New Artist: Steven Nomena- (Jan-29-2012 10:01 AM)
Steven Nomena has been kind enough to supply an image for the Elven Folk of Red Ash. Be sure to drop in to Stevens gallery and check out his other works at http://stevennomena.blogspot.com.


I have only spent a little bit of time on Red Ash as I have still been focusing on real life issue, work related. I do hope to get back on Red Ah in ernest by April or May.


All the Best,
Chris J
New Red Ash site delayed.- (Jan-11-2012 8:01 AM)
It have been my plan to do the eventually and I was planing on doing it with the new site update. The new site is getting delayed as I work on a few paid web design projects.

Since I will most likely not make my January update, I at least wanted to advise everyone that I have decided to move to a creative commons license for the Red Ash World Engine.

I will be making a few changes to the system, one being that powers will be renames traits as it is a better fit.

All the Best,
Chris J.
Happy New Year!- (Jan-01-2012 10:01 AM)
2012 is here and our thoughts turn to new goals for the coming year. I for one have a lot more work to get the next site design up, I am having issues selecting a font.

OK that's not entirely it, I have been slacking off playing Skyrim. I have played the other Elder Scroll games but never lasted long as I did not like some of the game mechanics, mainly in the spell caster arena. Skyrim looks to have improved on them a great deal.

I also have been working a secondary job on contract and hope to finish it up within 2-4 weeks and then I can get back to Red Ash business.


Have a great New Year!
Chris J.
Working- (Dec-12-2011 6:12 AM)
Just a quick note to say I have been working on a new site design for Red Ash and I will be adding a little something to the tools area to help with testing of the combat rules.

Till then!


All the best,
Chris J
Red Ash World Engine: RPG Combat Update and development status- (Oct-22-2011 10:10 AM)
Just a quick post to state I made a small patch to the combat page and the Combat Actions. I made a small error in my script that displayed the PAP (Physical Action Points) cost on the MAP (Mental Action Points) cost. This has been corrected and now displays correctly.

My current work is to add rules and melee skills that will cover dual weilding of weapons. These have been written but I am going to test these before uploading.

I have also been thinking about the character creation and specifically about adding a rule to allow players to move ability score around at charcter creation. I am think of a rule that a player can move a total of 10 points from one ability to another ability with a max increase of 5 points in one. This will permit players more freedom to tweak their characters to the build concepts they plan.

I also need to devote some time to a write up on the leveling of a secondary (or more) class than that of first level.

Till then...All the Best!
Chris J.
Finally! Finished overhauling the combat rules of Red Ash...- (Oct-15-2011 4:10 PM)
When I first started working on the Red Ash World Engine, I had a general idea of how I wanted the combat to go and tossed together some general rules that I honestly did not test. Well now I have and I will continue to do so for some time as the rules are expanded and tweaked.

So now I am presenting the new combat rules, fatigue system and a simple preview of a character (on a sheet even) and my combat log. With these I hope to shed some light on how the combat will unfold and provide a richer and more exciting combat experience to the players.

Here we go....

First the characters used in this series of combat testing are two twins; same size, same gear, same skill, same class and level. The idea of this is to test the combat with no unusual advantage to one character or the other. and to expose faults in the system. The combat starts with both of them within melee range and weapons ready.

So here we have Pete and Steve.
full size here
Since Pete and Steve are identical I just used one page and change the name on one page.

The combat rules and related information can be found on the combat page of Red Ash and the changes to the fatigue system can be found of the abilities page just about 3/4th the way down the page.


The combat log I used to track what was going on is here
full size here
As the spreadsheet hides some of the information will detail the play-by-play below here and provide some addition information I hope you will find useful. If you are feeling up to it, I hope that some of you will pick up Pete and Steve and roll try the combat out for yourself and let me know what you think.

There can only be one...


First the initiative is set by a roll of a 20 sided die. This determines where in the combat Pete and Steve can begin their attacks. Combat will start with both opponents at weapons reach.

