vault backup: 2026-03-12 12:16:42
This commit is contained in:
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Old Armor Class is no longer used to determine hit chance. Instead:
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- **1 AC = 1% damage reduction** (rounded down).
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- AC is split into:
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- **Physical AC**
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- Blunt, Slash, Pierce
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- **Elemental AC**
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- Fire, Ice, Lightning, Force, Necrotic, Gas, Holy, B
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Example:
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If a target has **20 Slash AC**, incoming slash damage is reduced by **20%**.
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Damage is reduced **after** all other modifiers (crits, posture effects, etc.).
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[[HP and Death]]
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[[XP and Levels]]
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[[Parrying & Posture]]
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[[Riposte]]
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[[Sanity & Insanity]]
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[[Traits]]
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[[Combat/Mantras]]
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[[Damage]]
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[[Weapons]]
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[[Armor Class]]
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Damage represents harm dealt to a creature’s body, equipment, or supernatural form. This system separates **health damage**, **posture damage**, and **damage mitigation** to clearly distinguish lethality, pressure, and defense.
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Unless explicitly stated otherwise, all creatures, including players, humanoids, monsters and bosses, follow the same damage rules.
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---
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## Damage Types
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Damage is always assigned a **type**, which determines how it interacts with armor, resistances, and effects.
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### Physical Damage
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- **Blunt** (hammers, fists, shockwaves)
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- **Slash** (blades, claws)
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- **Pierce** (thrusts, projectiles)
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### Elemental Damage
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- **Fire**
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- **Ice**
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- **Lightning**
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- **Gale**
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- **Shadow**
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- **Iron**
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Some attacks may deal **multiple damage types**. Each type is resolved separately.
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---
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## Dealing Damage
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When an attack successfully resolves (i.e., it is not parried or dodged):
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1. **Determine Base Damage**
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- Roll the weapon’s or effect’s damage dice.
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- Apply relevant modifiers (ability modifier, proficiency bonuses, talents, mantras, etc.).
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2. **Apply Critical or Conditional Modifiers**
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- Critical hits, posture-based bonuses, talents, or special effects apply here.
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- These always modify damage **before** mitigation.
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3. **Apply Armor Reduction**
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- Damage is reduced by the target’s applicable Armor Class (see below).
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4. **Apply Remaining Damage**
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- Any remaining damage is dealt to HP.
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- Additional effects (Bleed, Burning, Shock, etc.) are then applied.
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---
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## Penetration
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Some attacks or weapons have **Penetration**, allowing them to ignore armor.
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- Penetration reduces the target’s relevant AC before damage reduction is calculated.
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- Penetration cannot reduce AC below 0.
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- Penetration does **not** affect posture damage.
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Example:
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A weapon with **3 Penetration** ignores 3 points (3%) of all AC.
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**Total penetration from all effects cannot exceed 50%.**
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---
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## Posture Damage
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Some attacks deal **Posture damage** in addition to or instead of HP damage.
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- Posture damage represents pressure, imbalance, and guard-breaking force.
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- Posture damage is typically derived from:
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- Weapon **Weight**
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- Talents, mantras, or special effects
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- Posture damage is **not reduced by armor** unless explicitly stated.
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Blocking converts HP damage into posture damage, as described in the _Parrying & Posture_ rules.
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---
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## Chip Damage
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Some attacks and weapons deal **Chip Damage**, allowing a portion of their damage to bypass blocking defenses.
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* Chip Damage represents force, heat, shock, or precision that cannot be fully negated even when bracing
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* Chip Damage is expressed as a **percentage value**. This value determines how much of an attack’s HP damage passes through a block.
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* Chip Damage is calculated **after Penetration**
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* Armor reduction applies normally to Chip Damage
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* Penetration affects Chip Damage the same way it affects normal damage
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Example:
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A weapon with **15 Chip Damage** causes **15% of its final HP damage** to be dealt even if the attack is blocked.
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---
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## Multiple Damage Instances
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If an attack deals damage multiple times:
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- Each instance is resolved separately
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- Armor reduction applies to each instance individually
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- Posture damage is applied per hit, not per attack
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Health represents a creature’s physical resilience and ability to continue fighting. Unless explicitly stated otherwise, all creatures (players, humanoids, monsters, and bosses) follow these rules.
