Table of Contents
- Energy Charges
This is the character system for Revelation. Revelation is a high-tech-themed RPG about a group of heavily armed mercenaries entering an ancient, mysterious realm occupied by myriad hostile forces. This system in specific is different from the past ones used here--it focuses much more on actually working and less on being 'perfect'. Feel free to ask questions if you are confused, as the wording of this document is still being improved.
Interpreting the Changelog
5/12/14 v.0.0.25: The left-most column is the date in mmddyy format. The version number is after v. The version number is three numbers: The first one is the overall revision indicator. 0 is the pre-release, 1 is the first release, 2 is the second one, etc. These are only increased when the sub-release has been approved to be released. The sub-release number is the status of the creation of the next sub-release. 0 indicates alpha (unplayable/still under construction), 1 indicates beta (playable but buggy, needing lots of bug testing), 2 indicates gamma (nearing finish of polish) and 3 indicates delta (ready to release). Higher numbers are only used in the sub-release number if a build is released, found to be defective, and then must go through the series of verifications again once a major patch is made to the system. Finally, the right-most number is the milestone number--accumulation of all the milestones. It resets every time the sub-release number increments. (And also when the release number increments.
|HP||Hit Points||25 + (HEL * 25)||The amount of physical punishment you can take before being knocked out/defeated.|
|TP||Time Points||8 + (AGI/2)||The amount of time you have to do actions. Used for doing things.|
|SE||Smash Energy||ENG*2||The number of energy charges you have to supercharge your attacks and cast spells.|
|EXP (UP)||Experience Points (Upgrade Points)||Amount GM gives you (EXP/10)||The amount of experience you can potentially use to better your abilities.|
|POW||Power||(Stat Points Spent)||The amount of physical/technological punishment your attacks hand out.|
|ENG||Energy||(Stat Points Spent)||The amount of energy/magical punishment your spell attacks hand out.|
|SKI||Skill||(Stat Points Spent||The amount of attacks and variations on attacks you get.|
|AGI||Agility||(Stat Points Spent||The speed at which you do things and dodge attacks.|
|RES||Resistance||(Stat Points Spent||The amount of punishment you can absorb without flinching.|
|HEL||Health||(Stat Points Spent)||The amount of HP and equipment you have.|
|BLOCK||Block||RES*5%||The amount of damage shaved off of a hit when you are hit while blocking.|
|DODGE||Dodge||AGI||The ability to avoid attacks coming right at you.|
|EP||Equip Points||4 + (HEL/2)||The amount of items you can have equipped at one time.|
|CC||Carry Capacity||4 + HEL*2||The amount of items you can carry on you that aren't equipped.|
|QUIRKS||Quirks||10 + 1||The number of Quirks you get; you start with 10 of them plus the 1 unique Quirk you get.|
|ATTACKS||Attacks||3 + (SKI/3)||The number of attacks you have|
The sheet itself
Name: Description: ---- [Points] HP: TP: SE: EXP: (UP: ) ---- [Main Stats] POW - ENG - SKI - AGI - RES - HEL - ---- [Secondary Stats] BLOCK - DODGE - EP - CC - ---- [Quirks] QUIRKS - UNIQUE QUIRK - ---- [Equipment Details] COINS - WEAPONS - ARMOR - ATTACKS - EQUIPMENT -
The Dice system
This system uses a dice pool for its rolls. Each 'q' is actually one ten-sided die. Each point in a main stat (like, say, AGI) corresponds to a number above. A 5 in AGI is q13, which means thirteen 10-sided dice are rolled. "Successes" are collected from said dice, and those successes add up to your actual success amount. A success is constituted by rolling 7 or higher on one of the 10-sided dice.
To use the dice, you type 'z', then the number of a roll you're using. So if you have a 3 in a stat that you're rolling the dice for, you type z3.
The dice in this system are curved in a fashion that makes it 75% likely you will get at LEAST the number you are rolling in successes. So when you roll a q8, it is likely that, 3 out of 4 times, you AT LEAST get 3 successes. But you can very likely get more, and there's still the 25% chance you get less, so be wary.
Step 1: The Charsheet
First, copy these stats into a text editor of some kind.
Name: Description: ---- [Points] HP: TP: SE: EXP: (UP:) ---- [Main Stats] POW - ENG - SKI - AGI - RES - HEL - ---- [Secondary Stats] BLOCK - DODGE - EP - CC - ---- [Quirks] QUIRKS - UNIQUE QUIRK - ---- [Equipment Details] COINS - WEAPONS - ARMOR - ATTACKS - EQUIPMENT -
You start with 20 Upgrade Points to distribute between POW, ENG, SKI, AGI, RES, and HEL. You have 0 in each of those stats to start. Each stat point added to a stat increases your abilities in ways described by the stat calculation table. It costs 1 Upgrade Point (UP) to increase a core stat by 1 point. This doesn't change, and it doesn't take more to do higher levels of upgrade.
You may also use 1 UP to buy a quirk. It is not suggested you do this at character generation, but can be allowed by special GM approval.
After you have your stats distributed, you need to calculate your secondary stats: HP, TP, BLOCK, DODGE, CC, EP, ATTACK. HP is 25 + (HEL * 25); TP is 8 + (AGI/2); SE is ENG*2; BLOK is (RES*5)%; DODJ is (AGI); EP (Equip points) is 4 + (HEL/2); CC (Carry Capacity) is 4 + HEL*2; ATTACK is 3 + (SKI/3). All extra decimals are rounded off in these calculations.
Then you get 10 Quirks, and 1 unique quirk. Choose wisely, from the quirks section.
Next up, you'll need to make your attacks. You get 3+(SKI/3) attacks. Each attack costs 3 TP and is made out of 6 modules. Each attack is made out of the modules seen in attacks; you pick the modules for each move until you run out of them (and no more than 4 in one module; you cannot get above that without the help of weapons--except for Weapon Link, which you can freely increase up to 6), and if you need more modules for an attack, just make it take more TP (2 more modules per extra TP), but remember; you only get as much TP as your TP stat is per turn.