Pete and Steve, being twins, both have 230 life points and 64 PAP. MAP will not be tracked as it will barely get used for this combat.


Pete rolls 11
Steve rolls 2

Round 1, Turn 11
Pete attacks with a Hack Attack (Hack is 2 Chopping attacks and is a full turn action for a +2 attack, -2 defense)

Steve being the defender this turn and having the same melee level as his brother can read the attack and decides to use Avoid for both attacks (note defense actions do not have turn cost)

Pete scores 120 (Rolled 18 on 1d20 + 100 from coordination +2 from the aggressive hack attack action.)
Pete spends 11 PAP

Steve scores 100 (rolled 2 on a 1d20 + 98 (agility of 100-2 for his armor))
Steve spend 5 PAP

Steve scores 116 (rolled 18 on a 1d20 + 98 (agility of 100-2 for his armor))
Steve spend 5 PAP

Pete has a critical hit and a miss.
Steve takes 90 points of damage (57x2) chopping damage -24 damage reduction from armor vs chopping and shield protection value.

Pete now has a -2 to his defense until his next turn for using Hack.
Pete will go on 12 on the next turn do to the weapon he attacked with and its attack speed modifier.

Round 1, Turn 6
Steve will use the Pierce combat action (Pierce is a .5 turn pierce attack)
Pete is now the defender and can read Steve's attack action just as Steve read his on the previous turn. So now he get to select his defense based on that knowledge and chooses deflect for the bonus it grants to piercing attacks.

Steve scores a 110 (rolled 10 + 100 from coordination)
Steve spend 8 PAP

Pete scores a 116 (rolled 14 + 100 from agility - 2 from armor + 4 for shield bonus ? 2 from last hack attack +2 for using deflect vs piercing.)
Pete Spends 5 PAP

Steve missed!

Steve uses the slash combat action (slash is a .5 turn action that uses the slashing damage if a hit is scored.)
Pete can read Steve's combat actions and so selects avoid to counter the slashing attack.

Steve scores 115 (15 rolled + 100 coordination)
Steve spend 8 PAP

Pete scores 107 (11 rolled + 100 agility ? 2 armor - 2 from hack attack)
Pete Spends 5 PAP

Steve Hits!
Pete takes 33 points of damage. (57 slashing damage-24 damage reduction from armor and sheild)

Steve will go on turn 7 of the next round.


Round 2, Turn 12
Pete no longer suffers from -2 from hack attack.
Pete selects the barrage attack action (barrage is 2 piercing attacks and will use a full turn for a +2 attack, -2 defense)

Steve seeing the attack coming selects the defensive action Deflect for both attacks.


Pete scores a 106 (4 rolled and 100 from coordination +2 from barrage)
Pete spends 11 PAP

Steve scores 116 (12 rolled + 100 agility ? 2 from armor + 4 from shield +2 from deflect)
Steve spends 5 PAP
Pete Missed!

Steve scores 122 (18 rolled + 100 agility -2 from armor +4 from shield +2 from deflect)
Steve Spends 5 PAP
Pete Missed!
Steve gains a counter attack! (Deflect grants a counter attack when the defender scores 12 or more over the attacker. Counter attacks are treated as a surprise attack and so melee level does not grant knowledge of the attackers intent. Attacker can only use a half turn cost attack action for a counter attack.

Steve selects chop (chop is a .5 turn combat action and will use chopping damage on a hit). Steve does not reveal his attack to Pete.
Pete is surprised and goes with Evade as a defensive action. ( a good guess it turns out)

Steve scores 103 (3 rolled and 100 from coordination)
Steve Spends 8 PAP

Pete scores 104 (6 rolled + 100 agility -2 armor +2 for evade vs chop -2 from barrage)
Pete Spends 5 PAP
Steve Missed!
Pete goes on turn 13 of next round


Round 2, Turn 7
Steve selects knock-down as his attack action (knock-down is currently a Strength Check, but will most like change in the future. It does force the defender to use his strength as well and so comes down to the die roll and strength score. This is a .5 turn action)

Pete melee is of no use here as the selection is taken away....


