Combat is a major part of this game, and many others. However, most of those other games have something unfavorable in common: dice and elements of chance. This system has nothing of that. It was designed to allow gamers and writers unite. The system rewards charactersā combat creativity and synergy between them. However, this does not include your writing abilities, only what your character does.
Instead of dice, we have a difficulty meter called āStaggerā for both enemies and players. It is nothing like āhit pointsā in other games, as it takes everything into account and not just physical harm. When the stagger of an enemy has been filled, that enemy can be instantly defeated by anyoneāone hit, godmodding. However, until that time, it is recommended to refrain from using descriptions that entail fatal wounds such as decapitation.
You can auto-hit enemies, but not kill them until their stagger has been filled and announced as such. The players and the Game Master(s) both control enemy actions. There will be detailed descriptions of each enemy in the story that explain their strengths and weaknesses, typical combat moves, and so on. Then you interpret that the best way you can.
Game Masters calculate stagger gains by consulting a chart that I have created. It has predetermined amounts of points for various combat actions as well as various ambiguous bonuses for creativity and synergy between players. Therefore, the system is partially objective.
Creating SpiritsYou create your own spirits for your character, four (4) of them. They will consist of a name, an element, spirit ability, status effects, and a brief description. Do not worry about if they are too powerful, as we will balance them together. Post your spirit proposals with your character sheet or separately in the out of character thread. At the bottom of this section there are examples of completed spirits. Remember that spirits are attracted to certain personalities and behaviors. It is not impossible, but a very happy and chipper person would most likely not attract spirits of the Dark element, and vice versa.
Exhaustion (Mechanic)In combat, a spirit can be used two (2) times before it is exhausted. This means that it cannot be used again during that encounter. After the confrontation, the spirit will recuperate and you can use it again during the next conflict. However, certain spirit abilities manipulate this mechanic.
ElementsMost spirits derive from an element, or several. A single spirit should have at least one element, but no more than two. You are not restricted to having all of your character's spirits be of the same element. You can have all of them as long as it would make sense for the spirits to be attracted to your character's personality and behavior.
Fire: This includes the fire element, lava, and concepts such as anger and impulse.
Water: This includes the water element, ice, and concepts such as logic and intelligence.
Air: This includes the air element, lightning, and concepts such as fluidity and opportunity.
Earth: This includes the earth element, nature, and concepts such as harmony and growth.
Holy: This includes the light element, life, and concepts such as protection and empathy.
Dark: This includes the dark element, death, and concepts such as fear and ambition.
Gravity: This includes non-element, spacetime, and concepts such as apathy and disconnection.
Spirit AbilitiesThese abilities affect your character, the spirit itself, or other spirits. Some abilities trigger on use and others are always active as passive effects. Choose one ability for each of your spirits.
Vigilance: This spirit cannot be exhausted if all your other spirits are.
Trample: This spirit ignores all defense abilities.
Storm: This spirit is cast equal to the amount of non-exhausted enemy spirits for the cost of one.
Soulshift: When this spirit is exhausted, you may bring back another exhausted spirit of the same element.
Shroud: This spirit cannot be the target of other spirit abilities.
Provoke: This spirit forces the target enemy to attack you and only you.
Protection: You cannot be the target of or be damaged by an element of choice.
Morbid: When you use this spirit, if target enemy does not have exhausted spirits, exhaust spirit of choice if you have an exhausted spirit.
Lifelink: You are healed for the amount of damage this spirit causes.
Infect: The cost of using spirits by target affects all allies of target.
Indestructible: You cannot be damaged until a spirit is exhausted. (Enemy Ability Only)
Swiftness: This spirit can be used three (3) times before it is exhausted.
Flashback: When this spirit is exhausted, cast another exhausted spirit.
Fear: You cannot receive physical damage from enemies except those with Dark element spirits.
Exalt: You may exhaust one of your own spirits in order to de-exhaust a spirit of an ally.
Echo: This spirit mimics the spirit ability of the last spirit used by the enemy.
Defender: Decreases physical damage received, but you cannot attack with physical weapons until this spirit is exhausted.
Deathtouch: If this spirit is exhausted upon being cast on an enemy, that enemy instantly dies. (Enemy Ability Only)
Amplify: The damage of this spirit is increased for each other spirit with the same element.
Status EffectsSpirits may cause one or several status effects in the form of Boons and Conditions. The former strengthens your character and the latter weakens her.
Boons
Might: Increases your physical damage.
Faith: Increases your magical damage.
Vigor: Cause damage with movement.
Armor: Decrease physical damage taken.
Shell: Decrease magical damage taken.
Haste: Increase Exhaustion Threshold by one.
Retaliation: A portion of damage received is returned to the source.
Resist: Become resistant towards the last element used against you.
All: Your spirits affect all allies or enemies.
Conditions
Blind: Target physical damage is halved.
Silence: Target magical damage is halved.
Weakness: Increases physical damage taken.
Exposure: Increases magical damage taken.
Imperil: Target becomes weak against the last element used against it.
Slow: Decreases target Exhaustion Threshold by one.
Zombie: Target takes damage from healing.
Meltdown: Disable spirit ability of the last spirit used by target.
Dispel: Remove all Status Effects from one target.
Singularity: All elements of target become the last element used by target.
Example of SpiritsThe examples below are from my character, Selene Palamecia.
āOrb of Darknessā
Element: Dark
Ability: Amplify
Status Effects:
Description: This spirit manifests as a black, smokey orb projectile. It detonates upon impact and affects everyone in the immediate area. The personality of this spirit is that of impatience, insolence, and intrusiveness. It may sometimes emerge from Seleneās body in the shape of a ghost-like figure with giant, hollowed eyes and myriads of slender arms.
āBloodlustā
Element: Dark
Ability: Lifelink
Status Effects:
Description: This spirit manifests by extending Seleneās canine teeth, allowing her to bite and penetrate hardened skin. The spirit lunges Selene toward her targeted enemy with great speed upon use. Selene and her target are enveloped in black smoke during this attack. The personality of this spirit is that of isolation, brooding, and jealousy. It may sometimes emerge from Seleneās body in the shape of a bat-like creature of smokey shadows.