The next step is to create your first weapon. Your weapon has 4 points in it; given that each weapon tends to have a wildly different influence on your attacks, and that each weapon individually doesn't add a ton, you start out with a fully ready to go weapon. The weapon has various additional properties that add to your attacks. The first couple of them listed in that section merely add to your current attacks, although attacks always max out at level 6 in any one module.
After your weapon is created, you get to make your starting armor. The armor you start equipped with only has 2 levels/points in it; choose wisely, as you have to first pick whether it's plate, booster, or buffer, then choose how to upgrade it from the two different options for each type. Upgrade it up to two points, and note what stats it benefits on your sheet, and you're done with that step.
Finally, you start with 2 equipment slots worth of free equipment, so feel free to choose those 2 EP (Equipment Points) worth of equipment from the Equipment section and add those to your sheet. To buy future equipment, you gain coins, usually about 100 per session.
As you go in your travels, you will acquire EXP (Experience Points). Every 10 EXP you gain grants you an additional Upgrade Point (UP). When you wish to increase your stats, all you do is add the UP directly to your main stats. Keep track of your acquired UP and your current UP, so that the GM can figure out where you are in relation to others experience-wise. The only other thing you can do, is spend some UP to gain some more equipment; this depends upon the equipment and the area you're in the game, and requires looking around at some stores (to be listed in this document.) You can have at maximum 10 in any one core stat. You cannot increase above this at any time; not even with buffs.
Obviously, the main use for this system is combat. Most of the out of combat scenarios happen in a freeform manner. So how does combat actually go down?
Stage 1: The Initiative
Both sides must roll initiative to see who goes first. Roll z(your AGI stat). The highest rolls go first, the slowest ones go last. Ties are decided by who rolled first.
Stage 2: The Turn
Each person gets a turn. The first person in the initiative goes first. Their turn consists of them having as much TP as their TP stat says they have. So if they have 4 AGI, they get 10 TP. TP is used on actions.
Stage 3: The Action
Each action consumes TP. This is determined by the kind of action performed. Each attack has a set amount of TP use. The average attack uses 3 TP; if you build your attack to use more TP, though, it will use less. FlexiCharge attacks can use variable amounts of TP. For now, the example will concentrate on the average case and so, the case of having 3 TP for the cost of a move.
Stage 3a: The Attack Action
If you choose to use a move, then you go through a couple steps. First you check your accuracy (which ranges from z1 to z10), then you roll that corresponding roll (so for z4, type 'z4' into the channel.) You then wait to see how your opponent reacts--whether they dodge or block. They do a roll for dodging, or just simply succeed if they do a block.
If they do a block, the damage they take is reduced by their block. Otherwise, if they roll above your roll with their dodge, then they take no damage; otherwise, they are hit for full damage.
After they record any damage they take on from the attack, and any status effects they take from it (depends on what your attack has on it), the attack is complete. Subtract the TP cost from it from your current TP.
Stage 3b: The Utility action
These always take 1 TP. They involve using an item, moving around the battlefield (either close-range, long-range, or out-of-combat range) or taking cover (grants you a free block for each TP spent on the action. They're pretty simple, but alternate actions like using environmental hazards to your advantage or some form of shoving objects around could take longer. The GM rules how much an action will take before you do it; you can cancel if you feel the action takes too much time.
Stage 4: The Defense Phase
When it's not your turn, it's the Defense Phase. You can be attacked by anything--the battlefield, enemies, even crazed/confused teammates. You may roll your Dodge or use Block, but it costs 1 TP to do so per use. You have to use TP left over from your turn to do this (it doesn't replenish until your turn returns) so... be careful how much TP you use in a turn, if you want a chance to dodge or block. Also, if you have over 90% Block, you may opt to spend 1 TP to reduce damage done to a nearby ally with (your block-90)% block. Any extra block past 180% is not usable for anything.
Stage 5: The End Phase
Once all of one side has been defeated or run away, the battle is over. Upgrade Points are rewarded based on how combat went/who needs it most, and any loot is distributed, then the battle is complete and out-of-combat freeform re-commences.
The Quirks define your character's sub-abilities. They help flesh out what your character is good at and how they move around, and how they attack. Then there's also Unique Quirks, which help make your character unique. Together, both kinds of quirks help you specify various sub-attributes that just don't fit in anywhere else.
Quirks let you do things that are unique to you. Flying, swimming, living underwater, in outer space, seeing through walls.... all this and more. Whatever odd little thing it is you do, it's here. You get 10 of these.
Unique Quirks are, well, unique. You only get one per character. They represent a core mechanic that only your character has. Others who are related to your character may inherit or possess similar abilities, but they will never be exactly the same. Choose well, for these are not modified outside of if you made some dramatic mistake or your character has extremely changed for some reason. You get 1 of these
You get 10 regular (non-aesthetic, non-unique) quirks from the table below, and 1 unique quirk that you make yourself. Choose as you wish. And feel free to choose less, if you feel the quirks that are there don't work for you.