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---
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## Starting Health
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At character creation, your **Starting Health** is determined by their character.
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---
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## Health Gain on Level Up
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When you gain a level:
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- Your **HP is fully restored**
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- You gain additional maximum Health based on your Character + Fortitude Modifier
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---
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## Incapacitation (0 Health)
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When a creature is reduced to **0 Health**, it becomes **Incapacitated** instead of dying immediately.
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**While Incapacitated:**
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- You are unconscious and unable to act
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- You remain incapacitated for **3 rounds**
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- Being hit while incapacitated **resets the timer**
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- Any creature may use an action to **Execute** you to kill you outright.
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- Executing takes one turn to complete and can be interupted by dealing damage to the executioner.
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- After stating the execution, the turn of the executioner ends.
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- Executing is finished as soon as their next turn begins.
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- The recovery timer is paused whilst being executed.
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After the 3-round duration ends:
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- You stand back up with **1 HP**
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- You may act normally on your turn
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---
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## Carrying an Incapacitated Creature
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- An incapacitated creature (medium size or less) may be picked up and carried as a bonus action
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- Picking someone up slows you by 50%
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- Can't dodge while carrying
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- Disadvantage on parrying when wielding Weapons that require two-handing.
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- If the carrier is hit, the incapacitated creature is **immediately dropped**
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- Recovery timer is paused while being carried
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---
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## Environmental Death
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Some conditions bypass the incapacitation grace period.
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If an incapacitated creature:
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- **Is burning**
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- **Is submerged in water**
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They die after **2 rounds** if not picked up or removed from the hazard.
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**Examples:** Greatswords, Greataxes, Greathammers
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Heavy weapons focus on overwhelming force, posture destruction, and decisive blows.
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### Benefits
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- **High Weapon Weight**
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- Deals massive Posture damage
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- **Bonus Posture Damage on Block**
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- Blocking Heavy weapons increases Posture damage taken by +1
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- **High Penetration**
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- Typically 15–20 Penetration
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- **Guard Break Pressure**
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- Heavy weapons excel at staggering enemies
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### Drawbacks
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- **–1 Dodge Reaction per round (minimum 0)**
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- **–1 to Dodge Throws**
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- **High Commitment**
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- Missing an attack imposes disadvantage on your next Dodge or Parry
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- **No Chip Damage by default**
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- Heavy weapons rely on posture, not attrition
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- **High Posture Cost on Block**
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- Blocking while using a Heavy weapon causes +1 Posture loss
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**Examples:** Daggers, Rapiers, Fists, Handguns
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Light weapons favor speed, precision, and pressure through repeated actions rather than raw force.
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### Benefits
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- **+1 Dodge Reaction per round**
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- **+1 to Dodge Throws**
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- **Lower Posture Loss when Blocking** (–1 Posture damage, minimum 1)
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- **Higher access to Chip Damage**
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- Most Light weapons have **5–15% Chip Damage**
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- **Fast recovery**: Missing an attack does not impose penalties unless stated
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### Drawbacks
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- **Low Weapon Weight**
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- Deals reduced Posture damage
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- **Lower Penetration**
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- Typically 0–5 Penetration
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**Mantras** are active abilities unique to this campaign. Considered the root of Ether’s usage and sometimes referred to as _Words of the Song_, Mantras are the primary way characters channel supernatural power.
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---
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## What Is a Mantra?
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A Mantra is an **active ability** that a character can intentionally use during play.
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- Mantras are **not spells** unless explicitly stated.
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- Each Mantra defines:
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- How it is activated (Action, Bonus Action, Reaction, etc.)
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- Its effects
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- Any costs, cooldowns, or conditions
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- Mantras obey normal D&D action economy rules unless specified otherwise.
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Mantras are always gained through **Level-Up Cards** or specific narrative rewards.
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---
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## Obtaining Mantras
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Mantras are primarily obtained by **selecting Mantra cards when leveling up**. Once learned, a Mantra becomes a permanent part of your character unless replaced or removed by a specific effect.
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---
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## Mantra Slots & Loadout
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By default, a character can **equip up to six Mantras at once**.
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You may know more Mantras than you can equip, but only equipped Mantras can be used.