Steve scores 106 (6 rolled + 100 strength)
Steve spends 8 PAP

Pete scores 115 (17 rolled + 100 strength ? 2 from barrage attack.)
Pete spends 4 PAP
Steve fails to knock-down Pete

Steve selects Piercing
Pete sees the attack coming and selects deflect.

Steve score 112 (12 rolled + 100 coordination)
Steve Spends 8 PAP
Pete scores 105 ( 3 rolled + 100 agility -2 armor +2 deflection vs piercing -2 from barrage)
Pete spends 5 PAP

Steve hits!
Pete takes 34 damage (58-24)

Steve goes on turn 8 next round


Round 3, 13
Pete no linger has a -2 to defense from barrage attack last round.
Pete uses barrage again
Steve will deflect

Pete scores 107 ( 5 rolled + 100 coordination +2 barrage)
Pete spends 11 PAP
Pete now has a -2 to defense until next turn.

Steve scores 103 (1 rolled + 100 agility -2 armor + 4 from shield)
Steve spends 5 PAP
Steve earns a fatigue counter and PAP is reset to 75% of 64, or 48
Steve now has a -1 to attack, defense and skills. Land and air speed is reduced by 1 (0 minimum)
Pete Hits!
Steve takes 34 (58-24)

Steve scores 122 (20 rolled + 100 agility ? 2 armor +4 from shield)
Steve spends 5 PAP
Pete Missed!
Steve gains a counter attack!

Steve selects a Bludgeon combat action (bludgeon is a .5 turn attack that uses the bludgeon damage of the weapon). Steve does not show Pete his selection.
Pete is surprised again and selects the Evade defensive actions.

Steve scores 113 (14 rolled + 100 Coordination ? 1 fatigue)
Steve spends 8 PAP
Pete scores 99 (3 rolled + 100 agility -2 armor -2 from barrage attack)
Steve hits
Pete takes 36 damage (54-18)
Pete goes next on turn 14 next turn

Round 3, Turn 8
Steve decides to use the Combat action Trip (Trip is .5 turn action that forces a balance check on the defender)
Pete must roll a balance check

Steve scores 117 (18 rolled + 100 coordination -1 fatigue)
Steve spends 8 PAP
Pete scores 103 (7 rolled + 100 agility -2 armor -2 from barrage)
Pete spends 4 PAP

Pete earns a fatigue counter!
Pete earns a fatigue counter and PAP is reset to 75% of 64, or 48
Pete now has a -1 to attack, defense and skills. Land and air speed is reduced by 1 (0 minimum)

Steve succeeds!
Pete is prone!
Pete has a -2 attack, -4 to melee defense and +4 to ranged defense

Steve selects the chop combat action (chop is a .5 turn attack and does chopping damage if it hits)
Pete is prone and can only avoid or brace as a defense. Pete selects avoid.

Steve scores 106 (7 rolled + 100 coordination -1 fatigue)
Steve spends 8 PAP
Pete scores 96 (5 rolled + 100 agility -2 armor -2 from barrage -4 from prone -1 for fatigue)
Pete spends 5 PAP

Steve Hits!
Pete takes 34 damage (58-24)
Steve goes on turn 9 of next round

Round 4, Turn 14
Pete is no longer affected by the -2 from barrage.
Pete Stands
Steve gets an opportunity attack on Pete and selects the Pierce combat actions

Pete scores 94 (1 rolled + 100 agility -2 armor -4 prone -1 fatigue)
Pete spends 4 PAP
Steve scores 112 (13 rolled + 100 coordination -1 fatigue)
Steve spends 8 PAP
Steve Hits!
Pete takes 34 damage (58-24)


Pete selects the Slash Combat Action
Steve select avoid

Pete scores 108 (9 rolled + 100 coordination -1 fatigue)
Pete spends 8 PAP
Steve scores 119 (20 rolled + 100 agility - 2 armor +2 from avoid vs slash -1 fatigue)
Steve spends 5 PAP

Pete missed!
Steve wins a counter attack!

