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Basic Mechanics

thunderstar Mar '17  /  edited Mar '18
=Generations=
Generations, the name of the game, and a game mechanic. Generations will have multiple seasons that will last several sessions. Throughout and during the seasons, time will pass, characters will age, live, and die. The Generations mechanic allows players/characters to pass down their items, wealth, or even skills to a new character. When creating your character, have in mind someone to whom your character will leave his/her things if they died. This could be another player character, an NPC you met in-game, a student of your character, or even a child that your character had with an NPC or a never before seen character. Creativity will be rewarded, discuss this with the GM.
- GM's Note: If you are playing "An Improv story," you don't have to worry about this mechanic unless you're going to want to transfer your character to Generations.

=Turns=
- If the Turn Tracker says "Stop & Plan," only dialogue is allowed, and movement outside of the current scene is restricted.
- If the Turn Tracker says "GM," please wait for narration.
- If the Turn Tracker says "None," movement, and non-combat actions are free. You may ask if you can have your turn to roll for combat.
- If the Turn Tracker is on "Player's" Turn, only that player is allowed to do actions.

=Health=
Throughout your journeys, you will take damage and lose health. If your HP hits 0 you will not be able to communicate, move, or do any actions; your life is left in the hands of those around you.
- Restoring HP
Your health can be restored in a variety of different ways, the most common being: healers, resting, and potions.
- Healers can be paid to fully restore HP and cure any status effects; healers can be found in various towns.
- Resting will restore a percentage of your HP; you can rest at an inn, camp, or any semi-comfortable, safe place.
- Potions can restore a certain number of your HP; you can buy potions at most shops.

=Power=
Throughout your journeys, you will spend power for certain actions. If your power hits 0, you are fatigued, and normal actions may become more difficult.
- Restoring PP
Your power can be restored in a variety of different ways, the most common being: healers, resting, food, and potions.
- Healers can be paid to fully restore PP and cure any status effects; healers can be found in various towns.
- Resting will restore a percentage of your PP; you can rest at an inn, camp, or any safe, comfortable place to sleep.
- Eating food will restore a percentage of your power; You can buy food at an inn or a tavern, or be prepared by a fire, or an oven.
- Potions can restore a certain number of your PP; you can buy potions at most shops.

=Base Stats=
Your character's stats affect how much damage you deal, your skill in combat, the duration and effect of magic, and the quality of an item you craft. Stats also determine your strength, your dexterity, survival skills, and your stealth.
- By default, the highest level of a stat is 6, although this may change depending on your character's race.
- Stat Leveling
A character's stats level up through in-game experience, as opposed to gaining XP. This could be receiving training from a teacher, studying a book about combat, etc.
- Imposing Will
In a scenario where you don't have enough of a Stat to perform an action, the GM might ask for you to roll Traits that may modify that Stat along with Power to give you a temporary boost to your Stat.
- 2 Stars = +1 to your Stat.

=Magic=
Magic can do many different things, from healing wounds to causing things to spontaneously combust. Characters can have magic traits and abilities that allow them to use magic and cast spells.
- Level 1 Magic is any solo-target, healing, damaging, buff, or debuff magic. Requires 0PP to use.
- Level 2 Magic is any multi-target healing, damaging, buff, or debuff magic. As well as multi-element, or multi-effect, and reviving magic. Requires 1PP to use.
- Level 3 Magic is any multi-target multi-effect magic. Takes 2PP to use.

=Inventory=
Each character has a limited amount of inventory slots, determined by their Strength Stat. Basic items like potions can be stacked in an Inventory Slot. GM's Note: It is very important to inform me when you move any weapons/armor to and from your Inventory to Equipped section.
- Storage Items
Items like quivers, leather pouches, rucksacks, etc. can be added to your inventory and allow you to carry more items.

