10. Also deals 15 + half of str damage to consciousness on hits to the head/body. CLINCHING It costs one action to grapple an enemy in a clinch. While in a clinch, your EV and your opponents EV is reduced by 5. You can kick and punch while clinching. To escape a clinch, the opponent rolls a contested STR roll, costing one action. COVER, MOVEMENT & SUPPRESSION FIRE DISENGAGEMENT If you try to move and you are in combat you must disengage, which means the opponenet gets a free attack. COVER If you’re behind full cover, you are immune to any damage. Half cover gives a +5 EV buff, but going prone behind galf cover gives the same benefits as full cover. Destructible cover breaks after a certain amount of direct hits. For half cover, this means for every shot that misses. Visual cover, such as bushes or plants, offers +3 EV. An example of a destructible half cover is a table, which breaks after 100 damage. If you move away from your cover and your opponent has a ranged weapon and has you under suppression fire, they can treat you moving away from cover as a disengagement and shoot at you. This includes running away from the cover or shooting at the opponent from behind cover, which exposes you. Corners count as cover as well, and you are able to shoot from a corner via regular attacks. This is also treated as disengagement by an enemy who has you under suppression fire. CORNER/COVER PEEKING While behind cover, you may spend one action to look out of cover. When peeking, you can either make an attack or duck back down. When making an attack while peeking, you add a -3 ACC debuff to your attack. If an enemy has you under suppression fire, you may duck down instead, rolling a dexterity check against your opponents attack roll. On a success you dodge, on a fail, you get hit. For multiple attackers, you must roll against each attack. On a successful duck, you recieve no debuffs on your next peeking attack. MOVEMENT Each movement option costs 1 action. Moving involves three different types of movement. You can charge, which means you move an additional 5 meters but your opponent gets advantage on you and you get disadvantage on ranged attacks. You lose one bonus action when you charge. Disengagement involves moving away from an opponent you are fighting. The opponent gets a free attack when you do so. You can also advance. This is regular movement and you gain no benefits nor detriments. You can also fall back, where you retreat from the enemy. You can sacrifice 5 meters of movement speed to attack back or move with an extra 10 meters but no attacking. Both options allow any enemy able to make one opportunity attack, ranged, melee or otherwise. If you disengage from a melee attack while under suppression fire or while exiting from cover while under suppression fire, both the melee attacker and the suppression firer get a free attack. Suppression fire If you have a gun, you can suppress people by shooting at them while they are in cover. This works by targetting an area in front of you to suppress.  If they try to move in your line of sight, treat every movement action they take as a disengagement, although you suffer -3 accuracy due to suppression fire being inaccurate. Suppression fire costs one action. While under suppression fire, enemies suffer a -4 ACC debuff on ranged attacks. Enemies also receive a -5 mood penalty for every turn spent under suppression fire. While under suppression, being prone gives a +3 EV bonus for attacks from the enemy laying down suppressive fire. Getting up from a prone position gives the enemy an opportunity attack however. OVERWATCH: 1 ACTION Choose a target. When that target makes an action, shoot them on their turn. Your attack occurs before they make their action. If the target is able to complete their action whether due to a miss or not being debilitated enough to stop them. After you make that attack, overwatch ends. You cannot use overwatch while suppressed. COVERING FIRE This costs one action. On your turn, you can shoot at an enemy laying down suppressive fire as long as you yourself are not under suppression. For every attack an ally moving through a suppressive fire zone suffers, you get one disengagement attack on the enemy laying down suppressive fire. You are still susceptible to quick draw attacks while laying down covering fire. While making covering fire attacks, you get a -5 ACC debuff. While laying down covering fire, you can move from your position and attack another enemy that is not laying down suppressive fire but this would break your covering fire.  