Steve selects the Slash attack
Pete selects avoid

Steve scores 116 (17 rolled + 100 coordination ? 1 fatigue)
Steve spends 8 PAP
Steve gains a fatigue counter -2 atk, def, skill and -2 to land and air speed 0 min
Pete scores 100 (1 rolled + 100 agility - 2 armor + 2 from avoid vs slash -1 fatigue)
Steve hits!
Pete takes 29 damage (57-28)

Pete goes on turn 15 next round.

Round 4, Turn 9
Steve selects the slash combat action
Pete reacts with avoid


Steve scores 108 (10 rolled + 100 coordination -2 fatigue)
Steve spends 8 PAP
Pete scores 119 (20 rolled + 100 agility -2 armor +2 avoid vs slash -1 fatigue)
Pete spends 5 PAP
Steve missed!
Pete gains a counter attack! (He won defense by 12)

Pete Tries to use the action Trip
Steve must roll balance.

Pete scores 103 (4 rolled + 100 coordination -1 fatigue)
Pete spends 8 PAP
Steve scores 111 (15 rolled +100 agility -2 armor -2 fatigue)
Steve Spends 4 PAP

Steve uses the other half of his turn to once again slash at Pete
Pete responds with avoid

Steve scores 104 (6 + 100 coordination -2 fatigue)
Steve spends 8 PAP
Pete scores 119 (20 + 100 agility ? 2 armor +2 avoid vs slash -1 fatigue)
Pete spends 5 PAP
Steve missed!
Pete gains a counter attack! (He won defense by 12)

Pete tries to use Trip again.
Steve must use balance

Pete scores 102 (3 rolled + 100 coordination -1 fatigue)
Pete spends 8 PAP
Pete gains a fatigue counter. Pete now has a -2 to attack, defense and skills. Land and air speed is reduced by -2 minimum of 0
Steve scores 97 (1 rolled + 100 agility -2 armor -2 fatigue)
Steve spends 4 PAP
Pete succeeds
Steve is prone! He can only select avoid or brace for defense.
Steve has a -2 attack, -4 to melee defense and +4 to ranged defense.
Steve goes on turn 10 of next round.

Round 5, Turn 15
Pete selects Hack ( hack is a full turn action with 2 chopping attacks and 1 roll)
Steve will avoid for both attacks.

Pete scores 108 (8 rolled + 100 coordination +2 from attack -2 from fatigue)
Pete spends 11 PAP
Steve scores 101 (9 rolled + 100 agility -2 armor -2 from fatigue ? 4 from prone)
Steve spends 5 PAP
Pete hits!
Steve takes 33 points of damage (57 chopping ? 24 damage reduction)
Steve scores 110 (18 rolled + 100 agility -2 armor -2 from fatigue ? 4 from prone)
Steve spends 5 PAP
Steve gains a fatigue counter
Steve has a -4 to attack, defense and skills. Land and air speed is reduced by 3 with a minimum of 0
Pete missed!
Pete goes on turn 16 of the next round.


Round 5, Turn 10
Steve is prone and so stands up
Pete takes advantage and selects the pierce action.

