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===Overview===
===Overview===
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Ephimoria follows a form of combat different then traditional servers, and instead goes for a stricter, RPG and roll-based approach as opposed to the standard honor model. Though these systems can be complex, the four main elements that will dictate everything are HP, SP, RE and movement. HP stands for hit points, and is effectively your health. If it hits 0, you are knocked unconscious. SP is whatever magical abilities you possess resource counter. RE, or Resolve is how difficult something is to achieve, be it trying to hit something, or to achieve it when roll may be required. Movement is how many blocks you can move in a turn. Your maximum in any of these resources will be determined by your race, type of special ability, and any additions to that such as artifacts or relics, or a special event effect to your character. It will all be listed out for you to easily remember in the places they are relevant. Damage will be based on the damage type, like fire, frost, etc and will have a damage dice attached to it. These dice are optional, if you do not want to chance it, you may take the average instead, but once you roll, you leave it to lady luck. In addition, certain creatures, races and other things will have natural resistances, immunities or even vulnerabilities, but they will have to be researched and field tested to learn the truth. The combat system is ONLY during combat, and for those who are actively engaged within it. Outside of combat, the system is passive and serves no purpose.
Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (d20). The three main elements that dictate everything are health points ('''HP'''), special points ('''SP'''), and movement distance ('''MVT'''). Your race, type of special ability, special events, and any artifacts or relics will all affect your character and their resource maximums.
 
Damage is based on the damage type ''(e.g. fire, frost)'' and will have an optional damage dice attached to it - you may choose to either use the average damage or roll. If you choose to roll you must take the rolled result. The standard hit DC in Ephimoria is DC10. In order to land a hit in most circumstances, players must meet or exceed a 12 on a d20. On a 'natural' 20, a character does not roll and instead delivers their maximum damage to the target, ignoring armor and resistance. In RP, you are considered to have struck a weak point such as an armor joint or soft spot.
 
If a character's '''HP''' hits 0, they are knocked unconscious. '''SP''' represents your individual resource pool for magical abilities. Certain creatures, races, and other things have natural resistances, immunities and/or vulnerabilities. To find these, they have to be researched and field tested to learn the truth.  
 
For DM's looking for a place to start, much of how the system works exists in our [[DM's Guide & Regulations for Dummies|DM's Guide & Regulations for Dummies]].
 
Outside of combat, the combat system is passive and serves no purpose.
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For DM's who don't know where to start, much of how the system works on the opposing side of things (without personal flairs) exists in a simple [[DMing for Dummies]] guide.


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===Game Modes===
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In events, the game mode is determined by the DM, and can comes in one of two different flavors.  Ephimoira's combat system is not written with PVP as its primary focus as it is primarily a PVE server. When possible and feasible, it is discouraged to initiate rolled combat.


====Story Mode====
In a story mode event, the combat system is used as a backup, and a more honor based way of combat takes precedent; combat is fast paced and fluid to keep the story moving. Dice rolls and mechanics are limited, giving players more agency over their emotes as well as any damage their character takes. However, players should be encouraged to still suffer wounds when appropriate and act fairly in regards to their ability to dodge or resist damage. If a disagreement arises or if the situation calls for it, story mode combat ends. Story mode events are prevalent where combat isn't expected, isn't high-intensity or is only for narrative purposes.
====Standard Mode====
In standard mode, the combat system takes center-stage and all rules are enforced. In this mode, almost everything comes down to dice rolls and numbers. Though the mechanics of the system take precedence, very creative emotes and replies can lead to special bonuses given by the DM, much like in story mode. You are encouraged to still emote your attacks and act in a manner that is both sensible and believable, however damage and wounds are dictated by clearly defined rules. These events generally have more combat or higher intensity where strategy, decision making and cooperation is key to survival.
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===Turn Order & Actions===
===Turn Order & Actions===
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Every combat scenario will have an established turn order. This turn order is agreed upon by both parties in the case of PVP, or by the DM in the case of PVE. The turn order may be established in any number of ways that is entirely up to both parties, but unless something changes, such as combat ending, it generally will not change once it is established. During the turn of the creature, when they are capable of going and are not stunned or inflicted by some other debuff which prevents them from acting, they are capable of three major options. Moving, committing to an action, or preparing an action. Things like talking and small emotive actions like spitting or yelling are free and don't affect the system. In the case of swimming, which is listed under [[Swimming Rules]], you can only choose to commit to one of the three options barring special exception. Moving is self explanatory, and follows the movement rules on how far a creature can go during their turn. Doing an action is wide ranging, from attacking, to casting, to doing something that cannot be easily done. These all fall under the umbrella of an "Action" and can only be done once a turn.
====Turn Order====
Combat scenarios have an established turn order. In PVP, turn order is agreed upon by participating parties, otherwise turn order is determined by the DM. ''(Turn order may be established in any number of ways that is agreed upon by all parties, but unless something changes, such as combat ending, it generally will not change once it is established.)''
 