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### Mantra Slot Types
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- **Combat Mantras (3)**
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Offensive or combat-focused abilities used to deal damage, apply pressure, or control enemies.
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- **Support Mantra (1)**
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Utility-focused abilities such as healing, buffs, crafting effects, or special interactions.
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- **Mobility Mantra (1)**
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Abilities that enhance movement, positioning, traversal, or evasion.
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- **Wildcard Mantra (1)**
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Can hold **any** Mantra type (Combat, Support, or Mobility).
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Unlike spell slots in D&D, these aren't expended after using the mantra, instead the mantra is put on a cooldown.
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**Examples:** Swords, Spears, Clubs, Rifles, Twinblades
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Medium weapons are the **baseline** and most versatile category, balancing offense, defense, and pressure.
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### Benefits
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- **No inherent penalties**
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- **Balanced Weapon Weight**
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- Reliable Posture damage
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- **Moderate Penetration**
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- Typically 5–10 Penetration
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- **Flexible Mantra Compatibility**
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- Most mantras are balanced around Medium weapons
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### Drawbacks
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- **No specialization bonuses**
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- **Limited Chip Damage**
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- Usually 0–5%
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- **Average Mobility**
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- No dodge or movement bonuses
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Posture represents balance, readiness, and combat momentum.
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- All creatures start with **10 Posture** unless otherwise stated.
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- While you have **at least 1 Posture**, you may **Parry or Dodge** attacks.
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- If your Posture is reduced to **0**, you are **Staggered** until the start of your next turn.
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- If you are Staggered due to an attack reducing your posture, additionally take the full damage of that attack.
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When an attack would hit you and you have Posture remaining, you may spend **1 Reaction** to choose **Parry** or **Dodge**.
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> All humanoid enemies, including bosses, follow these same rules unless explicitly stated otherwise.
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### **Parry
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You meet force with force, attempting to redirect or overpower the attack.
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**Trigger:** You are targeted by a parryable attack.
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**Cost:** 1 Reaction
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**Parry Check**
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- Roll your Parry Throw against the attacker’s Attack Throw.
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- If the attack hits multiple times, make multiple Parry Throws against the attacker's Attack Throw for each hit.
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#### **Success**
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- You take **no damage**.
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- You lose **1 Posture**.
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- You may immediately make **one Melee Attack Action** against the attacker.
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- This counterattack cannot be parried, but may still be dodged or mitigated by armor and effects.
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#### **Failure (Soft Fail)**
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- You do **not** take damage from this attack.
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- Instead, you are forced into a **Block** against the **next attack** before your next turn.
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---
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### **Block
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Blocking represents bracing yourself after a failed parry.
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- Blocking is **automatic** and cannot be chosen voluntarily.
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- You take **no HP damage**, but suffer **Posture damage**.
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**Posture Damage While Blocking**
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- Posture loss = **Weapon Weight × Number of Damage Dice** of the attack.
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- If this reduces your Posture to 0, you are immediately [[Staggered]].
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>Blocking cannot trigger counterattacks or effects tied to successful parries.
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---
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### Dodge
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You evade instead of contesting force.
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**Trigger:** You are targeted by an attack.
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**Cost:** 1 Reaction
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**Dodge Check**
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- Roll your Dodge Throw against the attacker’s Attack Throw.
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#### **Success**
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- You take **no damage**.
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- Move **3 meters** in any direction.
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- Immediately remove **Burning** or **Chill** conditions.
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- This movement does not provoke reactions.
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#### **Failure**
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- You take the attack normally.
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- Dodge does **not** reduce posture on failure.
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### Posture Damage
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* If a humanoid is hit by a normal weapon attack:
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* They take the weapons (Weight / 2) as Posture Damage
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* If a monster (larger or taller) is hit by a normal weapon attack:
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* They take the full weapon weight as Posture Damage.
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When an enemy is stance-broken, they enter a 'staggered' state for 1 round. Anyone can use an action to perform a 'riposte', using the weapons riposte modifier on top of the original scaled damage.
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At level 1, you have (8 + Willpower Modifier) Stacks of Sanity. Every level up you gain (1 + Willpower Modifier) Sanity. You can't lose sanity and it can't go below 8. You always gain at least 1 sanity.
