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Kamigakari Quick rules sheet

Jun 22nd, 2017
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  1. Character stat, Progression, and mechanic cheat-sheet.
  2.  
  3. Preface:
  4. Not all information here will always be 100% correct. The books will always trump this handout when there is a dispute over rules.
  5.  
  6. Stat [XXXS]
  7. Basic Combat Rules [XXXC]
  8. Timings [XXXI]
  9. Talent Costs [XXXA]
  10. Targeting rules [XXXT]
  11. Damage and Defense [XXXD]
  12. Negative Shifts [XXXN]
  13. Positive Shifts [XXXO]
  14. Shift: Hidden [XXXH]
  15. Stage, Scenes, And Appearance Checks [XXXC]
  16. Backstage [XXXB]
  17. Master Scenes [!!!!]
  18. Distortion Template [XXXK]
  19. Progression [XXXP]
  20.  
  21. ===============================================================================
  22.  
  23. Stat [XXXS]
  24. Base stats are determined by race, and a choice between martial, arcane, or utility. Only one of these can be chosen. This doesn't need to be the stat type of your main Style, but there are few reasons for it not to be. At level 1, you also get 1 point to put into any one stat. For the purpose of item restrictions, the Style's Grouping is what determines what you have access too.
  25.  
  26. {Sub Stat} = How to calculate from {Main Stat}
  27. {PD} = {Strength} ÷ 2 (round up)
  28. {MD} = {Intellect} ÷ 2 (round up)
  29. {Initiative} = {Agility} + 5
  30. {HP} = {Strength} + {Will} + (World Influence LV x 3)
  31.  
  32. {Combat Stat} = {Stat} + Modifier
  33. {Accuracy} = {Strength} + Accuracy Modifier
  34. {Evasion} = {Agility} + Evasion Modifier
  35. {Conjure} = {Intellect} + Conjure Modifier
  36. {Resist} = {Will} + Resist Modifier
  37. {Insight} = {Luck} + Insight Modifier
  38. {PD} = {PD} {Sub Stat} + PD Modifier
  39. {MD} = {MD} {Sub Stat} + MD Modifier
  40. {Initiative} = {Initiative} {Sub Stat} + Initiative Modifier
  41. {HP} = {HP} {Sub Stat} + HP Modifier
  42.  
  43. Simple move= 1 Square
  44. Combat move= ((Init+5)/3) Squares, Rounded up. No ranged or magical attacks.
  45. Full move: Init+5. See below for details
  46. -A [Full Move] can only be performed with a [Timing: Attack]
  47. -You can't spend a [Timing: Prep] either before or after making a [Full Move] (so this effectively ends your turn)
  48. -You can't both [Combat Move] and [Full Move] on the same turn (you only get 1 move action per turn)
  49. -A [Full Move] can only be in a straight line in one direction
  50. -After a [Full Move], you lose all remaining [Timing: Attack] even if you had multiple from talents
  51. -You can't make Ranged or Magical attacks after a [Full Move], and you reduce all rolls by 1 die until your next turn
  52. -After a full move you automatically become [Not Ready]
  53.  
  54. Crest is Always 22, unless reduced by <Spirit Burn> or other effect
  55.  
  56. ===============================================================================
  57.  
  58. Basic combat rules [XXXC]
  59. Unless modified by a talent or debuff, all rolls are 2d6+mod.
  60.  
  61. Movement is cardinal, which means left, right, up, and down only. This is also why engagements work as they do.
  62.  
  63. Physical attacks use Accuracy, Magical use Conjure, regardless of the range of the attack. Certain attacks use the Special stat.
  64.  
  65. Armor Reduces Physical damage, Barrier Reduces magical.
  66.  
  67. Engagements allow an adjacent unit to stop another. To get out of one, you have to disengage. A creature can declare engagement a number of times up to its size (PC's All have a size of 2). An engagement is any contiguous group of creatures with at least 1 side touching and at least one opposed character. Some talents ignore engagements. Some talents and shifts ignore engagements and declarations of engagement. In this scenario, they are not stopped and do not get targeted by area attacks, unless the character in question initiates it themselves.
  68.  