ARMOUR Armour reduces incoming damage. If you have no armour, then you do not roll any damage reduction unless you are blocking. For example, a kevlar vest will reduce 20 damage from gun attacks. WEAPONS Weapons will have stats such as +1 accuracy, -1 accuracy, -10 blood, -10 consciousness. Accuracy effects your attack roll. blood and consciousness modifiers reduce your opponents blood and consciousness bars respectively. GUNS GUN STANCES You can choose between different stances for shooting Hip stance: Costs no actions to enter. Gives a -3 ACC debuff, but you can do one extra full auto burst on full auto attacks. Neutral stance: Costs no actions to enter. No buffs or debuffs. Aiming down sights: Costs 1 action to enter. +1 ACC buff, ignore recoil debuff on non full auto weapons. Moving breaks all stances apart from the hip stance. choosing to do any action that isn't shooting related i.e overwatch, suppression, shooting etc, breaks all stances. Guns can fire in full auto, semi auto, or single shot. Some guns can fire in multiple or even all of these modes. Full auto guns fire their entire magazines, dealing x damage per bullet fired + the base damage, with the number of damage per bullet fired specified in the gun stats. Full auto can be shot in bursts of 1d6, 1d8, 1d10 or 1d20 bullets, where you choose how what number die you roll, with two full auto bursts per action.If, on a roll the number on the die exceeds the amount of bullets in the magazine, all bullets within the magazine are shot. If the first action in a full auto attack spends all ammo, the second full auto attack will instead be spent reloading. Full auto gives a -2 accuracy debuff due to inaccuracy. Semi auto guns fire bullets one after another without the need to reload but not all at once. You can choose between snapshots, which are inaccurate but let you shoot multiple bullets at different targets, or precise shots, which take time to shoot and hit a specific target. When firing with snapshots, you make two attacks per action with a -2 accuracy debuff, with +x damage per bullet onto your weapons base damage. Precise attacks give a +2 accuracy buff. You can fire one precise attack per action. Single shot guns are only be fired precisely. shooting precisely with a single shot gun provides a +2 accuracy buff, taking one action to shoot one shot. RECOIL For every 3 bullets fired after the first three bullets, you get a -2 ACC debuff on assault weapon bursts. When using recoil rules, you may do a separate attack roll for each 3 bullet group, with each 3 bullet group accumulating ACC debuffs. If the last bullet group fired is under 3, continue as normal. This is optional and only for people who want more simulationist stuff. For every bullet fired after a snapshot, you get a -1 ACC debuff. For each attack made with a shotgun after the first attack, you gain a -2 ACC debuff. For attacks made with single shot or precise weapons, you need to ready yourself if you want to make another attack on the same turn. Requires the shooter to be in an ADS position. If not, you must spend an action or roll a DC 12 DEX check to shoot again. JAMMING When shooting, on a critical failure, your gun jams. When firing on full auto, critical failure activates on rolls of 4 and below. Firing snapshots triggers jams on rolls of 3 and below. If a weapon is jammed, you must spend one action unjamming it. RANGE Point blank. 0-3 meters: +3 ACC, double damage close range: 4-20 meters: No benefits or detriments for most weapons, -3 ACC on shotguns middle range: 21-50 meters: -2 ACC on pistols, -5 ACC on shotguns and machineguns. Long range:51-80 meters: -3 ACC on all nonscoped and non rifle weapons. Very long range. 90+. -3 ACC on all nonscoped rifles. RELOADING When your guns magazine runs out of ammunition, you must reload if you want to continue shooting, which takes one action with a fully loaded magazine, and two actions with an empty magazine and bullets. QUICK DRAW When an enemy is about to attack you from point blank range with a gun, roll against the enemies DEX. On a success, you make one free ranged attack. The opponent can still make their attack afterwards if they are able to. On a fail, the enemy gains a +2 ACC buff on their attack. This takes one action out of your next turn. You can make one quick draw for every gun you have. SKILL TREES Unarmed combat skill tree. LEVEL 1: Each ability costs 1 point Hook: 1d8 +1/2 STR stat DMG. 10 CON damage. 1 action Headlock: Takes 2 actions, roll against opponents strength twice. Each turn they can roll 1d20 against your strength to get out. Each turn they are in a headlock they lose 25 consciousness. Uses both arms. The opponent can attack you while they are in a headlock, automatically hitting all attacks, and can also roll against your strength to get out. While applying a headlock your EV for melee attacks is 0. Strangle: Takes 1 action to complete, can be used with one hand, however using one hand leads to the opponent having an advantage on rolls against your strength. Each turn they can roll against your strength to get out. Each turn in a stranglehold the opponent loses 25 consciousness. If you use one hand to strangle the opponent you can attack them with your free hand. The opponent can attack you, and they automatically hit all attacks. Side kick. Deals 1d12 damage +1 for ever strength level above 10. 