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Insanity has 4 Stages:
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- 100% Sanity: Everything is normal
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- 66% Sanity: You start shivering every few rounds, making you lose concentration and slowing you by 3 meters movement speed for 1 round.
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- 33% Sanity: You start scratching yourself every round, causing you to take 1d8 slash damage.
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- 0% Sanity: You can no longer recognize allies or enemies by their face. Every 5 rounds, you scoop at your eyes, taking 3d10 slashing damage as well as being stunned for one round.
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You lose Sanity by being in the depths. There are other sources of Sanity loss, but the depths are the main one.
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Sanity can be restored by resting, certain talents or [[Combat/Mantras]] and being in safe places.
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Traits: On level-ups 1, 2, 4, 6, 8, 9, 10, 12, 14, 16, 18, 19, you gain one mastery point.
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Mastery Points can be invested into the following trait and only up to 6 times per trait.
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*(So, in conclusion, 2 traits can be maxed out)
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- Vitality: You gain 10 HP
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- Erudition: Max Ether increases by 3 and max Posture by 0.5. Also increases Posture regain by 0.25 per point.
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- Proficiency: Weapon Attack and Parry Proficiency increases by 1 every point. Weapons gain 3 AC Penetration per point.
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- Songchant: Weapon Attack and Parry Proficiency increases by 1.5 every point. [[Combat/Mantras]] gain 5 AC Penetration per point.
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Weapons are divided into three primary categories: **Light**, **Medium**, and **Heavy**.
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Each category defines how a weapon interacts with **damage**, **posture**, **parrying**, **dodging**, **blocking** and **chip damage**.
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Weapon choice determines **combat philosophy**, not just numbers.
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[[Light Weapons]]
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[[Medium Weapons]]
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[[Heavy Weapons]]
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This campaign uses a hybrid progression system combining **standard D&D leveling** with **identity-based card advancement**.
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Characters grow in two parallel ways:
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- **Level-based progression** (HP, class features, proficiency bonus)
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- **Identity-based card progression** (Talents & Mantras)
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Cards define how a character expresses their identity. Levels define their overall power scale.
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---
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# Experience & Leveling (Standard D&D)
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- Characters gain **XP from encounters and story progression**, following normal D&D XP thresholds.
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- When a character gains a **level**:
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- Their **hit points are fully restored**
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- Any normal D&D level-based features apply
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Unless explicitly stated otherwise, all XP thresholds and leveling pace follow standard D&D conventions.
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---
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# Proficiency Bonus
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- Characters use the **standard D&D Proficiency Bonus**, based solely on **character level**.
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- Proficiency Bonus:
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- Applies to attacks, saves, skills, and features exactly as described in D&D.
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- Is **never influenced by ability scores**.
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Ability scores and cards may modify _how_ proficiency is applied, but never its base value.
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---
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# Level-Up Cards (Core Identity Progression)
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Every character has a **personal card pool** tied to their identity:
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- Build concept
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- Weapons
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- Oath
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- Background
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- Mantras
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- Faction
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- Unique traits
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No two characters share the same pool, even if they have similar classes.
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---
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## Card Gain Per Level
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Each time you gain a level, you gain:
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- **1–2 Talent Cards**
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- **1 Mantra Card every other level**
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The progression alternates:
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- **Level A:**
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- 1 Talent
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- 1 Mantra
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- **Level B:**
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- 2 Talents
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This pattern repeats for the entire campaign. Cards gained are added permanently to your **Resonance Library**.
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---
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# Talent Loadout System
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Unlike traditional passive stacking systems, not all Talent Cards are active at once. You may **equip a limited number of Talent Cards** from your library.
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- Unequipped Talents remain known but inactive.
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- You may change equipped Talents during a **Long Rest** or in a designated safe location.
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- Talents cannot be swapped during combat.
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---
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## Talent Slot Progression
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Characters begin with:
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- **4 Talent Slots**
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Talent slot capacity increases as the character grows:
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| Character Level | Equipped Talent Slots |
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| --------------- | --------------------- |
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| 1–3 | 4 |
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| 4–6 | 6 |
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| 7–10 | 8 |
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| 11–15 | 9 |
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| 16+ | 10 |
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The total number of known Talents will exceed equipped slots. Build expression comes from selecting which Talents are active.
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Reference in New Issue
Block a user