Paper Seed

But it wouldn't be make-believe if you believed in me

This is the page with all the information you currently need to playtest combat!

CHARACTERS:

Pick One We did all the hard stuff for you!
Doll Generation Actually, you're making your character now! BECAUSE SMALL PTC PHASE

THE START OF BATTLE:

Generate everyone's initiative according to 1d6+Init Bonus from the doll's sheet!
Arrange everyone in some order according to their initiative, with the highest number going first. Put PCs on top of monsters in the case of ties I guess.
That's the start of the turn order!
After turn order is decided, the actual numbers used to determine initiative become irrelevant and you don't need to remember them - in play, only relative positions of the initiative markers matter.
Pick a row to sit in! If you don't have a Gun or any Spells, you probably want to be in the front row so you can actually hit things. If you have one or both of those, you probably want to be in the back, where it's harder to get hit.

TURN ORDER:

Select the top turn marker belonging to someone that hasn't acted yet.
They take their turn! Repeat until everyone has taken a turn.

TAKING A TURN:

At the start of your turn for each round, increase your Drive Gauge by +2.

If your Drive Gauge is full, empty it immediately (unless you're a Maxwellian, you work a lil different) and OVERDRIVE.
Pick one of your overdrive abilities! Use it! Then, take a normal action from your usual action pool. Overdrive abilities are the ones marked as OD, and never have an MP cost.

CHOOSE AN ACTION:

ABILITY - Use an ability you know! Abilities will either be marked as either a "Technique" or a "Spell". We'll cover this in a little more detail below. Most abilities have an MP cost. If you don't have enough at least as much MP as the ability requires, you can't use it. You can't use OD abilities as your normal action.
DEFEND - Reduce incoming damage by -2 until your next turn. Reload a gun if you have one. Increase your turn marker by 1 space, if you want. It's optional!
REPOSITION - When you Reposition, drop your turn marker to the bottom. You haven't acted yet! When you do act this turn, you can move into the other row and act. Use Reposition to set up combos, switch rows, wait for stuff to happen, et-cetera. Don't Reposition more than once in a round.

ACTION TYPES:

Techniques: Techniques use your characters weapon as part of the attack! You can choose any weapon the character has to use with each Technique you use on a case by case basis. If you want to use a Pistol or Rifle, though, you need 1 Bullet (which is consumes with each gun attack made) in order to attack. Guns can be reloaded by Defending. Any other weapon property from a weapon will apply to the technique, as well.
Generally speaking, when you use a Technique, you need to be in your front row, and your target must be in the enemy's front row as well.
When you attack with a Technique, roll d100. If the result is below the CoS, you hit and deal damage! If you roll above the CoS, you miss and deal no damage. If you roll 0 or lower (often through luck expendure), you deal a critical hit, and add +3 damage! It's very exciting.
Techniques usually deal physical damage, but not always.
Basic Attacks are special Techniques with no MP cost, available to anyone with a weapon.
Bullets: Your weapon consumes 1 bullet each time it's used, but it can attack from any row, into any row, rather than being restricted to front vs front row only. If you run out of bullets, reload, or use a different weapon if you have one.
Accuracy: If a weapon has ranks of accuracy, increase the CoS to hit by the listed amount. It's harder to miss when you have accuracy.
Critical: If a weapon has ranks of critical, increase the target number from 0 to the listed amount in order to critically hit. This makes it possible to score critical hits without spending luck!
Bonus Damage: Sometimes the weapon deals bonus damage to targets under specific conditions. These should be listed with the weapon itself. If the target isn't under the specific condition, don't deal any extra damage and use the base value instead.
Other Things: Some weapons might give other bonuses. They'll be listed next to the weapon and should be fairly clear.

Spells: Spells are any attack made by your character without the use. Spells USUALLY have a CoS of 100, but not always.
When you use a Spell, you can target anyone you want, regardless of rows (unless the spell lists specific targeting restrictions, of course).
When you cast a spell, roll d100. If the result is below the CoS, you hit! If it rolls above above the CoS, it misses. If the roll is 25 or lower, increase the amount of damage and/or healing the spell does by +1, and reduce its MP cost by -1. (This is called a Burst rating, not that the name is particularly relevant at this stage!)
Spells usually deal elemental (Fire, Water, Air, Earth) damage, but not always.