Steve scores 91 (1 rolled + 100 agility -2 armor -4 fatigue -4 from prone)
Steve spends 4 PAP
Pete scores 108 (8 rolled + 100 coordination +2 from hack -2 from fatigue)
Pete spends 8 PAP
Pete Hits!
Steve takes 34 damage (58 piercing ? 24 damage reduction)

Steve select the slash attack
Pete sees this and responds with avoid

Steve scores 105 (9 rolled + 100 coordination -4 fatigue)
Steve spends 8 fatigue
Pete scores 106 (12 rolled + 100 agility -2 from armor -2 from fatigue ? 2 from hack)
Pete spends 5 PAP

Steve will go on turn 11 next round

Round 6, Turn 16

Pete selects hack (Hack is a full turn attack with 2 chopping swings)
Steve will counter with evade for both attacks

Pete scores 115 (15 rolled + 100 coordination +2 from hack -2 from fatigue)
Pete spends 11 PAP
Steve scores 101 (7 rolled + 100 agility -2 armor +2 evade vs chop -4 from fatigue)
Steve spends 5 PAP
Pete hits!
Steve takes 33 (57 chopping-33 damage reduction)
Steve has his 4th fatigue counter
Steve is now at -6 to atk, def and skills, he is all set to a maximum movement of 1 step per turn and can not run or fly.
Steve scores 96 (2 rolled + 100 agility -2 armor +2 for evade vs chop -6 from fatigue)
Pete hits!
Steve takes another 33 points of damage and drops to -27, unconscious and bleeding out at 1 per turn (or 3 rounds and 13 turns). Once his damage reaches the negative of his health (-100) he will be dead.
Population
Base: 6000 for playable/5000 for non-playable
The amount of people of a particular species. The base amount is 6000 and is also used as the points in the point buy system. You will spend population to buy powers, ability modifiers and, classes. Make certain you save enough people to grow your population.
There is a second use of this value and that is the base experience percentage that is gained by a character. For each 50 population less than 5000 (the original 6000-1000) characters will reduces experience by 1%. The reverse is also true; every 50 population over 5000 characters gain 1% from experience.
Reach
Base: See Size
Max Change: +/-2 Space for size
Reach is a number of centimeters around a unit/character that it can touch without having to move.
Step
Base: See Size
Max Change: +/-4 Space for size
Step is the amount of spaces in centimeters you can move due to your stride. It is based on half of the species(characters) height. Any movement of an opponent beyond your step offers an attack of opportunity. If a tiny race is fighting a huge race and the huge race take a step, this allows the tiny races to gain an extra attack when the larger opponent moves. To avoid this the bigger opponent may only move the step of its opponent.
Land Speed
Base: See Size
This is a multiplier used on the step to determine the distance one can run in a round. Speed changes can be explained as a race with shorter or longer legs, or even more than 2 legs, or even unnaturally fast. The cost in population to improve land speed varies by size since 1 point of movement for a huge person has less impact than a tiny one (see size)
Air Speed
Base: 0
This is another multiplier that uses the species reach to determine the distance one can travel in a round. The default is 0 meaning no flight. The method of flight is left up to the designer of the race. Wings, mental powers, large gas filled sacks, etc... are all valid mechanics of flight. Flight is also less expensive for a smaller creature over a larger one (less mass to move around). So cost is affected by the size.
To keep turning in flight as simple as possible. Red Ash will use a simple formula of: (weight*(reach*air speed))/3 of slide (or forward movement) in millimeters for every 90 degrees turned (for those that do not know divide by 1000 to convert to meters). A medium species with a reach of 90cm, air speed of 6 and weight of 93kg the math would look like (93*(90*6))/3 = 16740mm or 16.74m of slide. This means that this species traveling along a line and making a turn onto another line of travel will need to start the turn 16.74 meters before the path they wish to travel. Entering the turn too late will overshoot it and too soon undershoot it. The value displayed here is for a species traveling at an air speed of 6. It can travel as slow as 1 which will make for a tighter turn. Also the species can climb (gain altitude) or descend (lose altitude). During a climb you lose speed and must spend x2 the PAP to maintain your speed. While in a descent you gain x2 speed at 1/2 the PAP.
Maturity
Base: 70%
