Combat System

The following page is not "In character" information, and is to monitor logistics of "out of character" information, like character stats, spell effects, and die rolling.

## Character Statistics

The "average" person has a rating of 10. Every point above 10, gives a +5 per point. Every point below 10, gives a -5  per point. Characters at level 1, start with 8 points in every stat, and have 8 points to allocate, as the player sees fit.

### Strength:

* The character's physical ability.
* Increases the amount of non-magical damage dealt by +5 for every point over 10, and -5 for every point below 10 (+0 at 10).

### Dexterity:

* The character's agility.
* Increases dodging by +5 for every point over 10, and -5 for every point below 10 (+0 at 10).
* Determines turn order, from highest dexterity to lowest.

### Endurance:

* The character's ability to withstand attacks.
* Increases maximum health by +50 for every point over 10, and -50 for every point below 10 (1000 at 10).
* Increases maximum mana/energy by +50 for every point over 10, and -50 for every point below 10 (500 at 10).

### Intelligence:

* The character's ability to remember things/their knowledge.
* Every point allocated adds one "spell slot" that can be used for memorizing spells (10 slots at 10).
* Increases the mana/energy regen by +1 for every point over 10, and -1 for every point below 10 (+5 at 10).

### Wisdom:

* The character's ability to resist effects, and spells.
* Increases resistance to physical spells by +5 for every point over 10, and -5 for every point below 10 (+0 at 10).
* Increases resistance to charms, fears, and other mind-altering effects by +5 for every point over 10, and -5 for every point below 10 (+0 at 10).

### Willpower:

* The character's mental strength.
* Increases chance to survive a blow that would incapacitate by +1% for every point over 0 (+10% at 10).
* Increases resistance to hallucination spells by +5 for every point over 10, and -5 for every point below 10 (+0 at 10).

## Spell Categories

### Missiles (Projectiles):

* A launched attack, moving in a straight line towards the target.
* Conjured from magic.
* Roll against the target's armour.

### Rain (Artillery-like attacks):

* A launched attack, moving in an arch towards the target.
* Conjured from magic.
* Roll against the target's armour.

### Physical (Melee):

* A melee attack, can be described as an extension of the user, to strike at a target in close proximity.
* Conjured from magic.
* Roll against the target's armour.

### Manipulation (Manipulating the area):

* A magical attack, using the mundane environment.
* Weaker than conjured magic.
* Less draining than conjured magic.
* Roll against the target's armour.

### Conjuration (Summoning):

* A magical ability, used to summon a being of magical existance.
* Heavily draining.
* Roll to determine the success.

### Hallucination (Mind effects):

* An advanced magic, attacking the users mind with a variety of effects.
* Heavily draining.
* Requires eye-contact.
* Target rolls against the magic.

### Enchantment (Buffing, or empowering):

* A magic used to enhance effects, or bestow power, such as a shield.
* Not directly offensive.
* Roll to determine strength/success or failure.

## Incapacitation

When a character or creature with a point in willpower is dealt damage that would normally incapacitate/kill them, they roll 1-100. The number of willpower points determines their chances of staying standing, with 5 remaining health.

Example: John has 50 health, has 9 Willpower, and is dealt a blow for 75 damage. He rolls 1-100, and gets a 5. 5 is in the range, of 1-9, inclusive, and so, John would still be standing after the attack, with 5 health remaining.

## Cover

Battlefields don't always take place in an open field. There is usually something that can be stood behind, like a wall, a knocked over cart, or a tree. There are three kinds of cover;

### Small:

Objects that can cover 25-50% of a character or creature, will offer a +5 to their defense roll/stat.

### Medium:

Objects that can cover 51-75% of a character or creature, will offer a +10 to their defense roll/stat.

### Large:

Objects that can cover 76-99% of a character, or creature, will over a +15 to their defense roll/stat.

### Other:

Objects that can cover 100% of a character, or creature, will grant immunity to missile spells, physical spells/strikes, manipulation, and hallucination spells.