LoA: Rules

RULES

Hit

physical = Disc + Wpn Acc + Skill Mods + Map Mods

magi-physical = Disc + Wpn Acc + Skill Mods + Map Mods

magic =  Spell Hit + Disc + Skill Mods + Map Mods

Evade

= Spd + Skill Mods + Map Mods

Engagements

Total Hit = 1d20 + Hit

Total Evade = 1d20 + Evade

The Power of Experience: if 1 character is a higher level
than the other, the higher level character also adds the level difference to Hit
and Evade.

Unless a character has Safestrike (an thus cannot be
damaged this engagement), each character rolls a Total Hit against the other’s
Total Evade.  A character hits if his/her Total Hit is at least 1 point above
the opponent’s Total Evade.

Damage Dealt

Damage = 1d(Max – Min) + Min

if 1handed weapon:

Min = wpn Min + Str/3

Max = wpn Max + Str/1.5

if dual wielding or 2-handed weapon:

Min = wpn Min + Str/2

Max = wpn Max + Str

*Note: for weapon attacks, if the attack is magi-physical,
Min also gains +Mag/2 and Max gains +Mag.

if magic:

Min = wpn Min + Mag/2

Max = wpn Max + Mag

Depending on how well the Hit vs. Evade roll went, Max may
be further modified:

Attacker Hit – Target Evade

Result

<=0

Miss: no damage.

+1-2

Glance: Max = Min

+3-5

Poor Hit: max dmg = (max + min)/2

>+6

Solid Hit: no modifier

Physical damage is then reduced by a character’s Armour Def
+ Battlefield Def.  Magical is reduced by Armour Rep + Battlefield Rep.
Magi-physical is reduced by (Armour Def + Battlefield Def + Armour Rep +
Battlefield Rep)/2.

Damage is further increased or reduced by
vulnerabilities/resistances.  They are directly multiplied to the final damage.
Some races have elemental vulnerabilities, while armours are vulnerable to some
weapon property types.  If an armour is weak to a weapon, damage taken is
increased by 10%.

Critical Hits

For each 5 Disc a character has, he/she gains 1 crit.  When
the 1d20 is rolled for an engagement, if a character rolls a (21-crit) or
higher, on the d20, the character scores a critical.  For magical engagements:

Attacker Critical

Defender Critical

Result

Yes

No

Attacker deals 10% extra damage for each spell
rank.

Yes

Yes

Treat as a normal magical engagement

No

Yes

Defender reduces damage received by 25%.  If Total
Hit – (Target Total Evade) is less than zero, target takes no damage.

For physical and magi-physical engagements:

Attacker Critical

Defender Critical

Result

Yes

No

Attacker applies his/her weapon’s critical effect

Yes

Yes

Treat the engagement as a normal engagement.

No

Yes

Defender reduces damage received by 25%.  If Total
Hit – (Target Total Evade) is less than zero, target takes no damage.

Engagements and Stamina

An engagement also costs both characters 4 Stamina.  Any
character who takes damage also loses an additional 2 Stamina.  Other abilities
may increase Stamina damage as well.  Any skill Stamina Costs are also added to
the attacker’s base consumption.  Additionally, the recipient of a ‘Buff’ spell
is not cost any Stamina.  As Stamina decreases, the character’s performance
suffers.

Stamina (% of Max)

Hit and Evade Penalty

60

-1

40

-10%

20

-15%

10

-25%

0

-50%

Safestrike – some abilities grant Safestrike.
Additionally, any magical attacks automatically have Safestrike, and bow attacks
made against opponents without bows equipped also have Safestrike.  If the
defending character wins an engagement, the attacker takes no damage.
Additionally, Safestrike prevents counter-engagements.

Flyers

Characters with the ability to fly (such as Winged Ones or
Grifs), may enter certain normally unreachable staging areas, such as those
based over a cliff.  They may not be attacked by melee opponents (although
they may be counterattacked when they make a melee attack).

