Gameplay Mechanics

Lively Cloud is a tabletop system with its roots in Dungeons and dragons 5e, so for any mechanics poorly or not explained, consult that system for answers, or use your own judgement.

## Player Characteristics

Many abilities, attacks, and more are effected by something called player characteristics. These characteristics provide small or large benifits or effects to a player, and are gained on certain level ups, mile stones, or awarded for player actions or decisions during character downtime. A list of these characteristics can be found in the "Player Characteristics" page.

## Combat

The Core difference, and what made me want to separate this from just a small modification from 5e, is how combat functions. The things you can do on a turn are determined by class abilities, weapons, alongside a few universal actions. Doing these actions takes up a certain amount of time in a turn, determined by the action. Moving, shooting a weapon, using an item, or performing a class ability all take up a certain amount of time in a turn. There are 6 seconds in a turn to spread among a variety of actions.

### Attack Action

The attack action is an action you can take as many times in a turn as you are able. The amount of time an attack action takes is determined by the weapon, and may be modified by class features or player characteristics. To Attack, roll a D20, add any attack modifiers from class features, player characteristics or from the weapon to the number rolled, and compare that number to the To Hit value of the target. If the number equals or exceeds that value, you hit, dealing an amount of damage determined by class features, player characteristics and the weapon used. For many weapons, rolling a 20 on the die may count as a critical success, in which you multiply the value of the damage by 2. Inversely, for some weapons rolling a 1 on the die may count as a critical failure, the results of which are up to the game masters judgement. Some possible outcomes are a weapon jam or malfunction, a misfire or even worse.

### Movement Action

The movement action is an action you can take as many times in a turn as you are able. The distance you travel is determined by your characters movement per second. A characters movement per second is determined by race, class features, and any player characteristics that effect it. movement below an entire second is allowed.

### Take Cover Action

The Take Cover action is an action you can take once per turn. It takes one second to do, and allows a character to gain full cover from 1/2 or 3/4 cover. Cover rules can be found later on this page.

### Reactions

On a characters turn, they may choose to refrain from using all the time available to them on their turn in order to utilize one of a few reactions. These reactions must be triggered by something, usually stated on the ability.

### Opportunity attack

An opportunity attack is a reaction, taking however long the attack would take on your turn, but must be triggered by a character leaving the attackers threatened area when using a melee weapon. It can also be triggered by a character leaving cover 3/4 or full cover. the opportunity attack reaction cannot be taken when in greater than 1/2 cover in regards to the targeted character.

## Other Combat rules and tables

### Armor

Many characters may choose to wear armor of a variety of types. From battle armor to a bullet proof vest, armor is designed to reduce damage taken from most sources. For the majority of armor pieces, they are able to reduce damage taken from sources listed on the item by an amount listed on the item. Almost all of these armor pieces have limited durability, and after a certain number of hits taken will reduce in effectiveness or break entirely. For many, but not all, pieces of armor, you are unable to wear a shield alongside the armor piece.

### Shields

Many characters will have a rechargeable energy shield of some sort. They are able to absorb damage you will take, and most can be recharged on your turn. Most shields take bonus damage from plasma, energy, or electric damage, depending on the shield.

### Wounds

When in combat, damage received causes the recipient to suffer wounds. these wounds reduce the max health of the recipient up to the amount of wounds suffered if not healed. They can be counteracted using temporary healing sources such as items and abilities. wounds are healed over time at a rate of 1 per hour given they are able to rest fully (this amount may be modified by race, class features, items, or effects). If your wound exceeds your maximum health, once your current health is reduced to 0 you are brought unconscious.

### Bleed out

When brought to 0 current health, you are brought unconscious. if your wounds are equal to or below your maximum health, when brought unconscious you will begin to bleed out. While bleeding out, you take 5 wound a minute. when you reach double your maximum health in wound, you are dead.

### Stabilization

When bleeding out, there are a few ways to stop the continued gaining of wounds. The use of certain items or features may individually stop wound gain, or heal the wounds themselves. You are considered "stabilized" when you are no longer gaining wounds while unconscious.

Also note, even when your wounds are higher than your max hp, as long as your current health is above zero you do not begin bleedout. Items like adrenalin shots while delay bleedout, but cannot stop it, as they have no effect on wounds.

### Injury

When sustaining wounds equal to your max health, make a DC 14 Beef save. Upon failing this save, your wounds have mounted in a way that will require special attention, gaining you an Injury. Roll a d20, referring to the Injury table below. If necessary, Game master decides which of several applicable parts the Injury effects.

Injury table
 5-8
 9-12
 13-16
 16-20

### Temporary healing

When in combat, healing items or abilities may allow you to gain "temporary healing", increasing your current health without effecting the wounds you have suffered. temporary healing is reduced by 5 health per minute.

### Damage types

Some abilities, armor, player characteristics, or class features may provide a bonus, reduction, immunity, or more to a certain type of damage.

### Non-lethal damage

Certain types of damage, but not all, can be nonlethal, not inflicting wounds for damage dealt. these types are Bludgeoning, Cold, Electricity, and laser. Psychic is inherently nonlethal, but some forms may not be.

### Advantage/Disadvantage

Under certain situations, a character may have to make an attack, ability check, or other role with either advantage or disadvantage.

Advantage allows you to roll two die and take the higher result

Disadvantage means you must roll two die and take the lower result.

### Cover

some terrain in a fight can have cover, or an ability or feature may provide the effects of cover.

1/2 cover provides a bonus +2 to your To Hit value

3/4 cover provides a bonus +5 to your To Hit value

full cover makes the person in cover unable to be targeted unless the weapon has the piercing quality, in which case the person making the attack will do so at disadvantage, alongside a +2 to your To Hit value.

### Prone

Going prone provides the following effects: disadvantage to being hit with firearms at some angles, advantage to being hit with melee weapons, halved movement speed. You may choose on your turn to go prone for 1 second time cost, or some effects or actions may cause you to go prone.