  69. !!!In the case of area attacks, it wouldn't be unfair to rule that if there was no opposed force in the group, you could still count it as an engagement for the purpose of the attack. This is up to the GM at the time though.!!!
  70.  
  71. Unique talents can be used whenever they apply, so long as the cost can be paid and they don't double up on the same talent. The same talent cannot be used at the same time as itself. There is a global rule for unique talents that they can only be used once a round, unless stated otherwise. (PDF Page 240 under the Unique header)
  72.  
  73. Spirit Dice are rolled at the start of each session, and exhausted die are re-rolled each scene or each round in combat.
  74.  
  75. You cannot influence into a critical or critical failure.
  76.  
  77. Overflow is a dice type gained in extremely specific scenario's. It counts as any singular numbered dice. Once expended, you do not reroll it like exhausted dice. Its gone.
  78.  
  79. Install simply means that a character is in this space. Not moving through, Either appearing in or stopping in that space.
  80. ===============================================================================
  81.  
  82. Timings [XXXI]
  83. Start= Start of a round
  84. Prep= once per round. Always consumed before an attack timing. Even doing nothing consumes this timing
  85. Attack= once per round. More can be gained through various means.
  86. Unique= See Basic rules
  87. Defense= Gained any time an opposing force makes an attack action. Can be used immediately.
  88. End= End of a round. Spirit die are rerolled after this timing and before the next Start timing
  89.  
  90. ===============================================================================
  91.  
  92. Talent costs [XXXA]
  93. #= A flat number
  94. E= An even number
  95. O= An odd number
  96. Steps= numbers in sequence (1-2, 2-3, etc)
  97. Doubles= 2 of the same number
  98.  
  99. ===============================================================================
  100.  
  101. Targeting [XXXT]
  102. Target User- Targets Self. Usually a buff.
  103. Target X#- Attack any enemy in range, up to #
  104. Target Area- Targets an engagement
  105. Target Combat Zone- Hits every enemy currently in play
  106. Target Item- Hits a weapon, protector, or accessory
  107. Target Other- Anything not covered above. Rare, and depends on the GM
  108.  
  109. ===============================================================================
  110.  
  111. Damage and Defense [XXXD]
  112.  
  113. Damage= (Highest die rollxTotal Rank)+Total PD/MD
  114.  
  115. The only times this isn't true is on a crit (In which its 10xRank), or on a crit fail (In which its outright 0)
  116.  
  117. Physical Damage is outright evaded on a successful evasion check. Magic is usually only halved on a successful Resist check.
  118.  
  119. Apply any applicable to defense:
  120. Defense Order= Armor/Barrier > reduce [Y Damage] by X > Other Effects > Half Effects > Decide HP damage
  121.  
  122. HP damage in the case of weapons or items (like Guards) that cause it directly is added on after all effects that reduce damage.
  123.  
  124. A critical is rolled on 2 sixes, A fumble is rolled on all 1's. A critical is a guaranteed hit, as well as changing any 1 of your die to any number of your choosing. It also makes your damage 10xRank, rather than 6xRank. A fumble is the opposite, meaning automatic failure, Reducing your armor and barrier to 0, and changing your highest dice to a 1
  125. ===============================================================================
  126.  
  127. Negative Shifts [XXXN]
  128. <Fallen>
  129. Characters with [Shift: Fallen] take a -2 penalty to {Accuracy} and {Evasion} checks, and
  130. [Halve] the [Speed] of all [Move Actions].
  131. ● [Remove] : When a character is taking their turn, spend 1x [Timing: Prep]. Otherwise,
  132. use a Talent or something else with an effect of [Remove: Fallen].
  133. ● [Combat End] : Instant.
  134.  
  135. <Darkness>
  136. Characters with [Shift: Darkness] take a -2 penalty to all [Active Checks], and [Halve] the
  137. [Speed] of all [Move Actions].
  138. ● [Remove] : When a character is taking their turn, spend 1x [Timing: Attack]. Otherwise,
  139. use a Talent or something else with an effect of [Remove: Darkness].
  140. ● [Combat End] : Instant.
  141.  