Proficiencies

Any character can equip any type of weapon, even without
the appropriate weapon skill.  However, if a character is using a weapon he or
she doesn’t have the weapon skill for, he or she suffers a 25% overall hit and
weapon damage penalty.

Combat Phases

A round is a set of combat phases that proceed in the
following order: movement, action, movement, action, etc.  Characters begin
combat with 0 actions.  At the start of a round, characters regenerate 2 Action
Points (AP), modified by their speed (0.03 per Spd).  One AP is spent during a
character’s turn during a phase (unless otherwise specified).  A round ends when
either all characters on the field have less than 1 AP or all characters on the
field either could not take a turn or waited.  While extra AP can be carried
from round to round this way, the max that a character can have in reserve is 6
AP.

Turn orders proceed in descending order of speed.  In the
event of a tie, the order is resolved by highest AP, then preference of player
over GM characters, then randomly.  During the movement phase, each character is
allowed to move to any vertically or horizontally adjacent staging area.  They
could also choose to change equipment (0.5 AP cost) or forego either of the
previous actions (0.5 AP cost), which skips their turn, but increases both their
Stamina & MP Regeneration for this turn.

During the action phase, turns also proceed in descending
order of speed, with random resolution on a tie.  During an action turn, a
character can attack, use a skill, use an item, change equipment (0.5 AP cost)
or wait.

Stamina & MP Regeneration

A character who waits during his or her turn (either phase)
regains 15% of his or her max Stamina and 10% of Max MP.

At the start of each round, characters recover 20% of their
Max Stamina.

Status Effects

A status effect will often call a Check against Will or
Perc.  Skills will have a percent chance to work.  This percent is decreased by
1% for each respective Will or Perc point the Defending character has.  The game
then rolls a percentile die against the percentage or lower.  If the roll
succeeds, the status effect lands, otherwise it is negated.

Body Index

All characters have a body index range determined by their
race.  This number simulates a character’s natural physique.  The average body
index is the usual starting point for any new character.  The character can be
given a larger build index (as long as it stays within the range) in exchange
for trait points.  The inverse is also true: a character can have a smaller
build index (again staying in the range), but will have more trait points to
work with.

When a character equips equipment, if the equipment’s
weight exceeds the character’s Body Index, he or she suffers from a speed
penalty equal to the difference between the Body Index and the weight.  Only
integers are used in this calculation (truncate decimals).  In the typical case,
the weights are not additive, so each piece of equipment is measured
individually against the Body Index.  The exception to this is Dual Wielding
(see skills).

Levels and Experience

Characters start at level 1.  When a character reaches 100
experience points, he or she gains a level.  Experience is gained by engaging an
enemy in combat, defeating an enemy and assisting an ally (buffing or using an
item).

If the opponent is a higher or equal level, the experience
gained from engaging an opponent is 15 + 3*(opponent level – character level).
If the opponent’s level is lower, the experience gained is 13 – (character level
– opponent level).  Additionally, if the opponent is defeated, the character’s
experience gain is multiplied by 2.5 (truncate decimals).  If the character is
unable to attack the opponent (opponent has Safestrike), the experience gain is
divided by 3.  One more multiplier that can be applied is the boss modifier.
Particularly tough opponents may award up to double the normal experience.

For assisting, the experience gain is 10 + (target
character level  – acting character level).  This gain cannot exceed 15.

Experience gain cannot ever be less than 1 or greater than
200.

SP and Skills

SP is the currency that a character uses to purchase new
skills (or new ranks of old skills).  SP is gained in the same way as experience
points.  However, the formula is different.  Engaging an opponent grants SP
equal to their level.  Defeating the opponent multiplies this gain by 2.  Being
unable to attack the opponent (Safestrike) divides this gain by 2 (truncate in
all cases except for decimals between 0 and 1, non-inclusive, which is rounded
up to 1).  Particularly tough opponents may also apply a boss multiplier, but
only up to 1.5x.

For assisting (healing, buffing, etc.), the SP gain is
2*(skill rank) + target character level  – acting character level).  This gain
cannot exceed 10.  Note that items count as a 0 skill rank.

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