1 action LEVEL 2: Each ability costs 2 points Requires headlock: Armbar: 1 action. Enemy and attacker roll DEX to see who gets the higher number. If the enemy fails, they are put into an armbar. On the attackers next action, if they have an opponent in an armbar, the enemy and attacker can roll STR against each other. If the attacker succeeds, the opponents arm is broken and can't be used, taking damage equal to half its maximum health. While applying an armbar, you have -5 EV. Tackle: 1 action. After making a charge action, if you end your movement in front of an enemy, on the very next action, you may tackle the opponent. Both yourself and the opponent roll a contested strength roll. If the opponent makes a fail, you tackle them, knocking them prone. On a successful tackle, the opponent takes 1d10 damage to a random body part. If you fail to tackle, you are knocked prone due to tripping. Knife hand: Requires hook: Deals 1d6 damage +1 for every strength level above 10. Also deals 12 +half of str level damage to consciousness on hits to the head. 1 action Turning kick: Deals 1d10 damage +1 for every strength level above 10. Also deals 15 + half of str damage to consciousness on hits to the head/body. 1 action LEVEL 3: Each ability costs 3 points Throat punch: Requires knife hand: On hits to the head with an attack roll of 18 or higher, you deal an extra 10 consiousness damage. back side kick: Requires turning kick. Deals 1d12 damage +2 damage for every strength level above 10. 1 action ability dash. This is a bonus action which lets you move an extra 5 meters. Throw: requires tackle: Roll a contested STR check with your target. On a successful roll, you throw the opponent a distance equal to your STR modifier, dealing 1d20 damage to 1 random body part and knocking your opponent prone. 2 actions LEVEL 4: Each ability costs 4 points Deflect attacks. Requires throat punch or back side kick: When attacked, you can choose to not dodge. Instead you roll a contested dexterity check against your opponent. If you succeed, the attack is deflected and you take no damage. This only works for unarmed melee attacks. LEVEL 5: Each ability costs 5 points spinning hook kick: Requires back side kick. deals 1d12 damage +3 damage for every strength level above 10. 1 action spear finger strike: Requires throat punch, deals 1d12 damage +1 damage for every strength level above level 10 . 1 action Combo. every time you make one successful melee unarmed attack, you can make one more attack for free. You cannot make an extra attack after making two attacks in a row Wrist snap: requires throw: Make a contested DEX roll with target. If you succeed on the DEX roll, roll a contested STR roll. If you fail the STR roll you must repeat the DEX roll. If you fail the DEX roll, the target escapes. On a successful STR roll, the opponent takes 1d20 arm damage and the targeted limb counts as a crippled body part. 1 action. LEVEL 6: Each ability costs 6 points gain the ability to do one precise attack per action spinning turning kick, requires spinning hook kick. deals 1d12 damage +1 damage for every strength level above 10. It has a +3 accuracy buff. 1 action Palm heel strike: Requires spear fingers: 1 action. Deals 1d12 damage, +4 damage for every strength level above 10. +3 ACC Spinning elbow: Requires spear fingers: 1 action. Deals 1d20 +1 damage for every strength level above 10. +3 AC. On a miss, you can make a free bonus attack. You may not make another bonus attack if you miss the bonus attack. Finger breaking: Requires wrist snapping: Deals 1d10 damage +1 for every strength level above 9 and 1d20 +5 CON and MOOD damage. Snapping fingers requires a contested DEX check to grab the hand, and another contested STR roll to snap the fingers. The attacker has an advantage on the contested STR roll. A person with snapped fingers can only make unarmed basic punches with that arm. 1 action LEVEL 7. Each ability costs 7 points Jumping front kick: Requires spinning turning kick: Deals 1d12 damage, +2 damage for every strength level above 10. This attack ignores ACC penalties from targetting the head. 1 action Axe Kick: Requires spinning turning kick: Deals 1d12 damage, +2 damage for every strength level above 10. On random rapid attacks, you may reroll your attack. If you do not roll on the head, you automatically miss. If you do hit the head, you deal extra damage equal to your strength level. 1 action Solar Plexus strike: Requires palm heel strike: 1d10 damage, +4 damage for every strength level above 10. On a hit to the body, the opponent must roll a DC STR check whose DC is equal to your strength level. On a fail, they are stunned. 1 action Spinning backfist: Requires spinning elbow: 1d12 damage, +2 damage for every strength level above 10. Deals 1d10 blood damage on hits to the head. 1 action Suplex: Requires finger snap: Roll a contested STR check. On a success, you pick up the opponent and drop them on their head, dealing 2d20 dmg, and 30 CON damage. 