Dazed Actions: Dazed Actions are also either Techniques or Spells, but are only usable when your PC is Dazed (ie, has 0HP). Generally they have no MP cost and are a little on the weak side, but they still give you something to do even when things are going badly.

DASH / RETREAT

If a move tells you to Dash, you have to move into the front row while using it! If you're already in the front when you use it, well, you're already there and nothing happens.
If a move tells you to Retreat, you have to move into the back row while using it, instead!

ARMOR, SHIELDS, ELEMENTAL WEAKNESS AND RESISTANCE

If a PC or Monster has Armor, reduce any physical damage taken by the listed amount. Armor doesn't apply to elemental or supreme damage, even if it's from a technique. Conversely, Spells that deal physical damage are reduced by armor.
If a PC or a Monster is Weak to an element, it takes +2 damage from that element.
Conversely, if they Resist an element, it takes -2 damage from that element.

If you have a SHIELD, you can use it to reduce damage from attacks. Each shield has a Block Value, which is how much you reduce damage by. You can block with a shield up to three times in a single battle, and get these blocks back after the battle ends! Mostly. Blocking against Physical damage is easy! Blocking against Elemental or Supreme damage is hard - if you do this, you reduce the maximum number of blocks the shield can perform each battle, permanently, so consider doing so carefully!

MOMENTUM AND COMBOS:

All abilities have a type of Momentum associated with them. There are 9 kinds: Launch, Pin, Rush, Fire, Water, Air, Earth, Supreme and Recovery. Launch, Pin and Rush are usually attached to physical damage abilities, Fire, Water, Air and Earth with their elemental attacks, Supreme with powerful supreme attacks, and Recovery with defensive maneuvers and healing effects.

When you use an ability, make a note of its momentum type, and let the rest of the party know, as avail momentum can be used for combos within the round. Each time a person uses a specific type of momentum to perform a combo, that momentum is no longer usable for the remainder of the round. At the end of the round, remove any unused momentum, as well.

Note that even if your ability misses, its momentum still goes into play, and your allies can still use it to perform combos!

Additionally, PCs and Monsters use separate momentum pools.

Combos: Most abilities list two different types of momentum you can combo with. If someone else has used an ability earlier in the round which grants that kind of momentum, you can choose to cash it in, and receive that momentum's bonus effects. Each ability can only activate a single combo effect once per battle, however, so try and use your entire ability kit to get the most out of them! If your ability has both momentum types available to combo off of, choose a single one to benefit from. You can also choose to forgo comboing, if you wish to save it for later in the fight, the other combo bonus, or even if you want to let someone else after you use that kind of momentum.

Magus termination abilities fill up the combo column, but they aren't combos. (You can have casted the syllables anytime previous, and you can activate Termination effects multiple times per battle.)

WHAT IS LP FOR?

You spend LP to modify dice rolls! d100 rolls specifically. Anytime you use an ability and think the result could be just a little bit better, spend 1LP, and increase or decrease the value by +/-10 as you see fit. You can spend as many LP as you have to enact bigger changes. You can spend LP to adjust the rolls of abilities which target your character, too! Spend your luck.

BARRIERS AND BUBBLES:

Two similar but different things, which reduce damage taken from direct attacks (but not from supreme, or statuses). You can only benefit from a single barrier and a single bubble at any given time - keep the best of each if someone tries to give you a second. Damage reduction stacks with armor in the case of physical damage, and is calculated after weaknesses and resistances in the case of elemental damage.
When something grants your character a Barrier, you gain damage reduction against physical and elemental damage until either the end of the round, or the end of your next turn, whichever is long.
When something grants your character a Bubble, you gain damage against physical and elemental damage for a single hit; after you're hit and the Bubble reduces damage taken, it pops, vanishing.