====Actions====
Each turn you may take up to one of each of the following action types in any order.
 
===== Primary Action =====
A flexible action you may use to perform an '''attack''', magical or mundane. You may only take one attack action per turn. Alternatively, you may also use this action to perform an additional secondary action or movement action (see below). When two allied characters are standing on opposite sides of an enemy their hit DC has a -2 modifier.
 
*Disengage: Move away from a hostile target without taking an opportunity attack.
 
*Defend: A character may spend their primary action to bolster their defence. The next attack directed at that character has a DC +3 modifier. Subsequent attacks reduce the DC modifier by 1 each time until racial base. (+3, +2, +1, 0)
 
=====Secondary Action=====
A lesser action that covers interactions with the world around you. ''(e.g. opening doors, removing an item from your inventory, pulling a lever (Wrong lever!), consuming a consumable).'' You may forgo a secondary action to move half your '''MVT'''.
*Removing an item from inventory and consuming an item each require their own secondary action, however, this does allow you to continue fighting while prepping a consumable. To do both in one turn would require the use of your primary action.
 
=====Movement Action=====
A movement action allows you to move the number of blocks determined by your race’s '''MVT'''. You may spend both your primary and secondary action for additional movement. If all actions are spent on movement you are considered to be sprinting.
 
=====Reaction=====
Some abilities utilise a reaction. A reaction is an action taken in response to a predetermined trigger. Reactions may only trigger once per round.


In PVE only, a creature can alternatively ready their action in the case of preparing for something to occur. A specific circumstance would be that "I would fire my bow when the manticore crosses this specific block". In this case, the action would occur when the scenario is met, even if it is out of their turn order. They are, however, unable to do any other actions while having one prepared.
*Opportunity attack: When a character (or monster) moves out of one block range of a hostile, the hostile may use their reaction to make a standard attack action.


*Cover: A character may use their reaction to dive for cover in response to a ranged attack. If there is no cover within 3 blocks, the character simply dives to the ground. Diving for cover grants a DC modifier of +2 however, the covering player loses their primary action the following turn.


Certain abilities will list themselves as a "reaction" instead of a regular action, which occurs only in specific circumstances. These are uniquely listed in their effects, and so follow their own rulings.
====Special Actions====
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Less common actions that fall outside of those defined above.
===Hit Points===
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Hit points are the health bars of the creatures of Ephimoria. They represent the remaining "fight" left in them, and is effectively their constitution, or whatever is left of it. When a creature hits 0 hitpoints, three options become available.  


The first option is to receive a permanent form of damage which can be discussed but is ultimately chosen by the creature who is attacking them. This leaves the defending creature at 1 hitpoint, and with possible debuffs depending on the damage done. This can range anywhere from a broken bone, to a gaping hole or limb no longer attached to the body. This option can only be taken two times in a row, as the third time the creature goes down, they will succumb to their wounds and perish barring special circumstances.  
=====Hold Action=====
Instead of taking a primary action, you may instead hold your action. A 'hold action' allows you to prepare to take an action outside of your turn. You must specify in advance what the action you are preparing is and what trigger you are waiting for. ''(For example, holding an attack action to ambush an unsuspecting enemy when they emerge from a door.)''