You may at a later time obtain more quirks at the cost of 1 UP/Quirk, should you require more. Or with a badge, as noted below.
|Energetic||You regenerate Smash Energy, one per round after you get under half max smash energy, although you have 1 less max Smash Energy. Only occurs in battle; doesn't do anything outside of battle.|
|Fury||When a foe really ticks you off, you lose control of what moves you use on them and get +2 to hit and +10 to damage! ...Then you sorta wear yourself out after 3 rounds and get -2 to hit, -10 to damage and -2 to dodge successes, and your block is reduced by 25%... for one round, though, rather than the rest of the session.|
|Knockout Blow||You may attempt to KO an enemy at half HP, by hitting them with a normally lethal move modified to have -2 to hit.|
|Power Move||You don't want just ANY attack, you want a SPECIAL SMASH ATTACK. So you get one. At the cost of two move slots, you get an attack that has 9 modules to start and 3 TP instead of the normal amount. This move costs one Smash Energy charge to use every single time you use it, but, well... it's more powerful. (Adding more TP goes at the normal rate, however, so it doesn't give you 3 modules per TP.)|
|Quickdraw||That's right! Nobody can kill this Quirk! You can switch out any piece of equipment for another piece of equipment from between your carried items and your equipped ones, instantly! ...Of course, there's a 10% chance it's the WRONG equipment or none at all!|
|Vendetta||Those who defeat you shall not do so without paying for it. Once knocked below 0 HP, you get to make one last 4-TP attack or action (healing yourself/parrying away the attack not allowed) before you die.|
|Wrestler||Once you have attacked an opponent with a simple melee weapon (dagger, staff, no fancy lightsabers or such) or unarmed attack, they get a chance to try and turn it around. If they succeed, they can negate your attack. But if they fail, you get a free hit (maximum 4 TP move) in on them. This can continue with a bit of reversing sometimes, too, especially if BOTH of you have this!|
|Parry||Gain the ability to parry. When an enemy attacks you, use an attack of your own to counter-attack them, for an extra TP on top of the attack's normal cost. Roll a SKI check.The accuracy rolls of your SKI vs. their attack's roll are compared, and if yours equals theirs, no damage is given to either side. But if you roll higher, your attack hits them instead for 1.25x damage! Otherwise, you just get hit as usual.|
|Enhanced Parry Accuracy||Accuracy on parries can be increased up to the amount that is your attack's normal accuracy.|
|Stacked Parry||If you fail a parry, you can try to parry a second time for an additional TP.|
|Special Training/Ability Quirks|
|Computer-Connector||Innately be able to 'get' computers and connect to them to do tasks like compile software, try to log in, etc. Note that you have to have a good idea of what you want to do and plenty of time to do it in. The more TP/time, the better.|
|Investigator||You can figure out what happened in an area--well, if you look around. You find the clues--this quirk does the rest. (Primarily benefits analyzing found clues rather than helping in finding them)|
|Photographic Memory||You remember EVERYTHING--if the GM wants you to remember a plot point and you keep forgetting it, well, you're in luck! You'll just magically remember it now! You'll also remember the dumb jokes the GM likes doing, though. And probably some red herrings.|
|Psychic||You can read people's minds... but you can't react in any way shortly after you do it, and the wrong person's mind can actually drive YOU insane!|
|Repairmaster||You can repair items that break, though it still costs the materials needed to fix it and some time to do so.|
|Sixth Sense||Sense something out of the normal spectrum, like magnetism or infrared. Beware, though--should you be in the presence of too much interference for you sense, it will likely distract you and cause penalties to your actions. (Depending on what the distraction is...)|
|Climber||You can just climb straight up vertical surfaces. Take that, gravity! Note: Unlike flight, you DON'T get tired.|
|Flight||Fly through the air--much like walking or running. Can and will tire you out if you go too far (about ((AGI + POW) * .5) miles).|
|Levitation||You can float off the ground all the time, avoiding landmines and such, but wind and knockback other conditions can knock you flying...|
|Stealthy||You can sneak around endlessly. Too bad most of your teammates probably can't. Also it requires cover and will cause you to move slower than normal.|
|Teleportation||Like running, only you instantaneously move. Much like running, you can only teleport so far before wearing out.|
|Innate Ability Quirks|
|Affinity||Pick an element. You take 2x damage from its opposite, but 50% damage from it. See the table below under attacks for examples.|
|Breathless||You don't need air to breathe. Makes you able to ignore a lot of poisonous gas/lack of air/underwater things. Though you can't really talk in an area without air, without something like telepathy or other means of communication.|
|Cyborg||You're not entirely organic, and thus, not alive in a 'normal' sense. 1.5x damage from electrical attacks, but you can revive from death if hit by electricity, and properly controlled electrical input can regenerate your health and Smash Energy.|
|Hefty||You generally CAN'T be knocked back by any kinetic force (particularly by wind or, if you're walking on the ocean floor, water currents, or punches trying to send you off a cliff), but you also are so hefty that speed buffs have half their usual effectiveness (but same duration, assuming they buff you enough to have an effect after halving) and status effects that slow down your dodge have double effect.|
|Interface||Integrates any Equipment into your body permanently and without using your EP/CC, at the rate of 0.5 EP worth of equipment per level in this quirk. Reduces your maximum Smash Energy by 5% per level in this quirk. Equipment attached in this fashion cannot be removed except between sessions and is always 'equipped' at all times. Takes two disarms to knock off equipment in this fashion, and when that happens it cannot be reattached in the field.|
|Large||You're larger than average. -1 to dodge, but +1 to parry and +20% damage reduction with block.|
|Liquibody||Your body isn't normal--it's some sort of material or liquid and you're distributed throughout it instead of having a discrete brain. Targeted attacks do not do any bonus damage to you, piercing attacks do not actually pierce your block, and you can squeeze between very small gaps in doors, but getting below 50% health imparts a -1 penalty to all rolls.|
|Small||You are smaller than usual, so +1 to dodge... but -1 to parry (if you have it) and 10% less max HP and -20% to block amount.|
|Temperature Resistance||You are immune to high and low temperatures.|
|Soul Weapon||Your true weapon is your own soul. Permanently occupies an equipment slot and cannot be disarmed; but you must have at least 1 Smash Energy left over to use it.|
|Sorceror||You can cast any spell you want... but it takes lots of energy. See Energy Section for details.|
|Special Magic||You know a special form of magic. Must be taken/obtained in-session, from encountering a teacher or source of said magic. Cannot be bought at character creation.|
|Spell Scholar||You can cast spells by writing them down and reading them at casting time. See Energy Section for details.|
Some abilities are just... indescribable, or unpredictable. Every character in this game is special, so, rather than try to predict every single special ability, I've left this option open. You can simply specify almost ANYTHING, and it will be possible, assuming it isn't so strange, stupid, game breaking, disgusting, explicit or horrifying I have to deny it. Outside of that, though, almost anything goes. It has to also make sense, since... yeah. I can't give stats to a series of gibberish slammed on a page.