3 actions LEVEL 8 each ability costs 8 points Neck snapping: requires suplex: 1 action. You roll a contested DEX roll against the opponent. On a success, you grab the head and neck. This requires two free hands. You can make a contested strength roll in the next action to snap the opponents neck, completely paralyzing them and forcing them to make a DC 18 death save. You can maintain the neck snapping position by spending one action and rolling a contested STR roll on your turn. On each turn, they can roll against your STR to get out, with each roll costing one action. Every time the opponent fails to escape, you get a +3 bonus on STR rolls against the opponent for this position. You cannot snap someones neck if you are holding anything, and while grappling with the intention to snap someones neck, your EV is reduced by 8. If you fail on any contested rolls, the opponent escapes the position. For every action spent maintaining the position, you gain +1 on neck snap rolls. You succeed tied rolls.. Jumping side kick: requires jumping front kick: 1d20 +2 damage for every strength level above 10. +2 ACC bonus on attacks to the body. 1 action Sweeping kick: requires axe kick: 1d10 damage. On successful attacks to any leg, the target is knocked prone. Overhand punch: Requires spinning backfist: 1d12 damage, + 3 damage for every strength level above 10. Ignore ACC penalties from targetting the head, +3 ACC bonus. Chain Punching: Requires Solar plexus strike: You can make one free punch targetting the same body part after a successful punch. You can chain these punches until you miss or your unmodified attack roll falls below your opponents EV. LEVEL 9 each ability costs 9 points Take down: Make a tackle move. If you successfully knick the opponent to the ground, you can go on the ground with them and go prone. When grappling while prone, you suffer from no prone related ACC or disadvantage debuffs Chi: +10 damage on next unarmed melee attack. 1 action. Block punch: Requires Chain punching: After a successful block, you can make a free punching attack. Hammer fist: Requires overhand punch: 1d20 damage, +4 damage for every str level above 10. 1 action Slide kick: Requires sweeping kick: 1d12 +4 damage for every str level above 9. On a successful attack to any leg, the opponent is knocked prone. 1 action. Jumping axe kick: Requires jumping side kick: Deals 1d20 damage, +3 damage for every strength level above 10. On random rapid attacks, you may reroll your attack. If you do not roll on the head, you automatically miss. If you do hit the head, you deal extra damage equal to your strength level. +3 ACC. 1 action LEVEL 10. each ability costs 10 points Martial Arts Mastery: Choose one attack to have total mastery over. You now deal an extra 10 damage, gain a +2 ACC buff and deal 10 blood damage on that attack. You can only have martial arts mastery over three attacks. Superhero punch: Requires hammer fist: 1d20 damage, +5 damage for every strength level above 10. 1 action 1 inch punch: Requires block punch: 1d20 damage, +3 damage for every strength level above 9. On a successful hit, the opponent is knocked 1d4 meters backwards and is knocked prone. 1 action Tornado kick: Requires jumping axe kick: Make 2 spinning attacks for one attack. +2 ACC bonus when using tornado kick. 1 action Stomp: Requires slide kick: 1d20 damage, +2 damage for every strength level above 9. Gives an advantage against block attacks on stomps. 1 action Spine snap: Requires take down: Make a contested STR check. On a success, roll against your opponents STR stat. On a success, you snap your opponents spine, dealing 2d20 damage to their body, 50 CON damage, and reducing their movement to 1m due to being paralyzed from the waist down. 3 actions Armed Melee Combat Skill Tree LEVEL 1 shield strike: Use shield as weapon, dealing 1d10 damage and 1d20 consciousness damage. 1 action Lunging attack: When using a lunging attack, you spend two actions to target an opponent 1 meters in front of you. You deal an extra 10 damage. LEVEL 2 rushing attack: You deal +10 damage on melee attacks if you have charged before making that attack. Slashing attack: requires lunging attack: When using piercing weapons, you can choose to slash. You can slash on all types of attacks, such as rapid, precise, normal etc. Slashing attacks deal double blood damage but deal half hp damage. Power Strike: requires shield strike: When attacking, you can spend an extra action to deal an extra 1d20 CON damage. LEVEL 3 Parry: requires power strike or slashing attack: When an enemy attacks you with a melee weapon, you can roll a 1d20 +DEX modifier to block the attack with your sword. If you roll above the number the enemy rolled to hit you, you avoid getting hit. If you fail to parry, the opponents attack deals extra damage equal