Battle system:

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-Calculating battle stats.

-How to battle.

## **Calculating battle stats:**

Walk: Check your race + endurance stat.

Run: N/A.

Swim: Your walk speed, + add endurance stat twice.
Climb: Half your walk.

(Fly - Burrow)

## Offense:

Initiative: Dex + misc mod.
Bab: See job progression + misc mod.

Combat Maneuver: BAB + Vit + Dex + size + misc mod(traits/skills)= total score.

Accuracy: BAB + Dex mod + misc = (then you add a 1d20 roll to do a ACC check.)

## Ability stats and modifiers:

Your character's str/vit/etc stats, added with your starter char's stat + your racial/job trait/feat bonuses. This totals your number for that stat.

Ex: Toimendos: Dex: (base)10 + (racial)3 = Dex 13. Int: (base)10 + (racial)- 2 = Int 8.

## Defense. (Job system will have the roleplay version of the jobs.)

Evasion: Dex + 10 + misc mod +/- size = total score.
Block/Parry: 1d6 + Endurance or Reflex + weapon block stat + misc mod = Total score.
Dmg reduction: Nat armour + misc mod.
Spell resistance: Elemental affinity + 1d4.
Endurance: Base save +magic mod + misc mod
Reflex: Base save + magic mod + misc mod
Will: Base save + magic mod + misc mod
Resistances: Traits or feats you pick.

Weapon.(add a bunch of slots.)

Weapon - atck bns - dmg - crit - type. (This info is found on your weapon stats)
Ranged weapon - atck bns - dmg - crit - type (see above)

==

Skills. ==
(Skill ranks are on the Job system +your job stat.)

(On job pages, there will be class skills. Each of the skills adds one point to the respective category below. If something fits in two, you get a point in each. See Roleplay skills for what fits in what category. You may also chose to put your skill ranks into specializing in certain skills.)
Social + specialized skills with ranks in them = total score
Combat + specialized skills with ranks in them = total score
Profession + specialized skills with ranks in them = total score
Knowledge + specialized skills with ranks in them = total score

## List of languages:

(Add whatever languages your character knows. You get extra languages by convincing the DM your char has the background and reason. Your character can also learn more languages over time by training during the campaign. Make a comment when the characters have some free time, that your character works for an hour on grammar/glossary for a language and fill a % bar. DM will decide how much fills each time.)

Race feats:               (Speak with your DM, and consult list)(wip)

Ability list:(Using certain abilities spends stamina points(SP)(wip)

Spell list:(basically any spell you learn once you get to a certain level.)(wip)

Character background, notes, etc:

Any additional information that doesn't fit in above. Backstory, which might include extra languages, or reasons for feats/traits, can be written here.

## How to battle:

Example:

You're in a dark alley between two streets, your trusty companion not far behind you. A person wearing a cowl suddenly enter the alley from the other side, their face hidden in shadow. The alley is wide enough for you to easily pass one another, but the stranger stops in the middle, something in their hand catching the sun. You realise this might be a mugging. How exciting!

Now you can either chose to enter into battle by making the first move, say- you throw a dart at the stranger. You took the first move, and now the party has to roll **initiative**!

**1.** Everyone in the group, who has a character in close proximity of the encounter(a bit hard to ready for combat if you're out of sight/earshot, shopping in the pottery store down the street from the rest of your group), rolls a d20 and adds their initiative to see how quickly they react to the danger in front of them.

**2.** Your DM will roll for the enemy and then take down who goes in which order for combat.

**3.** It's your turn, or maybe you're right after the first one. Not a lot of time to think about which spell or ability to use, but give yourself time and think. While it's someone else's turn, you could always think about what your character might want to do.

**4.** It's the enemy's turn!

For this example, let's say they're attacking you with a blade. Also for this example, let's say you're a Archer.

Then your block die is a 1d6 to see if you can deflect the attack, and if so, how well you do. Block dice depends on the job and how trained the character is.

The DM rolls 1d20(with NPCs modifiers) to see if they can beat your block.

(You may also chose your Eva for this, if you know your character isn't equipped to block or parry at the moment.)

At lv1, an archer has a natural 1d6 for block. Roll it, adding any weapon modifiers or misc you might have, and the dice will determine if you blocked it, or if you now have an extra breathing hole in your chest.

**5.** Your block was successful however! The stranger wildly flails with their knife, but you deflect it easily with you own. Skillful! It's now your turn to give them a taste of your metal! Roll your d20 to see if you land a hit. While you're an Archer, if you have spells, some of them aren't possible to block, and thus require no hit die to see if they hit.

-Accuracy checks: You may preform checks if you want to try and pinpoint your attack.

**6.** Your hit is successful! You notch an arrow as a free action, unless you came into combat with one notched.

-In your combat turn, you have 3 actions to spend. Some cost more than one action point.

-Free action: Something as simple as notching an arrow, drinking a potion, or some other quick simple task.

-Move action: You move as many squares, according to what sort of movement you're using. If you walk to get into a good position, it won't get you as far as if you sprinted, but sprinting in combat uses Stamina Points.

-Standard action: You're prepping a bigger spell for the next round, or you swing your weapon. As an Archer, you likely loosen your arrow.

**7.** Dealing damage!

So you successfully hit the stranger, your arrow striking and digging deep into them. Depending if you did a successful accuracy check, you'll now to adding up what damage you made.

-With accuracy check: DM decides where you hit based on the dice, and give a bonus damage die.

-Without accuracy check: You either failed it, or didn't use it. Use the damage that is written down on your weapon.

The circle then repeats until--

**8.** You're hit!

You were unable to block, or your Evasion just wasn't enough. Either way, you now have to deal with the consequences.

-For status effects, or elemental damage, please consult: Hiine Spell List. Please write down the effect and how long it will last (remove when it wears off, or if you take a rememdy/is healed of said status).

-For damage, you have to subtract/write down the damage you take, and if applicable, where you were hit.

**9.** In the event of spells, please remain calm.

Being a spellcaster is a wonderful feeling. To calculate your spells, first determine if you hit, using the usual methods, yes for some spells, you may apply accuracy checks, ask your DM.

-You roll the predetermined die for the damage and add on any modifiers needed.

-Getting hit by spells is not as fun. Roll for block/parry/evasion if it's a physical spell. You can use evasion for some non-physical spells. But some spells are not possible to dodge or block. You gotta eat that damage and add it to your damage count.

-It is possible to dodge spells from allies, you get a bonus to dodging, since you might know where they'll shoot their magic off to.

And that is the battle system, in a nutshell. This will be tweaked if better ideas come along. But there will be a big edit tag to the changes.