The second option is to enter a "bleeding out" state. This state is where the creature in questions falls unconscious and is unable to defend itself, becoming a prime target and easy to pick off if left alone. Unless stated otherwise, all spells, abilities and passives disappear when the creature enters this state, and if they are struck with an attack, it is an auto-critical. If a creature is hit x times while in this state (based on race or other modifiers) or takes their entire hitpoints worth of damage in one hit, they will perish. Any form of healing that restores them to 1 hitpoint or higher will cause them to reawaken, but be stunned for a turn until they may act again. If combat ends while they are in this state but have taken no hits, they will eventually reawaken. If they have been hit, based on the number of hits left, they have x5 turns to live.
====Movement====
Moving follows the movement rules on how far a creature can go during their turn. This may scale depending on the movement scale the DM sets prior to the event, but otherwise default to medium. The range is between '''Small''', '''Medium''' and '''Large''' scale movement, listed on the '''Strength & Speed''' ranks sheet. There may be unique modifiers added to dungeons that change speeds even with the scale, but are unique and event-dependent.


The third option is the state of surrender. If a creature wishes to strike in a way that is non-lethal, or to defeat an opponent but not kill them, they will declare the surrender state which must be agreed upon by both parties. If this occurs, the creature defeated is left at 1 hitpoint, and all their abilities, passives, etc unless specially circumstanced will fade and combat immediately ends. If possessing a weapon of any kind, they are also disarmed of it.
*In the case of swimming, which is listed under [[Swimming Rules]], you can only choose to commit to one of the three options barring special exception.
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===Special Points===
===Health Points & Damage===
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Special Points are effectively resource pools. These are called different names for flavor sake, but fall under the same umbrella. They determine the amount of resources you posses, how much something costs, how much is taken away when you cast or do something, and what happens, if anything, when you run out.
Health points ('''HP''') are the health bars of creatures of Ephimoria. They represent the remaining "fight" left in them, and is effectively their constitution.
 
====Health Points====
When a creature hits 0 '''HP''', it becomes incapacitated. Should a character take a further 10 points of damage taking them to -10 '''HP''' that character is killed and must be revived. Characters left on 0 '''HP''' or less after combat must receive immediate medical assistance to stabilise else they bleed out and die. Any character with sufficient medical knowledge can stabilise an incapacitated character returning them to 1 '''HP''', however they are still considered incapacitated until proper medical treatment is received.
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[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]
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===Resolve===
====Wounds====
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Wounds are dictated by the amount of damage sustained ''(after any deductions or mitigation)'' rounded down to the nearest whole number. In this fantasy world, injuries ''and even death'' are rarely permanent. With work, time, and good friends, a character is likely to fully recover from any injury. Try to accept these outcomes and see them as a challenge your character must face. It’s okay to feel sad or disappointed but it’s not the end! Every hero faces setbacks they must overcome.
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Resolve is the term which is used when a creature tries to hit or to do something that is not standing still or mundane in nature. This will often be a set number and a roll will be required to either meet or exceed it to successfully complete that action. You may not always be aware of that number. Resolve is used as your armor or evasion skills, and determines how hard you and/or the creature you are fighting is to hit. These numbers can be increased or decreased based on race, debuffs or buffs, the clothing or armor you are wearing, and environmental factors. If someone MEETS the circumstances resolve requirement, which means they hit the exact number when they roll, the attempt is a success. Resolve is also how difficult doing something your character is not used to doing is, or something different occurring about a certain situation that requires you to roll.
In some circumstances (such as DM-led events) you may request to skip rolling on the critical wound table and instead take an incapacitation. Characters incapacitated in this manner are considered out-of-action and may not return to the event.
 
Wounds are determined by the amount of damage a character sustains in a single attack.
=====Minor Wound=====
An attack that delivers damage below 20% of a character's total '''HP''' is considered a minor wound. These wounds are negligible, equivalent to bruising, scrapes, scratches and minor burns.
 
=====Major Wound=====
When a character receives damage equal to, or greater than 20% of their total '''HP''' in one attack. These wounds are serious, equivalent to lacerations, broken bones or concussion. A character with a major wound takes -2 to all rolls until healed with the exception of dealing damage. Major wound debuffs will stack.
 
=====Critical Wound=====
A critical wound is a life-threatening injury sustained when a character takes damage greater than 33% of their total '''HP''' in one attack. These wounds are deadly and will lead to incapacitation and death if not treated urgently. To determine the critical wound, a DM may ask you to roll on the critical wound table.
 