Max Change: +/-30%
Improve: +1% per -50 population
Decrease: -1% per +50 population
The amount of population that is available for combat by a king. This value defaults to 70%. So of 5000 people 3500 (70%) can be made into fighting units. The other 30% are too young or old and are incapable of wearing armor or holding a weapon.
Birth Rate
Base: 12%
Max Change: +/-8%
Improve: +1% per -500 population
Decrease: -1% per +500 population
This percentage value is the amount of population that are born per year. For a population of 5000 with the default 12% will gain 600 new people at the end of the year. It is one of the values used in determining if you have positive or negative growth. The other values being Death Rate and Life Span.
Life Span
Base: 6%
Max Change: +/-4%
Improve: -1% per +500 population
Decrease: +1% per -500 population
This is value of total annual deaths from end of life issues. So if you have a population of 5000, 300 will die from old age. This value is reduced from Birth Rates value to find the total population change for the year. You can increase or decrease this value, but keep in mind that decreasing you Life Span close to your Birth Rate will have a dramatic effect on your population growth and make your people sensitive to death rate values.
Death Rate
Base: based on events no base value
The number of deaths you have from disease, dehydration, hunger, exposure (having more population that you have room for), predation and, crime. Death rate is randomly generated for each category listed. Its base is 0% for each category (per season) but can increase depending on events that occur (disease outbreaks, violent weather or other natural disasters, sabotage, espionage and others). The number of deaths per category is totaled and added to the number from Life Span for the total lose of life for the year, it is possible to have a zero in death rate as long as the king is meeting the needs of the people and any issues out of the kings control do not occur. Keep in mind certain powers can affect the outcome of an event. For example a disease outbreak is pointless to a species immune to disease.
Coordination
Base: See Size
Max Change: +/-8
Improve: +1 Coordination per -160
Decrease: -1 Coordination per 160
Your physical hand-eye ability. This is a base value used in determining an attack in combat. (This was previously named attack, but since attack value is the name given to offensive combat, I decided to change this ability to coordination for clarity.)
Strength
Base: See Size
Max Change: +/-8
Improve: +1 Strength per -250
Decrease: -1 Strength per 250
This ability plays into you maximum load you can carry and also adds to the damage you do with a successful attack.
Agility
Base: See Size
Max Change: +/-8
Improve: +1 Agility per -160
Decrease: -1 Agility per 160
This is a base value used in your defensive combat value, or how hard you are to hit in combat. Unlike many systems armor does not increase the difficulty to hit you. Instead it makes it easier to hit you as you have this extra bulk to maneuver in combat. What armor does is absorb damage from blows that do hit you. A high agility can make you much harder to hit, think nimble.
Health
Base: See Size
Max Change: +/-8
Improve: +1 Health per -160
Decrease: -1 Health per 160
This is a measure of your overall fitness, endurance and a base for your Life Points. Healthy races are less like to become affected by disease or poison.
Life points
Base: See chart
Life Points determine the amount of damage a character can take. Once this value is dropped to zero or less, the character acquires the unconscious status and is helpless and will begin bleeding unless the damage that dropped him was from a succesful.
A specific formula is used to determine you life point maximum value. It is further affected by the life modifier used in making the class you have. If you have no class at all then your life points is simply your health abilities value +25.
The formula is: round((2*((health/100)+.15))*(health+(class level*life modifier))), I will make a tool to help total the values.
  • Health: Your characters health ability value. It is used as a base value and as a modifier. As this increases or decreases you may need to adjust the max life points too. Some powers can affect ability scores, when health is affected then the life points must be redone to find the characters new max life points. Damage that the character takes or has taken will stay the same regardless of any changes to the health ability.