to their strength stat. You cannot roll to block or dodge if parrying. expose weakness: Requires power strike: When an enemy attacks and misses you with a melee attack, your next melee attack on the enemy deals extra damage equal to your strength stat. Stabbing Attack: Requires slashing attack: When making an attack, you can choose to stab, which gives a -1 ACC debuff unless it is a rushing attack, in which case it gains a +2 ACC advantage. Stabbing also halves damage reduction from armour. LEVEL 4 Riposte: Requires parry: After a successful parry, you can attack the opponent on their turn. Sting: Requires stabbing attack: When making a stinging attack, you suffer from no ACC debuffs and gain a +2 ACC buff, but you deal half damage and 0 CON or blood damage. Sweeping strike: Requires expose weakness: When making a sweeping strike, you gain a -1 ACC debuff. If you miss, the attack automatically hits any opponent next to your target. If there are multiple opponents on either side, you get to choose who you hit. LEVEL 5 Half sword grip: Requires riposte: gain +1 accuracy and deal +10 damage. You are unable to riposte while half swording. 1 action to enter half sword grip. Heavy attack: Requires sweeping strike: two actions to accomplish and deal +20 damage for both consciousness and health, however they have a -3 accuracy penalty. Impale: If you make a stabbing attack from behind the target, you deal extra damage equal to your strength stat. LEVEL 6 target the throat: Requires impale: on critical hits to the head, attacks deal double blood damage. target joints: requires heavy attack: On critical hits to any limb, that limb is treated as being  destroyed. Evading strike: Requires half sword grip: On a successful dodge, you may make a free attack, which deals half damage. LEVEL 7 Pommel strike: requires evading strike: bonus action, 1d10 damage. dash backwards: requires evading strike: When an opponent declares an attack, roll a contested DEX check. On a success, your character moves a number of meters back equal to your DEX bonus. On a fail, you take the damage. overhead strike: Requires target joints or target throat: On attacks to the head, you may reroll your attack if it misses. If you hit, you gain a damage buff equal to twice that of your strength stat. Crushing blow: Requires target joints: On attacks to the head, you deal an extra 1d20 CON damage. Hacking strike: Requires target throat: when choosing rapid attacks, you can choose to use a hacking strike. The first attack suffers from a -5 ACC debuff, with this debuff being reduced by 2 for every hacking attack that is made. Hacking attacks deal damage equal to twice your strength stat. LEVEL 8 Follow up attack: Requires crushing blow: On a successful attack, once per turn, the attacker can follow up with one free attack that deals an extra +20 damage swing back weapon: Requires overhead strike or hacking strike: After missing their attack, once per turn, you can make another attack with a +2 accuracy bonus Push parry: requires dash backwards: On a successful parry, you may push your opponent back a distance equal to your STR modifier instead of choosing the free attack. Twisting stab: Requires hacking strike: After making a successful stabbing attack, you can spend an extra action to twist the blade, which counts as a free normal attack. If you want to use the blade again, you must pull it out, which requires a DC 13 STR check, +1 DC for every time you twist the blade. LEVEL 9 Disarm: Requires push parry: When you make roll a of 20 and above on attacks, including accuracy buffs, the opponent drops their weapon and must spend one action on their next turn to pick it up. Downward swing: Requires follow up attack: This attack requires two actions to complete, but always targets the head. It gives a +1 accuracy buff and a +10 damage buff. Spinning strike: Requires twisting stab: This attack gives a +2 ACC buff and a +20 damage buff,  but on a miss, your opponent can hit you on your turn for free. LEVEL 10 Bullet Parry: Requires disarm: Spend 1 action to deflect a gun attack. Roll a dexterity check against your opponents perception stat. On a success, you suffer no damage. You cannot riposte after deflecting a counter attack: Requires downward swing: When an enemy makes a successful attack that is blocked by yourself, you can make a free attack on the enemies turn with a damage buff equal to your strength stat. Teleport. You can expend two future actions to teleport anywhere you can reach from your current position without triggering disengagement. When teleporting, you ignore any obstacles. You can only teleport when an opponent attacks you. When you teleport to dodge an attack, that attack automatically misses. However all opponents gain an advantage on their next attack on you. Disembowelment: Requires spinning strike: On attacks to the body, if the opponents body health is below half hp, you deal double damage