{| class="mw-collapsible wikitable"
|+ Critical Wound Table
|-
! 1d10 !! Result !! Notes
|-
| 1 || Lost Eye || -4 to ranged attacks
|-
| 2 || Lost Foot || Halved movement speed
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| 3 || Lost Hand || Cannot use two-handed or off-hand weaponry
|-
| 4 || Lost Leg || Requires a check to not fall prone at the start of every turn.
|-
| 5 || Lost Arm || Cannot use two-handed or off-hand weaponry
|-
| 6 || Internal Bleeding || 1d4 damage, +1 every turn until treated
|-
| 7 || Punctured Lung || -2 to melee attacks, -1 every turn until treated
|-
| 8 || Nerve Shock || Unable to take actions for 1 turn, +1 each time repeated.
|-
| 9 || Concussion || Cannot concentrate
|-
| 10 || Lost Extremity || No effect
|}
 
=====Death=====
Any creature that takes more than 10 damage after being incapacitated is killed and requires revival.
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===Movement & Strength===
===Special Points===
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Movement is as it says on the can, it is the amount of blocks you can move on your turn. This number can be increased or decreased based on any number of factors whether mid battle or otherwise, and even the environment itself can dictate the total movement of the creatures that walk, or even fly, upon it. It also determines if any movement based rolls will be easier or harder for the creature to achieve. Strength is the innate power of a creature based on their race, in addition to a series of other factors that can increase or decrease this modifier for the creature in question. Strength will most often cause your physical strikes to hit just that little bit harder or softer, and to do things that require physical prowess more or less difficult. Every race has a specific base movement and strength rank, and are listed below, alongside their speeds in swimming, and if they can fly, their flight speeds. Swimming follows its own unique set of rules slightly different then the conventional one listed, and is located under [[Swimming Rules]].
Special Points ('''SP''') are effectively resource pools and determine how much abilities cost, how much is taken away when you cast or do something, and what happens, if anything, when you run out. This resource is uniquely numbered and exclusive depending on the trait you study ''(and adhere to)'' but will always be called "'''SP'''" on the character card.
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[https://docs.google.com/spreadsheets/d/1u8toMGvIJ6oeiYsQNe1DbGyixs--mUuQVVFCL1bHZw0/edit#gid=0 Strength & Speed Ranks]
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===Rolling & Rule of Cool===
===Rolling & Rule of Cool===
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Rolling is a system often used by many tabletop games, and in Ephimoria it is not much different from where it is inspired from. When a roll is called for, it is most commonly in the form of a d20 (or 1d20), give or take the modifiers you posses for that specific action. If there is a different diceroll required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls will range from the common d20, to d12's, d10's, d8's, d6's, d4's and d2's, but any other form or variation may be mentioned or required on the specific pages. The most common actions (during combat) will usually require a d20, such as making an attack, jumping from ledge to ledge if a roll is requested, or anything as far fetched as trying to do a crazy maneuver that otherwise might not work without a roll. You will generally know when you have to roll and when you don't, as the item or rule will tell you to, or the dm will instruct you to do so. Rolling is only something that is during combat or requested by a dm during an event if they so please.
Rolling is often used by many tabletop games and in Ephimoria it's not so different. When a roll is called for, it is most commonly a d20 (or 1d20), give or take the modifiers you posses for that specific action. If a different diceroll is required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls range from the common d20, to d12's, d10's, d8's, d6's, d4's and d2's, but any other form or variation may be mentioned or required on the specific pages. The most common actions ''(during combat)'' will usually require a d20, such as making an attack, jumping from ledge to ledge, or anything as far-fetched as trying to do a crazy maneuver that otherwise might not work without a roll!


The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the dm is allowed (or can decline) to utilize the so called "Rule of Cool" by allowing you in some shape or form (usually a roll) to have a chance to achieve your objective, no matter how crazy it might be. This is only used in PVE, so keep that in mind, as pvp rules do not include this element.
You will generally know when you have to roll and when you don't, as the item or rule will tell you to, or the DM will instruct you to do so. The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the DM is allowed (or can decline) to utilize the so called "Rule of Cool" by allowing you in some shape or form ''(usually a roll)'' to have a chance to achieve your objective, no matter what it might be. This optional rule is only used in PVE.
 