  • Class Level: As you gain class levels or as a creature is advanced to a higher racial level this will factor into a new max life points score.
  • Life Modifier: This is set when the class is designed and has a big impact on life points.
A character is not limited by a set amount of damage before death. Death is determined by a number of rounds equal to your (Health Ability/10) and the count down starts the round following when you drop. Once your time is up, you are dead.
You can stabilize during each round at (Health/20) as a percentage roll and this can be rolled once per round. You can also receive first aid to stop you from dieing.
If left alone and you stabilize you can regain consciousness when you are back to 1 Life Point at a rate of +1 Life Point per 8 Health per day.
Natural Armor
Base: 0
Max Change: +/-8
Improve: +1 Natural Armor per -300
Decrease: -1 Natural Armor per 300
This ability deals with your resistance to a physical damage. If an opponent succeeds in hitting you the physical damage applied is first reduced from any worn armor and then your natural armor. Natural Armor is ignored when taking damage from any vulnerabilities or weaknesses you suffer from.
Focus
Base: 100
Max Change: +/-8
Improve: +1 Focus per -160
Decrease: -1 Focus per 160
Focus is an ability that serves as a measure to complete a task under stressful conditions, like combat. This ability allows you to avoid being distracted. Casting a spell, picking a lock, picking a pocket and other skills that need a great deal of focus to succeed in will benefit from a high focus.
Power
Base: 100
Max Change: +/-8
Improve: +1 Power per -250
Decrease: -1 Power per 250
This ability is a measure of your raw presence, charisma and force of will. It is a base ability used in many spells to determine damage, just like strength is a base value to determine physical damage.
Awareness
Base: 100
Max Change: +/-8
Improve: +1 Awareness per -160
Decrease: -1 Awareness per 160
Awareness can help you avoid traps, ambushes and the like. It can also help alert you to someone staring at you or stalking you when you are focused on other things.
Identity
Base: See Size
Max Change: +/-8
Improve: +1 Identity per -160
Decrease: -1 Identity per 160
Your sense of who you are and your place in the world. A low Identity makes you prone to insanity, charm and control effects. A high Identity makes such things more difficult.
Ego
Base: 0
Max Change: +/-8
Improve: +1 Ego per -300
Decrease: -1 Ego per 300
This ability is a mental variance. Once per combat round you can take the score of ego and add it to one of the other mental value; Focus, Power, Awareness or, Identity. This is done at an increased MAP of 2 per attempt.
Physical Action Points (PAP)
Base: (Coordination + Strength + Agility + Health)/10 round off
This is the number of points available to be spent on combat, casting, or power activations. These points are based on all the physical abilities excluding natural armor. The default for a medium race with unmodified abilities is 40 (400 from Attack, Strength, Agility, and Health)/10.
Mental Action Points (MAP)
Base: (Focus + Power + Awareness + Identity)/10 round off
This is the number of points available to be spent on combat, casting, or power activations. These points are based on all the mental abilities excluding ego. The default for a medium race with unmodified abilities is 40 (400 from Focus, Power, Awareness, and Identity)/10.
Fatigue Points
Base: 0
With a base of zero, this is a marker system to determine the amount of fatigue a unit/character has. Each added point reduces the amount of combat a unit/character can handle.
Fatigue is gained by spending all of your P.A.P. or M.A.P. points. Once the points are spent a fatigue point is gained and the P.A.P./M.A.P. is reset to a value less than its starting value. Any excess PAP or MAP used that earned a fatigue point is ignored. So for example if you have 3 PAP left and spend 6 in combat performing an action then the -3 left over from reducing your 3 by 6 points is thrown out. So if you start with 40 points and reset to 30 because you earned your first fatigue counter. the -3 is not carried over, just ignore it. For each fatigue point gained you can only reset for 75%, 50%, and lastly 25%. As a bonus, root skills and their child skills you buy into will grant additional PAP and/or MAP
# of counters PAP/MAP totals Attack/Defense Adj. Land/Air Speed Example 40 points
0 100% 0 0 40 PAP / 40 MAP