  142. <Poison>
  143. Characters that inflict [Shift: Poison] apply the [Result] of their [Attack Action] as a [Rating].
  144. Characters with [Shift: Poison], after [Timing: End], lose {HP} equal to the [Rating].
  145. ● [Remove] : When a character is taking their turn, spend 1x [Timing: Prep] and succeed
  146. at a [Fortitude] maneuver with [Difficulty: Rating]. Otherwise, use a Talent or [Item] with
  147. an effect of [Remove: Poison].
  148. ● [Combat End] : Instant.
  149.  
  150. <Pain>
  151. Characters with [Shift: Pain], when making any [Roll], always change the lowest die in their
  152. [Roll] to a “1”. This “1” cannot be [Influenced]. If an NPC has [Shift: Pain], they take a -2
  153. penalty to all [Checks].
  154. ● [Remove] : When a character is taking their turn, spend 1x [Timing: Attack]. Otherwise,
  155. use a Talent or [Item] with an effect of [Remove: Pain].
  156. ● [Combat End] : Instant.
  157.  
  158. <Paralysis>
  159. Characters with [Shift: Paralysis], when they take their turn, automatically spend one each of
  160. [Timing: Prep] and [Timing: Attack]. In other words, if a character has 2x [Timing: Attacks],
  161. when they become the [Actor], they may only perform 1x [Timing: Attack].
  162. ● [Remove] : Spend 1x [Timing: End]. Otherwise, use a Talent or [Item] with an effect of
  163. [Remove: Paralysis].
  164. ● [Combat End] : 10 minutes (1 scene).
  165.  
  166. <Immobile>
  167. Usually Gained through having Negative Initiative
  168. Characters with [Shift: Immobile], from the moment they are inflicted with the condition, are
  169. unable to gain any [Timings] other than [Timing: Unique], and become unable to act.
  170. Note that a character that has become [Immobile] due to the {Initiative} modifiers of [Items],
  171. even if they use Talents or [Items] with an effect of [Remove: Immobile], unless their
  172. {Initiative} rises to 1 or higher, will not be able to gain the [Remove] effect.
  173. ● [Remove] : Use a Talent or [Item] with an effect of [Remove: Immobile]. Otherwise,
  174. spend 1x [Timing: Unique] to change [Equipment] and raise {Initiative} to 1 or more.
  175. ● [Combat End] : Instant, or until {Initiative} rises to 1 or more. While [Out of Combat],
  176. when the influence of [Distortions] makes a character have {Stats} of 0, they gain [Shift:
  177. Immobile]. In that case, by performing a [Rest] during the next [Scene] (declare being
  178. [Backstage]), the character can [Remove] that condition.
  179.  
  180. <Downed>
  181. Characters with [Shift: Downed] cannot spend any [Timings] other than [Unique], are unable to
  182. make any kind of [Check], cannot use any Talents or [Items], and cannot benefit from
  183. [Recovery] effects.
  184. ● [Remove] : Use a Talent or [Item] with an effect of [Remove: Downed].
  185. ● [Combat End] : 10 minutes (1 scene).
  186.  
  187. <Taken Out>
  188. The effects of [Taken Out] are the same as [Downed].
  189. ● [Remove] : Use some kind of effect that has an effect of [Remove: Taken Out].
  190. ● [Combat End] : 10 minutes (1 scene).
  191.  
  192. <Dead>
  193. Characters that become [Shift: Dead], in addition to the conditions of [Downed], cannot perform
  194. [Timing: Unique], and on [Session End], the character will no longer be able to participate in
  195. [Sessions].
  196. ● [Remove] : Use some kind of effect that has an effect of [Remove: Dead]. However, if 10
  197. minutes (1 scene) has passed since [Combat End], then the condition cannot be
  198. [Removed] through any means.
  199. ● [Combat End] : Cannot be removed.
  200. ===============================================================================
  201.  
  202. Positive shifts [XXXO]
  203. <Cover>
  204. [Cover] is a condition where a character is hiding behind some kind of [Obstacle] and can only
  205. partially be seen.