====Advantage/Disadvantage====
When a character has the upperhand over an opponent, they are granted advantage. The player with advantage may make an additional roll and choose the highest result. When a character has been disabled or is struggling deeply and finding it more difficult to act, they are granted disadvantage. The player with disadvantage makes an additional roll and chooses the lower result.
 
 
Advantage may be granted in the following situations:
*Melee attacking an opponent who is prone.
*Attacking an opponent who is immobilised
*DM discretion
 
 
Disadvantage may be granted in the following situations:
*Ranged attack against a character in high cover
*Ranged attack against a character who is prone
*DM discretion
 
Critical Hit:
On a critical hit (natural 20) a character doubles their damage roll. A DM may override or change this rule at their discretion.
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===Resistances, Immunities & Vulnerabilities===
===Resistances, Immunities & Vulnerabilities===
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Some creatures inherently posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such things as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive half damage when that type hits it, rounded down to the nearest number (If the division results in decimals). When it is immune, it will take no damage at all, and when it is vulnerable, it will take double damage from that specific type rounded up to the nearest number (If the division results in decimals). Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.
Some creatures posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such damage types as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive '''half damage''' when that type hits it, rounded down to the nearest whole number. When it is immune, it will take no damage at all. When vulnerable, a creature will take '''double damage''' from that specific type rounded up to the nearest whole number.
 
Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.
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[[Damage Types]]
[[Damage Types & Mitigation]]
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===Buffs & Debuffs===
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===Status Effects===
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Buffs and debuffs are relatively self explanatory in what they are in a general use term, but every buff and debuff is entirely unique in what it does. A buff is generally something that directly strengthens or bolsters something, and is almost always a positive effect. A debuff is that which is the opposite, a general effect that is almost always negative. Because they come in so many different forms, they all follow their own rules listed on their pages for you to follow.
Status Effects are the variety of effects that can occur as extra to certain types of damage or abilities when they succeed or are set off properly. Stemming from the positive enhancements to the negative crippling effects, to the exhaustion and dread systems, status effects have a large part to play in more advanced and complex fights.
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===Damage Mitigation===
 
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[[Status Effects]]
Damage mitigation is an always flat amount of damage that is deducted off the total amount off damage a creature receives. This can be caused by any number of reasons, such as a buff or ability, but will be explicitly stated if it occurs on the relevant pages and items. An example would be that you have taken 6 points of damage from a sword, but the buff you have removes three points of any incoming damage, thus making the total 3, not 6.
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Latest revision as of 20:55, 11 September 2025

Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (d20). The three main elements that dictate everything are health points (HP), special points (SP), and movement distance (MVT). Your race, type of special ability, special events, and any artifacts or relics will all affect your character and their resource maximums.

Damage is based on the damage type (e.g. fire, frost) and will have an optional damage dice attached to it - you may choose to either use the average damage or roll. If you choose to roll you must take the rolled result. The standard hit DC in Ephimoria is DC10. In order to land a hit in most circumstances, players must meet or exceed a 12 on a d20. On a 'natural' 20, a character does not roll and instead delivers their maximum damage to the target, ignoring armor and resistance. In RP, you are considered to have struck a weak point such as an armor joint or soft spot.

If a character's HP hits 0, they are knocked unconscious. SP represents your individual resource pool for magical abilities. Certain creatures, races, and other things have natural resistances, immunities and/or vulnerabilities. To find these, they have to be researched and field tested to learn the truth.

For DM's looking for a place to start, much of how the system works exists in our DM's Guide & Regulations for Dummies.

Outside of combat, the combat system is passive and serves no purpose.

Game Modes

In events, the game mode is determined by the DM, and can comes in one of two different flavors. Ephimoira's combat system is not written with PVP as its primary focus as it is primarily a PVE server. When possible and feasible, it is discouraged to initiate rolled combat.

Story Mode

In a story mode event, the combat system is used as a backup, and a more honor based way of combat takes precedent; combat is fast paced and fluid to keep the story moving. Dice rolls and mechanics are limited, giving players more agency over their emotes as well as any damage their character takes. However, players should be encouraged to still suffer wounds when appropriate and act fairly in regards to their ability to dodge or resist damage. If a disagreement arises or if the situation calls for it, story mode combat ends. Story mode events are prevalent where combat isn't expected, isn't high-intensity or is only for narrative purposes.