1 75% -1 -1 30 PAP / 30 MAP
2 50% -2 -2 20 PAP / 20 MAP
3 25% -4 -3 10 PAP / 10 MAP
4 NA -6 1 Step Max/No Flight PAP BUILDS / MAP BUILDS
Once you gain your forth fatigue points the PAP and MAP begins to build up. Once the PAP or MAP equals or exceeds the Health for PAP or Identity for MAP the player is comletely spent and will collapse unconscious. See the chart below.
Sight
Base: See Chart
All creatures have what I call a "normal" sight. But seeing something and knowing what it is are two different things. This means sight is a two step process.
Noticing something depends on your surroundings and your activity. Standing watch on a ship at sea will grant you a longer range than standing watch in a bazaar. Your vision is further restrict by your activity. If, in the bazaar, you are in a fight you are more focused on the combat and less to your surroundings. You can think of this as a tactical fog of war.
Recognizing something noticed is the second issue you must deal with. Standing on a hill that over looks a clearing will allow you to see for some distance. But what do you see? At a few feet you may notice that its your friend Evan the Soldier, at a farther distance you will see a soldier, even further you will see an armored person, farther still you lose race and size details, anything beyond that is just something moving in a direction. So what are the numbers?
formula for max sight distance: (Focus+Height)*(Awareness*1.8)
distance below is for a default ability of 100 for focus and 100 for awareness. Height is an average value of 45, 90, 180, 360, 720 of the sizes (Tiny to Huge).
all distances are rounded off to the nearest whole number and represent meters.
Size Max Dist. Know Size Know Species Know Class Know Person
Tiny (45cm) 121m60m40m30m24m
Small (90cm) 158m79m53m40m32m
Medium (180cm) 233m117m78m58m47m
Large (360cm) 383m192m128m96m77m
Huge (720cm) 683m342m228m171m137m
Modify the above values with the following (round off results). Examples used below use the default for a medium creature.
Type Amount Example
Combat 10% You automatically recognize a face at 5 meters. If friends are farther than 5 you may make an awareness check as a partial action on a 1d20 vs 20-awareness to be aware of comrades farther away. This will hamper the insta-there in combat when friendlies are in trouble or downed.
Concealment 100% - concealment % Value You recognize a targets face that is 50% concealed at 24 meters.
Familiar location x2 Spot your favorite tavern recognized at 94 meters.
Busy Street 50% You recognize a face at 24 meters.
Smaller than you in a crowd 100%-(10% per difference) You recognize a tiny face (2 sizes smaller) at 38 meters.
Larger than you in a crowd 100%+(10% per difference) You recognize a large face (2 sizes bigger) at 56 meters.
You can also combine the modifiers. For example to recognize a tiny face on a busy street that is 10% concealed would be (90%) of 47 = 42.3m.
Mood
Base: Neutral
Mood is a way to measure the emotional state of another person and maybe affect it for good or not. To alter a mood one can make use of the bluff skill or a spell like charm. A successful roll (+20 over the difficulty) will move the targets mood one direction or the other depending on what you are doing.
Modifiers that will add to the difficulty are different species (+5), size difference (+3), skin type (scales, fur, flesh, etc...+5) and the amount of physical and mental action points spent in combat against you (+1 per point).
Rage They will stop at nothing to fight you, even if they are certain to lose.
Anger Wants to fight, but may think twice if fighting will get them in jail, seriously injured or, dead.
Disdain Will not fight you unless they have an obvious advantage, but will look for ways to discredit you or otherwise make your life more unpleasant.
Distrust Wants little to do with you, will only sell or offer services to you at an increased rate.
Neutral No strong feelings one way or the other.
Agreeable Will listen to you with real interest and deal with you fairly.
Likes They may look for time to spend with you like a close friend.
Fascinate Strong feelings may influence their behaviour towards you as they go out of their way to be near you as long as they do not find themselves getting in trouble, jail, become a social outcast, etc..
Obsessed This person will stop at nothing to possess you, or be in your favor. Rejection can be dangerous as they will look for ways to convince you that you are wrong about them.