and the opponent is stunned for every turn. GUN SKILL TREE LEVEL 1 steady aim: +1 ACC on all ranged gun attacks, activate it once per turn for one attack. Bracing: When shooting in an ADS stance on full auto, you can brace yourself, applying recoil only on the third group of three bullets. Quick Reload: You can reload a full magazine and attack in the same turn. Buttstroke: You can make a free melee attack once per turn using a rifle. Deals 1d10 damage. Pistol whip: You can use your pistol as a small blunt weapon. It deals 1d8 damage. LEVEL 2 Sniping: Requires bracing: When shooting in an ADS stance, you can spend an extra action to give yourself a +3 ACC buff on your next ranged gun attack. Quick shot: Requires quick reload: You can make three snapshots in an action. Spraying Fire: Requires quick reload: You can choose to empty your entire magazine when using a full auto weapon. Recoil debuffs are increased by - 2 ACC. LEVEL 3 Quickscope: Requires quick shot and sniping: You can now make snapshots with snipers. Dual wielding: Requires quick shot: you can dual wield pistols. You can divide the attacks in a snapshot attack between the two pistols. Doing so gives a +1 ACC buff. You must have one free hand to reload, so you can't reload while dual wielding. Jam clearing:You can unjam your gun as a free action. LEVEL 4 Instinct shooting: Requires jam clearing: When an opponent moves within close range, you can make one free snapshot attack, with a -4 ACC debuff. This takes an action away from your next turn Gun Grapple: Requires armbar: When initiating an armbar, instead of breaking the opponents arm, you can shoot them, automatically hitting the opponent. Dual Wield reload: Requires dual wielding: You can now reload while dual wielding. This drops your magazines on the floor. NoScope: When shooting from ADS, you can make a noscope attack to enter hip fire. NoScoping gives a +10 damage buff but gives a -5 ACC debuff. This requires 1 action. LEVEL 5 Cool under pressure: You don't lose any mood while under suppression fire. Your maximum consciousness is increased by 10. Reflex shooting: Requires instinct shooting: When an opponent makes a melee attack on you, you may interrupt their attack by shooting the body part that is targetting you. If you succeed, you deal half damage to that body part. This takes away 1 action from your next turn. Back shooting: Requires no scope: When attacking, you may attack from behind. This only works with snapshot attacks. This gives a -3 ACC debuff. LEVEL 6 Lethal targetting: requires instinct shooting: If a body part is at 25% health, all hits with a gun attack count as critical hits. Bullet Deflect: Requires instinct shooting: When an opponent shoots you, you may shoot the bullet that is targetting yourself instead of relying on EV, dodging, or blocking. When shooting a bullet out of the air, roll against your opponents PER stat. On a fail, the attack automatically hits. On a success, the attack is negated. This costs 2 actions from your next turn. 180 trickshot: requires back shooting: When making an attack, you may reposition yourself to face an opponent behind yourself and shoot in the same action, for the cost of 1 action. You cannot use 180 trickshots with precise attacks. LEVEL 7 Slide: requires 180 trickshot: When making an attack, you can choose to slide 1d4 meters closer to the opponent, giving a +3 EV bonus against any shooting attacks. You can slide once per turn. Double shot: Requires lethal targetting: When shooting with a single shot gun, you can choose to shoot again in the same attack, ignoring reload action costs. The second shot has a +3 ACC buff. You can only use this once per turn. LEVEL 8 360 trickshot: requires slide: When making an attack, you can choose to turn 360 degrees. When doing this, you roll against your opponents perception stat. On a fail, the opponent gets a free attack on you. On a success, you make your attack with a +4 ACC bonus and deal double damage on a hit. This costs an extra action to make Weak Point targetting: Double shot: When shooting you may choose halve armour damage reduction. You can do this once per turn. LEVEL 9 Front flip shot: requires 360 trick shot: When shooting right next to your target, you may expend one extra action to flip over your opponent, shooting him while doing so. When flipping, you do not suffer from any disengagement attacks unless you miss your shot. On a hit, you deal double damage. after the manoeuvre is complete, you finish on the other side of your target. 