=Item Drops & Looting=
After an enemy is defeated, or at the end of combat, the GM will announce what items (weapons, gold, armor, etc.) they dropped (if they do drop any). After each scene of combat, characters are allowed one looting roll to loot the battlefield of any additional loot.

=Traveling=
Traveling takes time, the longer the time, the more chance of having an encounter. You can reduce travel time by traveling by horse or boat, or completely remove travel time with teleportation if you're allied with someone that knows such arcane magic. Traveling in larger armed groups reduces the chance of encountering bandits.
- Encounters
You will encounter NPCs throughout your journeys; some will be hostile, others may be friendly. Although it's safe to assume a band of Orcs or an evil looking necromancer are hostile, it is encouraged that your character uses logic instead of charging headlong into battle just because someone looks like a bad guy.
- Traveling Rolls
Depending on a number of factors, the GM will roll dice to determine the level of counter you may get.
• 0 Stars - You have no encounters and your journey goes smoothly.
• 1-3 Stars - A neutral encounter.
• 4-6 Stars - A negative encounter of moderate level.
• 7-9 Stars - A negative encounter of high level.
• Moon - Gives your encounter a good twist.
• Skull - Gives your encounter a bad twist.

=Pets=
Pets are useful allies that can hunt for you, guard a perimeter, alert you of enemies, fight for you, and more. When you have a pet, you can both do an action on your turn. Characters can have pet(s) with their level(s) equal to their survival stat plus one.
- Taming
Taming an animal requires the ability to do so, 2 stars per level of the animal, and 1PP to successfully tame it
- Add your tamed animal to the "Pets" section in info.

=Allies=
Allies are characters you meet and befriend throughout your journeys. Your allies will travel with you and take commands from you, depending on how much respect they have for you.

=Chases=
Not always will an enemy what to fight you to the death, but run for its life instead, and you have the option to respond accordingly.
- Sprinting
In a chase scene where someone makes a quick run for it, and you want to stop them or cut them off, movement rolls will be made to determine the outcome. If your target gets away from you, you have the option to chase.
- Chasing / Evading
In a chase scene where someone is running from you, and you are far behind them, they can knock things in your path, throw magic bolts back at you, etc. You will have to respond accordingly. If your target gets away, you have the option to continue to pursue.
- Pursuing / Evaded
In a chase scene where you are chasing someone and your target gets away, and you still want to pursue them, your tracking and detection skills are very important to whether or not you find your target.
thunderstar Jan '18
=Stat Use=
• Combat Damage - This stat directly determines how much physical (ranged and melee) damage you will deal to your target + weapon damage + any bonus damage - your target's armor.
• Combat Prowess: This stat determines how many attacks you can dodge/block per scene without the use of power. It also determines the duration of status effects inflicted by weapons, such as Bleed.
• Magic Damage: This stat directly determines how much magical damage you deal to your target + weapon damage + any bonus damage - your target's magic resisting armor.
• Magic Effect: This stat determines the duration of spells, and how much you heal.
• Dexterity: Sleight-of-hand, pick-pocketing, and lock-picking.
• Strength: How how much weight can you lift and carry, how easily you can break things, and your athletics.
• Crafting: The quality of items you are able to craft, and the duration of modifying items (e.g. poisoning a blade).
• Survival: How good you are with wildlife, wilderness skills, and your camp making/food preparing)
• Stealth: How easily you can go undetected, and your quietness.
thunderstar Jan '18  /  edited Jan '18
=Class Mechanics=
- GM's Note: Working on this. I might make it its own forum in the future.

Rune Casting
Mana Manipulators inscribe runes into tokens from which they cast spells. To casts spell using runes, the Mana Manipulator channels their mana into the runes to activate runes' power. Runic tokens may be freely inscribed outside of combat, and one rune may be inscribed during combat, on your turn. Once runic tokens have been inscribed, mana is required to activate them.
- Runic Spells
Runic magic is cast by combining multiple runes into a spell. For example, a fire rune and a blast rune may cast a fireball.

Potion Use

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