QUICKEN / SLOW

Sometimes an ability will say to quicken an ally or slow an enemy. When an ability quickens or slows a target, it doesn't have to be that exact value - it can be from no spaces or any number of spaces up to a maximum of the value from the ability, chosen by the user of the ability.
When you Quicken a target, you move its initiative marker up in the initiative list that many spaces, leap-frogging over other actor markers, and allows them to act sooner in future rounds.
When you Slow a target, you do the opposite, dropping the initiative marked that many space down the list, and making them later in the the round and future rounds!

STATUSES:

Statuses come with one of two durations: Short, which are removed at the end of the round in which they're applied, and Long, which last for the remainder of the fight. Both can be cleansed or dispelled to end the effects earlier.
Furthermore, statuses come in two different levels, with normal statuses being the default version, and II versions being more potent.

  • Good Statues

Energize: Normal: Gain +1 extra Drive at the start of your turn. II: Gain +2 extra Drive at the start of your turn.
Focus: Normal: Reduce the MP cost of your abilities by half, rounded up. II: Reduce the MP cost of your abilities to 0.
Lucky: Normal: When you spend LP, adjust the CoS by 20. II: When you spend LP, adjust the CoS by 30.
Kinetic-Power: Normal: Deal +1 Physical and Supreme damage. II: Deal +2 Physical and Supreme damage.
Elemental-Power: Normal: Deal +1 Fire, Water, Air and Earth damage. II: Deal +2 Fire, Water, Air and Earth damage.
Healing-Power: Normal: Gain +2 effectiveness when using HP and MP restoring abilities. II: Gain +4 effectiveness when using HP and MP restoring abilities.
Kinetic-Guard: Normal: Reduce physical and supreme damage against you by -1. II: Reduce physical and supreme damage against you by -2.
Elemental-Guard: Normal: Reduce Fire, Water, Air and Earth damage against you by -1. II: Reduce Fire, Water, Air and Earth damage against you by -2.
Stalwart: Normal: When someone uses a healing move on you, increase the value by +2, and gain +1 Drive. II: When someone uses a healing move on you, increase the value by +4, and gain +2 Drive.

  • Bad Statuses

Chill: Normal: Lose -1 Drive at the start of your turn. II: Lose -2 Drive at the start of your turn.
Exhaust: Normal: Double your MP costs. II: Triple your MP costs!
Shock: Normal: When you roll a d100, increase the result by 20. II When you roll a d100, increase the result by 30.
Curse: Normal: Anytime you spend an LP, take 3 damage for each LP spent. II Anytime you spend an LP, take 6 damage for each LP spent.
Burning: Unlike most conditions, burning can be cleansed by performing a Defend action. Normal: At the end of your turn, take 3 damage. II: At the end of your turn, take 6 damage.
Kinetic-Shatter: Normal: When you take physical or supreme damage, take +1 more. II: When you take physical or supreme damage, take +2 more.
Elemental-Shatter: Normal: When you take fire, water, air or earth damage, take +1 more. II: When you take fire, water, air or earth damage, take +2 more.
Kinetic-Falter: Normal: You deal -1 physical and supreme damage. II: You deal -2 physical and supreme damage.
Elemental-Falter: Normal: You deal -1 fire, water, air and earth damage. II: You deal -2 fire, water, air and earth damage.
Disease: Normal: Your healing moves are -2 potent, and you take 2 damage at the end of your turn. II: Your recovery moves are -4 potent, and you take 4 damage at the end of your turn.

Taunt: When you are Taunted, a specific enemy is chosen. You can only be taunted onto a single enemy at once. If you can't actually attack that enemy, ignore the punishment effects. Normal: If you fail to target the taunted enemy, you take 3 damage. II: If you fail to target the taunted enemy, you take 6 damage.
Challenge: When you are Challenged, a specific enemy is chosen. You can only be challenged onto a single enemy at once. If you can't actually attack that enemy, ignore the punishment effects. Normal: If you fail to target the taunted enemy, you deal -3 damage. II: If you fail to target the challenged enemy, you deal -6 damage.

yes, that wording does indeed imply you cannot have two taunts or challenges on a single enemy, but they can be inflicted by both a taunt and a challenge. also you can taunt/challenge multiple things if no one else is!

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License