2 extra actions. Center mass shooting: requires weak point targetting: On shots to the body, you can spend an extra action to gain a +1 ACC buff and deal an extra 10 blood damage. LEVEL 10 Backflip trickshot: Requires front flip trickshot: When shooting while adjacent to your target, you can backflip 1d4 -1 meters away whilst making a shooting attack with a +3 ACC bonus. This costs 2 actions. Deadly aim: requires center mass shooting: If you target the head with a shooting attack, and it is below half health, your attack deals double damage. You can use deadly aim once per turn. MAGIC SKILL TREE Spells are cast using mana. Each spell costs a certain amount of mana to cast. If you are out of mana, you can spend your hp to cast spells instead, at a rate of 1hp per 1 mana. For every point you spend in this skill tree, your mana increases by 5. Add your INT modifier to your spell attack rolls. Level one spells: Each costs 1 point. Level 2 costs 2 points, level 3, 3 points, so on and so forth. Electric bolt: 10 mana, 1d10 damage. Lesser heal: 10 mana. heals 1d10 +5 damage Confusion: 20 mana. deals 1d6 consciousness damage. Slashing: 10 mana, deals 1d6 bleeding damage Speed: 10 mana. Boosts targets speed by 5 meters for one turn. aid: 10 mana: heals 1d10 damage magical shield: 10 mana: gives +5 on block rolls. Level two spells Astral weapon: requires magical shield: 20 mana: 1d10 + INT modifier damage. Fire: requires electric bolt: 30 mana. 1d6 damage to a enemies in a 3×10 meter area in front of the caster. Push: 20 hoodoo. Pushes target 1d6 +2  meters away in a straight line in the direction the spell is cast heal: requires aid 10 mana, heals 1d10 +10 health thunderbolt: requires electric bolt: 30 mana, 1d12 +5 damage acid splash: 30 mana, 1d8 damage, -3 EV debuff for target for 1 turn. laserbeam: requires electric bolt: 20 mana, 1d20 damage piercing: requires slashing: 30 mana, does 1d8 bleeding damage per turn to target for 3 turns. Level three spells lesser flight: 40 mana: requires push: Lets the target fly over any obstacles, cover or enemy with no movement penalties or action cost over a distance of 1d6 +3 meters. Clarity: 50 mana: requires heal: heals 1d20+10 consciousness. Coagulation: requires heal: 60 mana, heals 1d20+15 blood Bloodthirst: requires piercing: 40 mana. After using this spell, piercing attacks deal +10 blood damage for 3 turns. Firebeam: requires fire and laserbeam: 50 mana. 1d12 damage to 2 random body parts. Magic bubble: requires astral weapon: 40 mana: Gives damage reduction of 20 on the next attack that hits you. Level four Greater aid: requires coagulation: 30 mana: heals 2d12 +5 damage Sharpness: requires bloodthirst: 50 mana, piercing attacks deal +2d10 damage hysteria: requires clarity: 60 mana, target attacks different target with -3 accuracy debuff. Original target suffers -1d8 consciousness damage. smite: requires blood thirst: 70 mana, 1d10 damage, -20 consciousness damage. bleeding: requires bloodthirst: 70 mana, 1d20 blood damage. poison: 60 mana, target suffers 1d10 torso damage for 1d4 turns. slowing: 60 mana, target is slowed down by 5 meters for 1 turn firebolt: requires firebeam: 60 mana, 1d8 damage to all body parts of the target icespear: 70 mana, 1d20 damage suspend projectiles: requires push or magic bubble: 70 mana: on your opponents turn, if they attack you with a ranged weapon, you roll a contested perception check with the opponent. On a success, you take no damage from the attack. On a fail, you take half damage. Level five spells lesser delerium: requires hysteria: 70 mana, Target makes DC 16 intelligence save. if fail, -10 consciousness, target walks in direction picked by caster for 1d6 meters. firewall: requires firebolt: 60 mana, a wall of flame 1x3 meters in dimension is created in an area 10 meters away from the caster at most. the flame wall disappears after 2 turns. A person going through the wall suffers 1d20 +5 damage on all body parts. battering: requires smite: 70 mana, 1d20 +10 damage, -5 consciousness. delirium: requires lesser delirium: 80 mana, target must make DC 18 intelligence check. On a failure, the target must spend one action on their turn attacking an imaginary monster. magickal buzz: requires greater aid: 80 mana, the target gains +10 consciousness, +3 accuracy and +5 movement for one turn. greater clarity: requires greater aid and clarity: 80 mana, heals 2d20 +5 consiousness mana deflect: requires suspend projectiles: 90 mana, you gain a +5 buff and an advantage on your next block roll. Level six spells hallucinations: requires delirium: mana: target must make DC 16 intelligence check. On a failure, the target spends two of their actions on the next turn moving away from a spot the caster chooses. greater healing: requires greater clarity: 80 mana, heals 2d10 +30 health greater coagulation: requires coagulation: 70 mana, heals 1d20 +30 blood evil poison: requires poison: 70 mana, deals 1d12 damage to torso for 3 turns super punch: requires battering: 80 mana, target gains +10 damage on their next melee punch attack. guidance: requires magickal buzz: mana, target gains +3 intelligence, +3 EV and a +1 accuracy buff for 1 turn fireball: requires firewall: 80 mana, upon contact with the target, an explosion 6x6 meters, with the target in the center, deals 1d20 damage to all body parts of everyone