There's not much else to say here--this discussion is between the GM and the player, not something I can write down here and go "Read the guidelines"--because the last time I wrote guidelines, it just ended up creating junk.
Oh, and you can hold off on choosing a unique if you want. If your character is new, they may not even have a special gimmick yet.
Perhaps your quirk is a piece of equipment rather than a Quirk? Perhaps you can't afford to purchase a Quirk with your hard-earned Upgrade Points? No problem. Go ahead and get a badge made for it! At the rate of 1500 coins/quirk and using 1 EP/quirk, the badge not only lets you use a quirk, but also give it to others like an item if you want to let them borrow it. Of course, doing this in battle is gonna take 1 TP to hand it to them and they have to use 1 TP to equip it, but... the possibilities are endless.
Attacks are the main way to deal damage to enemies. They start at 3 TP and give you 6 modules; they cannot be reduced in TP to give you less modules (use flexicharge for that instead). They come in many forms. Characters have many attacks. Review the description of stats if you need a refresher on how many attacks you get, or how many flourishes you have. Those stats are used in this section.
Each attack is made in three steps. The first, base step figures out the accuracy, damage, and other rudimentary parts of your attack. There are five base modules, and each of them goes from level 0 to up to level 6. Normally, you can only reach up to level 4, but with the aid of weapons, you can reach up to level 6 in an attribute. (Check the weapons section for more details.) Each point you use is dedicated towards increasing these attributes. You get six points to start, to spend between these six modules. Below is a table that describes what the modules do.
|Name||Level 1||Level 2||Level 3||Level 4||Level 5||Level 6|
|Accuracy||Roll uses 25% of your Skill Stat.||50% of your Skill stat.||75% of your Skill stat.||100% of your Skill stat.||125% of your Skill stat.||150% of your Skill stat.|
|Variable Hits||Attack fires in a scattershot/multi-hit fashion. Divide effects by 2; roll d3 to determine number of hits should you hit the enemy. Each of these hits is treated separately by block-based resistance.||d4 hits.||Divide effects by 1.75 instead of 2.||d5 hits.||Divide effects by 1.5 instead of 1.75.||d6 hits.|
|Damage||Deals 2.5*POW damage.||5*POW damage.||7.5*POW stat in damage.||10*POW stat in damage.||12.5* POW stat in damage.||15*POW damage.|
|FlexiCharge||Add 1 TP to increase your move's damage and other effects by 50% (multiply it, that is), or subtract 1 TP to decrease it by 16%. This is the only way to get moves that take less than 3 TP.||Add or subtract another TP to gain 33% or remove 20% more from damage and other effects, respectively.||Add or subtract another TP to gain 25% or lose 25% from your damage and other effects further, respectively.||Add or subtract another TP to gain another 20% or lose 33% damage and other effects, respectively.||Add or subtract TP to gain 16% damage or lose 50%, respectively.||Unlimited flexibilty: Continue up the charge path, with diminishing returns as you go. (The amount just keeps going: 1/7 more, 1/8 more, 1/9 etc.) (Cannot go further down the charge path.)|
|Weapon Link||Attack uses 1 slot's worth of weapon bonuses. (Without this, it cannot take advantage of any weapon's stats, period.)||2 slots, takes 1 additional TP to use.||3 slots, takes 2 additional TP to use.||4 slots, takes 3 additional TP to use.||5 slots, takes 4 additional TP to use.||6 slots, takes 5 additional TP to use.|
|Flourishes||Attack gains additional abilities, known as Flourishes. It gains 1 or SKI/3 Flourishes; as you might guess, it's simpler to just think of it as +1 Flourish until you have at least 6 SKI. Choose the Flourish(es) you get from the list below.||2 or 2/3 * SKI Flourishes||3 or SKI Flourishes||4 or SKI * 1.33||5 or SKI * 1.66||6 or SKI * 2|
These lists below are for Flourishes. You gain multiple Flourishes based upon how many times you take the module and how high your SKI is. Also, you can have moves that both buff yourself and hit the enemy with status effects and damage at the same time.