  206. Characters with [Shift: Cover] can reduce [Damage] taken from characters outside of [Range:
  207. Engaged] by 5.
  208. ● [Remove] : Become [Shift: Fallen]. Otherwise, move one square away from the
  209. [Obstacle] that the character gained [Shift: Cover] from.
  210.  
  211. <Assault>
  212. [Assault] is when a character attacks an unaware hostile [Target].
  213. Characters with [Shift: Assault] gain a +2 modifier to the [Result] of their first [Active Check]
  214. that round, and gain a +5 modifier at [Damage Calculation].
  215. ● [Remove] : The first [Damage Calculation] of that round ends.
  216.  
  217. <Flight>
  218. [Flight] is a condition where a character is flying or floating through the air.
  219. Characters with [Shift: Flight], if they receive declarations of [Engagement] from characters that
  220. do not have [Shift: Flight], can ignore this. In other words, characters with [Shift: Flight], unless
  221. they themselves declare it, never have to enter an [Engagement]. Also, they ignore penalties
  222. from “Hazardous Footing” and gain a +1 modifier to [Active Checks].
  223. ● [Remove] : Be on the receiving end of a [Range: Charge X Sq.] [Attack Action].
  224. Otherwise, become [Shift: Fallen]. A character that [Removes] [Flight] due to [Shift:
  225. Fallen] takes [Falling Damage: 20].
  226. If the effect of a Talent that grants [Flight] persists, then if 1x [Prep] is spent, [Flight]
  227. may be regained.
  228. ===============================================================================
  229.  
  230. Shift: Hidden [XXXH]
  231. [Hidden] is a condition where a character is adjacent to an [Obstacle] and has completely
  232. concealed their form behind it.
  233. Characters with [Shift: Hidden] cannot be chosen as [Targets] of [Physical Attacks] with [Target:
  234. X#] listed (they may be the [Target] of [Magical Attacks] however.) Also, for the first [Timing:
  235. Attack] a character with [Shift: Hidden] makes, they automatically gain [Shift: Assault].
  236. ● [Remove] : The character with [Shift: Hidden] spends 1x of either [Timing: Prep (or)
  237. Attack], or inflicts [Damage] on another. Otherwise, an [Actor] with an intention to find
  238. the character can spend 1x [Timing: Prep] to try and succeed at an [Opposed Check]
  239. using {Insight}. Note that [Hidden] that comes from the effects of Talents or [Items],
  240. unless otherwise specified, uses [Result: 20].
  241. Flow of [Hidden]
  242. For a character to perform [Concealment] and gain [Shift: Hidden], the following order is
  243. necessary.
  244. ① Confirm Presence of [Obstacle]
  245. Confirm whether there is an [Obstacle] that could be hidden behind nearby (whether the
  246. character in question is adjacent to an [Obstacle]). Unless there is an [Obstacle] to hide behind,
  247. [Concealment] cannot be performed.
  248. ② Declare [Concealment]
  249. The character performing [Concealment], unless they are using the effect of a Talent, spends 1x
  250. of either [Timing: Prep (or) Attack], and declares [Concealment].
  251. ③ Calculate [Result] of [Concealment]
  252. After declaring [Concealment], make an {Agility} check and calculate the [Result] of
  253. [Concealment]. The [Result] is then used as the [Difficulty] when another character makes an
  254. [Opposed Check] with {Insight}.
  255. [Hidden] Discovered
  256. When another character discovers a character with [Shift: Hidden], by spending 1x [Timing:
  257. Unique], they can announce the position of the [Shift: Hidden] character to [Range: Combat
  258. Zone / Target: 1#]. Also, a character with [Shift: Hidden], if they are adjacent to an [Obstacle],
  259. can immediately, rather than taking [Remove: Hidden], automatically transition to [Shift:
  260. Cover].
  261. Regaining [Hidden]
  262. While in combat, when [Shift: Hidden] is uncovered by another character, or when [Removed]
  263. by a character’s own will, [Shift: Hidden] can be regained.
  264. However, each time [Shift: Hidden] is attempted to be regained, when performing
  265. [Concealment], the character takes a -2 penalty to the [Result] of their {Agility} check. This
  266. penalty is cumulative each time [Shift: Hidden] is regained, up to a maximum of -10.