in the explosion area. The main target suffers 1d20 +10 damage to a random body part. divine light: requires hallucinations: 90 mana, the target makes a DC 17 strength check, on a fail, it goes blind and can only move 1 meter and has a -5 accuracy debuff on all attacks for 1 turn. Gust: 80 mana: push your opponent 1d10 +10 meters backwards. If they are pushed into a wall, you deal 1d20 damage, add +2 damage for every meter they were pushed to a random body part. Level seven spells burning sun: requires divine light: 90 mana, the target makes a DC 18 strength check. On a fail, the target suffers 1d10 +10 damage to all body parts fire spear: requires fireball: 90 mana, 1d12 +10 damage, deals 1d10 fire damage per turn for 3 turns to the targetted body part. retardation: requires hallucinations: 90 mana: opponent must make DC 15 intelligence check. On a fail, they take -40 consciousness and suffer -4 intelligence for 3 turns disintegration: 110 hoodoo, 2d20 damage. Deals 1d4 damage for 5 turns blinding: requires divine light: 100 mana, target makes DC 16 intelligence saving throw, goes blind for three turns on fail, they only move 1 meter and suffer -4 EV, -5 accuracy debuff. raking: requires super punch: 100 mana 1d20 damage, 1d10 blood damage insanity: requires hallucinations: 100 mana: target must make DC 16 intelligence save. On fail, target attacks themself once, automatically hitting. rejuvination: requires greater healing: 100 mana, heals 1d20 +5 damage to all body parts, including consciousness and blood. adrenaline rush: requires guidance: 100 mana: takes two actions to complete,  gives target +10 movement speed, heals 20 consciousness, gives target +3 buffs on accuracy and EV and one extra action for one turn. level 8 teleport: requires mana deflect: 110 mana: Pick somewhere within your line of sight. You can go there without triggering disengagement: 1 action telekinesis: 100 mana: You can throw an enemy 1d6 + INT modifier meters, with the opponent taking damage to one random body part, at a rate of +1d6 damage per meters thrown, with the opponent landing prone. Dragonfire: requires firespear.110 mana: Target takes 1d10 +10 damage to all body parts for 3 turns. Leeching: requires rejuvenation: 120 mana: drain 2d10 blood from your target and transfer that number of blood points to your own blood bar. Withering: requires raking: 120 mana. Your target makes a STR saving roll, with the DC being your INT stat. On a fail, one of their limbs of your choice is crippled. Nightmare: requires insanity: Target must make a STR save with the DC being your INT. On a fail they must attack their nearest ally for all actions on their next turn. If they have no allies nearby, they must attack themselves. level 9 mana beam: 50 mana: 1d10 damage. For each additional 10 mana you spend, you deal an extra 5 damage. psychotic break: requires nightmare: 130 mana: Target must make a DC 18 STR save. On a failure, they must make a DC 18 STR save at the beginning of each turn. If they fail, they must attack the nearest ally for their entire action. If there are no allies nearby, they target the nearest character to them. life drain: requires leeching: 130 mana. deal 1d20 + INT level damage. For each 1 hp damage you deal, recover 1 hp damage to a body part of your choice. internal combustion: requires dragonfire: 130 mana: Roll a contested INT roll with your target. On a fail, your opponents organs combust, dealing 1d20 damage to the blood bar, consciousness bar, mood bar and body for 5 turns Crushing grip: requires telekinesis: 120 mana: crush a body part of your choice. Your opponent makes a DC 15 STR check, add 1 to the DC for every extra 10 mana spent on this spell. On a fail, the target takes 2d20 damage, and 30 blood damage. level 10 Catatonic shock: requires nightmare: 130 mana: roll a contested INT roll with your target. On a success, the target goes incapacitated and turns prone and blind when they wake up. Coma: requires nightmare: 100 mana: roll a contested INT roll with your target. On a success, the target is incapacitated, with disadvantages on rolls to wake up. Crushing Gravity: Requires crushing grip: 130 mana: place the weight of a thousand suns on the shoulders of your target. Your target must make a STR check, with the DC being your INT stat +2. On a fail, they take 1d10 +60 damage to all body parts. Explode: requires internal combustion: 140 mana: Choose one body part to explode. Roll a contested INT check with your opponent. On a success, your opponents body part explodes, dealing 1d8 damage to every adjacent person and 50 damage to the targets body part, blood bar, mood bar and consciousness bar. Soul sucking: requires life drain: 130 mana: Roll a contested INT check with your target, where you suffer from a -3 debuff. On a success, you suck their soul out of their body, dealing 70 mood damage and binding them to your will.

Public Last updated: 2026-04-20 10:00:52 PM