|Light Switch||Grants you the ability to selectively turn on/off other flourishes on your move.|
|Status Effect||Makes your move do a Status Effect. Pick one from the table below. You can only get this flourish two times per move. You may use a status effect to harm the enemy while still having your move heal/help allies or yourself.|
|Modules Swap||Swaps the levels of two modules on the move, usually to create an inversion or 'opposite strategy' effect. This module may be turned on and off regardless of whether you have Light Switch. Also the modules swapped must NOT be Flourishes.|
|Movement||Moves you or your target around as a result of the move.|
|Element||Super effective against one element, but super weak against another. See Element table below for information.|
|Buff||Makes your move buff the target. Pick one from the table below. You can only get this flourish two times per move. You may buff yourself and still have the rest of the attack you use hit the enemy.|
|Healing||Gain 25%*10*ENG stat healing from the move. Outside of battle, uses 1/4 of your max Smash Energy per usage, thus limiting out-of-battle usage.|
|Stealing||Steals objects off of enemy, or tries to. (Doesn't work so well if the enemy is attached to/equipping the item.)|
|Teamup||Move increases effectiveness if used with other people's moves which also have teamup.|
|Copy||Move copies an enemy ability you have seen. It can be an item, or a move, or a quirk. If it is a move, keep in mind your stats are used with the move, not the enemy's, so do not expect to gain hulk-like strength if you copy an unnaturally strong enemy's punch. The copy effect lasts (Your ENG) rounds in combat.|
|Conditional||Allows you to gain two flourishes for the price of one, or another level in another non-Flourish module. Adds a condition that you have a certain weapon active and equipped, or another kind of condition (discuss with GM). If the condition is broken, you must wait a round after re-acquiring the condition to use the extra Flourishes/module.|
|Counter||Used to counter certain types of enemy attacks. (Pick one: Melee, Ranged, Magic). Move has 1 less module normally but regains that module when used as a counter against that attack in particular.|
|Summon||Attack summons... a specific thing. Could even be something fantastic. But that depends on what modules you put on it. Don't expect Bahamut, King of Dragons to show up for your 10-damage fire punch move.|
|Environmental Hazard||Your attack is an environmental hazard that sticks around. Or maybe it causes some.|
|Splash Damage||Attack threatens multiple enemies in an area near the original attack's location.|
|Insta-hit||Attack cannot be dodged, though it still can be blocked. However, the attack either does 50% less damage/effect overall or takes twice as long TP-wise to use.|
|Piercing||Attack cannot be blocked. However, either the attack is 50% less accurate or takes twice as long TP-wise to use.|
|Grab||You can move the enemy around and throw them at things if you hit.|
|Scanner||Grab some information about the thing you just hit.|
Elements flavor your attack, giving it specific strengths and weaknesses. You pick a name for the element, which informs the GM exactly what it is, and the GM then notes whether or not the enemy takes additional damage or less damage from the attack or not. Just be careful--you're stuck with that element, no matter how ridiculous it is, when you make your attack. Enemies may also make elemental attacks, and if you decided to make yourself weak to an element for the bonus potentials listed in the Ability Quirks, well... it'll be your turn to take additional damage!
Status effects have variable lengths. As you can often end up with more than one use of one, note that you may either stack their effects OR stack their length in rounds but you CANNOT STACK BOTH SIMULTANEOUSLY and no matter how many status effects, you CANNOT STACK MORE THAN FOUR TOTAL and of those four, TWO MUST COME FROM THE ATTACK AND TWO MUST COME FROM YOUR WEAPON. Finally, you can always choose between all your status effects, should you have more than four, even switching between which ones take effect, if you wish. ...Sorry for the all caps, but these are really confusing things here.
|Confusion||25% chance of hitting other targets than the one intended. Lasts 2 rounds or until you hit a wrong target.|
|DefDown||50% less BLOK. Lasts 2 rounds or until you are hit.|
|Slowdown||-1 TP. Lasts 1 round.|
|Blinded||-1 to accuracy. Lasts 1 round.|
|Stunned||-1 to dodge. Lasts 1 round.|
|Disarmed||One equipment point worth of equipment knocked away, if your SKI or AGI check beats the enemy's dodge roll (the one they failed when you hit them with your attack). Doesn't 'last'; it just does that action and vanishes.|
|Corrosion||Enemy takes 1/4 of the normal damage your attack does when they take their turn. Lasts 2 rounds. Note to GM and/or people hit by this move: Make sure to take a note of this next to your character's HP on your sheet so you don't forget it.|
|Disabled||Disables one ability (move or quirk or other non-weapon one) at random for one round.|
All buffs last one round. Like status effects, you may have up to four stacked up, and you may stack their effects like status effects, and you are limited to two from your attack and two from your weapon. And you can also switch between them if you have too many of them to use all at once.
|Accurate||Increase accuracy category by 1 on all attacks.|
|Powerful||Increase damage category by 1 on all attacks.|
|Tough||Current Block multiplied by 110%.|
|Repellent||A field that deals 5 Block-piercing damage surrounds you to damage melee attackers and has a 1-in-3 chance of causing them to flinch and miss entirely..|
|Agile||Dodge roll +1.|
|Brainy||Energy related bonuses from weapons increase by one category.|
|Determined||Ignore one status effect, or an instant death effect, or get in one last attack while dying from HP depletion.|
|Furious||You can only run up and attack an enemy up close and your dodge/block are halved against ranged attacks, but you get 4x one of the buffs here during that time.|
|Healthy||Regain 10% of your current HP back at the end of the round.|
|Magnetic||Attract nearby metal objects to you, allowing you to easily recover your weapon. Or get accidentally stabbed by dropped enemy weapons. Also makes you very shiny and causes robots to be magnetically attracted and causes enemies to attack you.|
With each attack, you start with 3 TP, and that 3 TP cost earns you 6 modules. You can go for 2 in Damage, 2 in Accuracy, and 2 in something else, or choose to increase it beyond that. To get more modules, you need to increase the move's TP count by 1. Each extra TP gives you two more modules to use. This can be done up to 8 TP (for a total of 16 modules and 8 TP cost), after which point it takes too long and must be broken up into two attacks.
All of these words can be confusing on their own, so here's an example.
We start with a move before anything has been spent on it. It takes 3 TP and has 6 modules. Nothing has been spent, so it doesn't do anything: It has no accuracy, no damage... nothing.
Generic Unstatted Attack: No Accuracy Roll, No Damage, 3 TP, 6 Modules Unused
Then we decide to make this attack rather nice and generic. It has 2 modules in Damage and two in Accuracy. This results in...
Generic Attack: 50% SKI Accuracy Roll, 5*POW Damage, 3 TP, 2 Modules Unused
Next we make it have 1 level of Weapon Link, letting it use 1 equip slot worth of weaponry with it, and we add some Variable damage to it. We use a Starter Pistol with it. This also makes it fairly obvious what it is, so we rename it "Pistol Shot Barrage."