  267.  
  268. ===============================================================================
  269. Stage, Scenes, And Appearance Checks [XXXC]
  270. A "Stage" is simply wherever is the focus of the story at any one time. Wherever the GM is describing, wherever you are doing things, ETC.
  271.  
  272. "Scenes" Are Transitions from one place to another, or from one time to another. Any time there would be a lull in the action that is skipped over, for one reason or another, is what would be a "Scene Transition". This also applies to shifts in focus from one group of players to another, If you are split up.
  273.  
  274. Whenever a new "Scene" Happens, the GM should designate 1 "Main Actor" for the scene (Roll for it, pick lots, GM's choice, ETC.). Whoever the main actor is appears in a scene. From here, Have everyone else roll [Appearance checks].
  275.  
  276. Appearance checks are 2d6+Luck+Other modifiers. For every character a player has a bond with thats appearing in scene, they gain an additional +2 to their roll. This is not cumulative.
  277.  
  278. If Players beat the Difficulty of the check (usually 8 or so), They "Appear" in scene. If they do not, they instead are sent [Backstage]. Players can automatically pass the check via talents, and may choose to fail and go backstage at the start of the scene.
  279.  
  280. ===============================================================================
  281. Backstage [XXXB]
  282. Whenever you fail an appearance check or are otherwise indisposed (For example, you are in a fight on the other side of town), You are "Backstage". At the End of a Scene, before transitioning from one group to another, one place to another, etc. you may do one of 2 overarching things.
  283.  
  284. Rest: Resting is when you swing by somewhere where you can easily take a quick break. Doing so, you restore your {Strength}+X to your HP, With X being any additional rest value from items or gear.
  285.  
  286. Buy and Sell: Self explanatory. You can buy, sell, and upgrade equipment and items in between scenes.
  287.  
  288. The GM can reserve the right to say you aren't capable of doing these, if he has something else in mind for why you are backstage. For example, if the scene cut-away midfight. The GM would also be wise to use Appearance checks and back-stage to move along the story, if he thinks it would work.
  289.  
  290. ===============================================================================
  291. Master Scenes [!!!!]
  292. Master Scenes are scenes expressly for the purpose of moving along the plot. These may not involve the player characters at all, and act similarly to regular scenes, in that you can rest or trade at the end of one. The GM can have Players appear as they please, if needed, but talents will not work for these scenes. They are set pieces, and as such are pre-determined.
  293.  
  294. ===============================================================================
  295. Distortion Template [XXXK]
  296. A template for making distortions.
  297.  
  298. Name
  299. ​Sense: /
  300. ​Rating:
  301. ​Requirement:
  302. ​Mend:
  303. ​Target: Check Participants/Check non-participants
  304. ​Special Damage:
  305. ​Penalty:
  306. ​Impact A:
  307. ​Impact B:
  308.  
  309.  
  310. ===============================================================================
  311.  
  312. Progression [XXXP]
  313. Talent and ability progression for characters is as follows.
  314.  
  315. Money = ((World Influence LV - 1) x 1500) + 5000G
  316. At [Initial Creation] = 5000G
  317.  
  318. Increase {Main Stats} At each level.
  319. Increase two {Main Stats} by 1 point each. Players may not raise one {Main Stat} by 2 points.
  320. At level 1, you get only 1 point to spend on your stats.
  321.  
  322. 1st level: 2 Racial, 2 normal talents (Nothing with a mark). Get All [※] talents from taken style's.
  323. 2nd level: 1 normal talent (Nothing with a mark)
  324. 3rd level: 1 Normal talent. Can get [●] Talents from here on. Can get [◎] Talents if they are from main style.
  325. 4th level: 1 Normal talent.
  326. 5th level: 1 Normal talent. Can be used to get a High Talent. Also get one free Racial talent that you meet the prerequisites for
  327. 6-9th level: as 4th
  328. 10th: as 5th. Can get 10+ High Talents
  329. 11-14th: as 4th
  330. 15th: as 10th. Can get 15+ High Talents (Expansion only)
  331. 16-19th: as 4th
  332. 20th: As 15th. Can get Level 20 High talents
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