Standard Mode

In standard mode, the combat system takes center-stage and all rules are enforced. In this mode, almost everything comes down to dice rolls and numbers. Though the mechanics of the system take precedence, very creative emotes and replies can lead to special bonuses given by the DM, much like in story mode. You are encouraged to still emote your attacks and act in a manner that is both sensible and believable, however damage and wounds are dictated by clearly defined rules. These events generally have more combat or higher intensity where strategy, decision making and cooperation is key to survival.

Turn Order & Actions

Turn Order

Combat scenarios have an established turn order. In PVP, turn order is agreed upon by participating parties, otherwise turn order is determined by the DM. (Turn order may be established in any number of ways that is agreed upon by all parties, but unless something changes, such as combat ending, it generally will not change once it is established.)

Actions

Each turn you may take up to one of each of the following action types in any order.

Primary Action

A flexible action you may use to perform an attack, magical or mundane. You may only take one attack action per turn. Alternatively, you may also use this action to perform an additional secondary action or movement action (see below). When two allied characters are standing on opposite sides of an enemy their hit DC has a -2 modifier.

  • Disengage: Move away from a hostile target without taking an opportunity attack.
  • Defend: A character may spend their primary action to bolster their defence. The next attack directed at that character has a DC +3 modifier. Subsequent attacks reduce the DC modifier by 1 each time until racial base. (+3, +2, +1, 0)
Secondary Action

A lesser action that covers interactions with the world around you. (e.g. opening doors, removing an item from your inventory, pulling a lever (Wrong lever!), consuming a consumable). You may forgo a secondary action to move half your MVT.

  • Removing an item from inventory and consuming an item each require their own secondary action, however, this does allow you to continue fighting while prepping a consumable. To do both in one turn would require the use of your primary action.
Movement Action

A movement action allows you to move the number of blocks determined by your race’s MVT. You may spend both your primary and secondary action for additional movement. If all actions are spent on movement you are considered to be sprinting.

Reaction

Some abilities utilise a reaction. A reaction is an action taken in response to a predetermined trigger. Reactions may only trigger once per round.

  • Opportunity attack: When a character (or monster) moves out of one block range of a hostile, the hostile may use their reaction to make a standard attack action.
  • Cover: A character may use their reaction to dive for cover in response to a ranged attack. If there is no cover within 3 blocks, the character simply dives to the ground. Diving for cover grants a DC modifier of +2 however, the covering player loses their primary action the following turn.

Special Actions

Less common actions that fall outside of those defined above.

Hold Action

Instead of taking a primary action, you may instead hold your action. A 'hold action' allows you to prepare to take an action outside of your turn. You must specify in advance what the action you are preparing is and what trigger you are waiting for. (For example, holding an attack action to ambush an unsuspecting enemy when they emerge from a door.)

Movement

Moving follows the movement rules on how far a creature can go during their turn. This may scale depending on the movement scale the DM sets prior to the event, but otherwise default to medium. The range is between Small, Medium and Large scale movement, listed on the Strength & Speed ranks sheet. There may be unique modifiers added to dungeons that change speeds even with the scale, but are unique and event-dependent.

  • In the case of swimming, which is listed under Swimming Rules, you can only choose to commit to one of the three options barring special exception.

Health Points & Damage

Health points (HP) are the health bars of creatures of Ephimoria. They represent the remaining "fight" left in them, and is effectively their constitution.

Health Points

When a creature hits 0 HP, it becomes incapacitated. Should a character take a further 10 points of damage taking them to -10 HP that character is killed and must be revived. Characters left on 0 HP or less after combat must receive immediate medical assistance to stabilise else they bleed out and die. Any character with sufficient medical knowledge can stabilise an incapacitated character returning them to 1 HP, however they are still considered incapacitated until proper medical treatment is received.

Wounds

Wounds are dictated by the amount of damage sustained (after any deductions or mitigation) rounded down to the nearest whole number. In this fantasy world, injuries and even death are rarely permanent. With work, time, and good friends, a character is likely to fully recover from any injury. Try to accept these outcomes and see them as a challenge your character must face. It’s okay to feel sad or disappointed but it’s not the end! Every hero faces setbacks they must overcome.