Pistol Shot Barrage: 50% SKI Accuracy Roll, 5*POW Damage, Weapon Link 1 (used with Starter Pistol), d3 hits for 50% of attack's normal effects, 3 TP.
Now we need some stats to give this more reality, so let's say you have 5 SKI and 5 POW. This results in...
Pistol Shot Barrage: z2 Accuracy Roll, 5*5 damage, Weapon Link 1 (used with Starter Pistol), d3 hits for 50% of attack's normal effects, 3 TP.
Of course this is a PISTOL shot barrage, and so it uses the "Starter Pistol", which has +1 to Accuracy and +1 to damage. This results in a z3 Accuracy Roll and 7.5*POW damage, or in this case q8 accuracy and 37 damage. The 37 damage is just 7.5 * 5, then rounding down the result. The q8 is found in the chart up above as to what each level of accuracy results in.
Pistol Shot Barrage: q8 accuracy roll, 37 damage, Weapon Link 1 (used with Starter Pistol), d3 hits for 50% of attack's normal effects, 3 TP.
Sometimes what you do simply isn't enough. Sometimes you need something more. And that's where Energy Charges come into play. These magical charges of energy boost your attacks' modules. For each use of a point of SE, one module of your choice on your move is boosted. This only works with modules that are already on the attack. Once the SE has been used, the boost effect on the attack takes place immediately. It must be done before you attack, rather than after, and is restricted to only doing this, but can be handy in a pinch.
And what if you are an Energy-focused being with hardly any POW? Well, then go down to the Weapons section and get an Energy-based weapon. Those handy weapons can boost your attacks and, if you spend a Smash Energy Charge, will increase your damage even further.
Energy can even be used to fuel your quirks. You can replace every part on a quirk that says 'use 1 TP' with 'use 1 SE' instead, using Smash Energy to make up for when you don't have enough normal energy to do anything. You can use Smash Energy to get in extra dodges or blocks, as well--at the cost of 1 SE per extra block or dodge.
In the world of Revelation, Energy is more than just a means of powering moves. It can also be used to warp reality itself, in limited doses. It is used for boosting pre-existing attacks, or creating new attacks out of thin air, or just rewriting reality itself. For those who use it, Energy is everything; for those who don't, it's often something they never even once consider. Look through this section to figure out how to use Energy, should you wish to use it.
Spells are a matter of concentration and ability. To use spells, you must get the "Spellmaster", or "Sorceror" quirk; otherwise you cannot use them. There's three ways to use spells: One is to simply call them into being out of thin air. This costs 1 Smash Energy and 1 TP and can potentially use any of the below categories. Another is to collect them as physical spells you cast by reading them off as you cast them; this casts various amounts of TP to do as well as physical inventory space. (See further below for information.)
All spells are recorded in your Spellbook/Spell item. Whatever it may be, it starts out with 3 pages that can potentially have 4 spells each. Only two pages are visible at a time and it costs 1 TP to flip a page, and also 1 TP to equip it if you don't already have it in an active slot when battle begins. The spellbook you start out with is free and has 3 pages and 6 spells of your choice in it, but additional pages cost 100 coins, and it costs 250 coins per spellslot to engrave a new spell into it. (Each page has potentially 4 spells, so that's 1000 coins per page worth of spell-engraving for those of you who are curious.) You earn new spells by finding them or being taught them by other Wizards/Spell Scholars. (This often ALSO costs coins.) Finally, once you go to cast the spell, it costs 2 TP to actually cast the spell. Also, the spells in your starting spellbook are laid out so that they can all be seen at once without changing pages, for your convenience. (Unless you demand they be moved around, then you can do so, naturally... just that it's set in stone after your character is finalized.)
Also, you can use each spell in your book (ENG) number of times per session.
Everything costs 1 Smash Energy and 1 TP to cast, and you don't need to memorize anything. It just is expensive to do this, as the other two choices both cost far less SE to use. There's nothing to learn because you start with all the spells, initially.
Special Magic Types
Certain magic types require you have some historical or plot reason for using them. Those types cannot be used without the respective quirk, which can only be earned from finding/learning it in-session. As such, they exist as something you can see here, but you cannot obtain those spells without first finding the respective places to learn them at (or teachers to learn from.
More often than not, you get a chance to use multiple spells at once. But how do they stack? It's rather simple. Add 1.1x the effects to the spell for each level of stacking. Of course, in order to stack spells, you need minimum ENG to do so properly. 3 ENG to stack 2, 6 ENG to stack 3, 8 ENG to stack 4, and 10 ENG to stack 5. The limits for individual spellcasting are similar; you cannot just go spamming endless spells in one turn like you might in Dungeons and Dragons. You can cast 3 per round normally; 4 per round with 5 ENG, 5 per round with 6, and 6 per round with 8 ENG.
|Bang||Internal explosion instantly deals ENG*3 damage (or less depending on chosen spot).|
|Ele||Pick-an-element and deal ENG*4 damage with SKI accuracy.|
|Blast||3-enemy threatening blast attacks with ENG*2 damage with 3/4 SKI accuracy.|
|Disintegrate||ENG damage is dealt that is unhealable without an Esuna with SKI/2 accuracy.|
|Crush||ENG*5% of the enemy's current HP is removed with 3/4 SKI accuracy.|
|Corrode||Enemy takes 5 damage per round until effect is removed. SKI/2 accuracy.|
|Annihilate||ENG*10 damage is blasted at the enemy with SKI/4 accuracy and block does double effectiveness against it.|
|Flash||Blinding light threatens all enemies with SKI/2 accuracy attack that inflicts ACC-2 for 2 rounds.|
|Charge||Uses the 1 TP to put self in a heightened state of energy; next magic spell fires at 2.5x effectiveness.|
|Die||Bypasses HP and attacks HEL directly for ENG/3 'damage' that is a status effect; does seemingly nothing until it hits 0, at which enemy 'dies.' SKI/3 accuracy.|
|Freeze||Stops enemy cold on hit; SKI/2 acc, causes enemy to miss an entire turn (unless broken out of ice or esuna'd.)|
|Quake||Massive quake crashes everyone to the ground (including allies) for (Their HEL*2)-RES block-ignoring damage.|
|Psyche||Energy from your mind tries to mentally cripple opponent; SKI/2 accuracy, deals ENG/3 damage to the enemy's ENG, removing ENG/4 points of SE from them.|
|Zap||Instantly hitting electricity deals ENG/2 damage and has 1/4 chance of removing 1 TP from enemy.|
|Baton Toss||Trade places in turns|
|Sword's Dance||POW x 1.5 for 1 round|
|Cure||Regain (ENG * 8) HP|
|Agility||AGI x 1.5 for 1 round|
|Energize||ENG x 1.5 for 1 round|
|Fortify||RES x 1.5 for 1 round|
|Homing||Double accuracy of next move.|
|Esuna||Removes all negative status effects|
|Reflect||All projectiles sent at you reflected for ENG/4 rounds|
|Shield||Block % is doubled for 1 round.|
|Copy||Gain new attack (based on enemy) for 3 rounds.|
|Time Control||Move as you please until you touch a friend or foe within a 50 foot spherical radius.|
|Teleport||Move long distances, either one long teleport of up to a mile or float around. Requires knowledge of target area.|
|Distraction||Make holographic image of self or item on self that attracts enemy's attention.|
|Kinesis||Cause up to 500 lbs of matter to move up to 25 feet. (Stack for more weight.)|
|Combo Spell||Combine the effects of two spells to get 1.25x to 1.5x to 2x the combined effect|
|Disable||Disable an enemy move once (they must spend the TP cost of the move to recover the ability to use it.)|
|Disguise||Change own appearance to match desired outcome.|
|Panel||Turns on or off or manipulates nearby mechanical or magical devices to your will, attempts to crack passwords/protective hexes.|
|Alter||Change appearance of other objects to match desired outcome.|
|Dispell||Magic/tech jamming spell. Requires as many spell charges/uses as the enemy has used on said tech/magic.|
|Kenaz||Buff to accuracy in battle. Out of battle allows you to see in the dark and through smoke/fog.|
|Teiwaz||Protects you from 1 debuff and heals 10 HP each time you hit an enemy while active|
|Inguz||Allows you to instantly charge up a charged move to a bit, or charge even moves that can't normally be charged, for 2.5x damage.|
|Jera||Allows you to sculpt the earth to create barriers or platforms to stand on if there's any dirt or other pliable ground to play with|
|Isa||Chills whatever you hit with it to freezing, either just doing damage or other effects based on what you hit|
|Gebo||Allows you to bind life force to another person, letting you take hits for them.|
|Sowilo||Creates a burst of plasma/light energy. Either usable in battle to burn people or out of battle to clean off/clear off obscuring dirt/illusions blocking things|
|Uruz||Heals yourself (pretty normal healing)|
|Algiz||Buff to damage, via a loud yelling out of the rune. Can be used to instead yell out a single word that can cross over and be heard by anyone you want that's in the same solar system as you.|
|Othala||Warp back to wherever you last were at the start of the session. In battle, summons an ally based upon what land you're on. Though if you're not careful it could summon an ancient enemy. Best to know what the culture of where you're at is before using.|
|Laguz||Lets you summon a bunch of water. Can temporarily flood areas with bottomless pits to let you swim across. (Hence it's not good for using in a hurry.) Water can also be used to scry on people's dreams if you have one of their personal possessions (not just something simple; something IMPORTANT TO THEM) to sacrifice to it.|
|Berkano||Lets you stop something that's moving (or slow it down otherwise if it's too big/too fast) out of battle. In battle, slows down enemy with a dodge debuff.|
Energy Weapon Synchro
When fed an Energy charge, Energy Weapons can transform it into any other module a weapon may have, for the duration of that one charge, or gain another level of Energy Bonus. If an extra TP is taken per Energy Charge, up to ENG/2 Smash Energy Charges can be fed into the weapon, to create a 'spell-like effect' that can change depending on what the user wants.
When a normal attack isn't good enough, you use weapons with it. Weapons are the main means to enhance damage. They contain advantages and disadvantages to help make them more powerful. The disadvantages allow for more advantages to be added without increasing the equipment slot count.
Just note that each move you use a weapon with must have a Weapon Link module with a level equal to the number of equipment slots worth of weapon you're using. In most cases, this is just 1, so just have 1 module of Weapon Link on any move you want to have use a weapon.
A weapon has various reasons why people would use it. Perhaps it adds to damage, perhaps it poisons enemies, perhaps it shoots walls of fire. In this game, therefore, they also have various reasons to use them. Each weapon has up to 4 points of various attributes. Anything beyond that makes the weapon take another equipment slot. Masters of weaponry, though, can generally wield even the most cumbersome multi-slot weapon, so beware. Every four more attribute points increases the number of slots taken, for a maximum of 16 points meaning 4 equipment slots.
These points are also used to control the increase in damage and accuracy and variable damage, should the weapon have those. Note that these add directly to the attack's modules--so Accuracy Bonus adds to the Accuracy modules. A level 3 accuracy attack becomes level 4 in the presence of a weapon with +1 accuracy.
|Name||Level 1||Level 2||Level 3||Level 4|
|Variable hits Bonus||+1||+2||+3||+4|
|Energy Bonus**||Deals 2.5*ENG stat in damage.||5*ENG stat in damage.||7.5 ENG stat in damage.||10*ENG stat in damage.||12.5 * ENG stat in damage.||15 * ENG stat in damage.|
*Note that Flourish Bonus is a set +1 +2 +3 etc bonus, not a direct enhancement of the Flourish module, and the Flourishes associated with it are permanently set on the weapon rather than dynamically changable (although lightswitch et al can allow for SOME variation.)