In some circumstances (such as DM-led events) you may request to skip rolling on the critical wound table and instead take an incapacitation. Characters incapacitated in this manner are considered out-of-action and may not return to the event.

Wounds are determined by the amount of damage a character sustains in a single attack.

Minor Wound

An attack that delivers damage below 20% of a character's total HP is considered a minor wound. These wounds are negligible, equivalent to bruising, scrapes, scratches and minor burns.

Major Wound

When a character receives damage equal to, or greater than 20% of their total HP in one attack. These wounds are serious, equivalent to lacerations, broken bones or concussion. A character with a major wound takes -2 to all rolls until healed with the exception of dealing damage. Major wound debuffs will stack.

Critical Wound

A critical wound is a life-threatening injury sustained when a character takes damage greater than 33% of their total HP in one attack. These wounds are deadly and will lead to incapacitation and death if not treated urgently. To determine the critical wound, a DM may ask you to roll on the critical wound table.

Critical Wound Table
1d10 Result Notes
1 Lost Eye -4 to ranged attacks
2 Lost Foot Halved movement speed
3 Lost Hand Cannot use two-handed or off-hand weaponry
4 Lost Leg Requires a check to not fall prone at the start of every turn.
5 Lost Arm Cannot use two-handed or off-hand weaponry
6 Internal Bleeding 1d4 damage, +1 every turn until treated
7 Punctured Lung -2 to melee attacks, -1 every turn until treated
8 Nerve Shock Unable to take actions for 1 turn, +1 each time repeated.
9 Concussion Cannot concentrate
10 Lost Extremity No effect
Death

Any creature that takes more than 10 damage after being incapacitated is killed and requires revival.

Special Points

Special Points (SP) are effectively resource pools and determine how much abilities cost, how much is taken away when you cast or do something, and what happens, if anything, when you run out. This resource is uniquely numbered and exclusive depending on the trait you study (and adhere to) but will always be called "SP" on the character card.

Rolling & Rule of Cool

Rolling is often used by many tabletop games and in Ephimoria it's not so different. When a roll is called for, it is most commonly a d20 (or 1d20), give or take the modifiers you posses for that specific action. If a different diceroll is required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls range from the common d20, to d12's, d10's, d8's, d6's, d4's and d2's, but any other form or variation may be mentioned or required on the specific pages. The most common actions (during combat) will usually require a d20, such as making an attack, jumping from ledge to ledge, or anything as far-fetched as trying to do a crazy maneuver that otherwise might not work without a roll!

You will generally know when you have to roll and when you don't, as the item or rule will tell you to, or the DM will instruct you to do so. The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the DM is allowed (or can decline) to utilize the so called "Rule of Cool" by allowing you in some shape or form (usually a roll) to have a chance to achieve your objective, no matter what it might be. This optional rule is only used in PVE.

Advantage/Disadvantage

When a character has the upperhand over an opponent, they are granted advantage. The player with advantage may make an additional roll and choose the highest result. When a character has been disabled or is struggling deeply and finding it more difficult to act, they are granted disadvantage. The player with disadvantage makes an additional roll and chooses the lower result.


Advantage may be granted in the following situations:

  • Melee attacking an opponent who is prone.
  • Attacking an opponent who is immobilised
  • DM discretion


Disadvantage may be granted in the following situations:

  • Ranged attack against a character in high cover
  • Ranged attack against a character who is prone
  • DM discretion

Critical Hit: On a critical hit (natural 20) a character doubles their damage roll. A DM may override or change this rule at their discretion.

Resistances, Immunities & Vulnerabilities

Some creatures posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such damage types as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive half damage when that type hits it, rounded down to the nearest whole number. When it is immune, it will take no damage at all. When vulnerable, a creature will take double damage from that specific type rounded up to the nearest whole number.

Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.

Status Effects

Status Effects are the variety of effects that can occur as extra to certain types of damage or abilities when they succeed or are set off properly. Stemming from the positive enhancements to the negative crippling effects, to the exhaustion and dread systems, status effects have a large part to play in more advanced and complex fights.