**Note that some weapons are made out of pure energy, or use only pure energy. Furthermore, they rely on the user's own energy, augmenting themselves in ways not usually encountered. For these weapons, an additional module exists: Energy Bonus. It goes from +1 to +4 like the others, but is separately explained here because it works slightly differently. Rather than just adding a flat +1 to a pre-existing attack module, it uses your ENG much like it was your POW on an attack. See Energy Weapons below for more details.
In order to gain more points to spend on Advantages, Requirements may be taken. These attributes replace past systems' wacky attempts ("Flaws") with specific, meaningful requirements that reflect how the weapon is used. For example, a pistol that needs reloading after two uses (it is assumed multiple bullets are used per attack). Weapons may also require a certain amount in a stat (like 5 in POW) to use effectively. The most eccentric weapons may have a specific requirement that is not listed here--for example, a magic sword that requires you destroy 200 enemies before it is 'unsealed.' In cases like that, though, the weapon itself will have the requirement explained in detail. Each requirement allows you to take one more point in advantages without it being subject to the increase in equipment slot usage.
Additionally, for each requirement you take, the effect of the other requirements on the weapon increases. This is noted under the 'Stacking Penalty' column.
|Cooldown||Weapon can only be used every other attack; it must remain unused for a time equal to the amount of TP the attack it was used with took during your turn before it can be used again.||+1 TP to cooldown.|
|Reload||Weapon requires 1 TP after every 2 attacks it is used with to be reloaded.||+1 TP to reload time.|
|Oversized||Weapon takes an extra weapon slot; this requirement is worth two advantage points.||Takes another weapon slot if more than 3 other requirements stacked with it.|
|Dangerous||10% of weapon's damage output hits you every time due to shrapnel/weapon bursting into flames/unstable otherworldly issues.||Increases damage to you by 2% per additional requirement.|
|Unreliable||Weapon has a 1-in-3 chance of failing to work when used; attack goes off as normal but weapon adds no bonus to it.||Chance increases from 33% of failure to +5% more chance of failure for each additional module.|
|Setup Time||Weapon takes additional 1 TP before being used, and an additional 1 TP every time you dodge or move too far from wherever you previously set it up.||+1 TP to how long before weapon can be used and time for re-setting-up.|
|Stat Requirement||Weapon requires 6 in POW or ENG (choose one) to wield.||Weapon requires 1 more stat point in chosen stat.|
|Incompatible||Weapon can only work with one of your attacks and nothing else.||Limited amount of uses introduced; starts at 7 and decreases by 1 more per every extra module.|
|Problematic||Weapon reduces your highest stat by 1 while equipped.||Reduction increases by 1.|
|Distracting||Weapon attracts the attention of everyone nearby when equipped, and impedes stealth if taken out.||Weapon becomes noisier until at 2 or more requirements it becomes unhidable.|
|Fragile||Using this weapon too roughly can and will break it, requiring costly repairs! Enemies can break it too.||Weapon becomes weaker with every additional requirement, to the point that at 5 it is ready to break at any time, even when you take it out (rendering it Unreliable without you even taking that requirement!)|
Some weapons are made out of pure energy, or use only pure energy. Furthermore, they rely on the user's own energy, augmenting themselves in ways not usually encountered. For these weapons, an additional module exists: Energy Bonus. It goes from +1 to +4 like the others, but is separately explained here because it works slightly differently. Rather than just adding a flat +1 to a pre-existing attack module, it uses your ENG much like it was your POW on an attack. Ergo, it does the following:
|Energy Bonus||Deals 2.5*ENG stat in damage.||5*ENG stat in damage.||7.5 ENG stat in damage.||10*ENG stat in damage.||12.5 * ENG stat in damage.||15 * ENG stat in damage.|
Whether or not you'll use these weapons, they tend to show up in the hands of mages and scientists; and can often help an otherwise underwhelming power-wise character deal some serious damage. A final characteristic of this bonus is the ability to synchronize with Smash Energy Charges.
Energy Weapon Synchro
When fed an Energy charge, Energy Weapons can transform it into any other module a weapon may have, for the duration of that one charge, or gain another level of Energy Bonus. If an extra TP is taken per Energy Charge, up to ENG/2 Smash Energy Charges can be fed into the weapon, to create a 'spell-like effect' that can change depending on what the user wants.
Weapons tend to weigh a ton when you add too much to them, or happen to have all those balky requirements. However, for 1500 coins, you can improve pre-existing modules on a weapon, until you have up to a total of 6 for your advantages, all without increasing the weight!
And if you hate a module you have, you can have it swapped out for 2000 coins. And if you dislike a flaw on your weapon, you can remove it for 3000 coins (and still keep the advantage it paid for, assuming it's only 1 advantage and doesn't break the maximum of 6 non-requirement-related-advantages noted earlier.
Finally, if your weapon is in need of becoming just... larger or otherwise more powerful, you can pay 1000 coins to allow for it to increase in size (and gain it 4 more modules in the process.
Maximum Upgrade Breakdown
It can often be confusing how this all adds up, so it works like this: a weapon with 1 EP may have up to 4 modules, and with upgrades it can gain two more upgrades. For a total of 6 upgrades. Increasing EP increases this; for each increase in EP it may go up to 6 more upgrades, consisting of the 4 modules it usually gets and, if you pay for it, 2 more upgrades. A weapon may at most take up 4 EP, and if you spend coins to obtain every single upgrade that would make for a total of 24 modules total.
Armor is rather simple. Like weapons, it comes in various types. Unlike weapons, these types are strictly limited and only go up to level four. Each level adds the same amount; so the main choice is which upgrade to take for each level, and not much else. The armor counts solely as your defensive equipment; all your gadgets and special tools and life support are covered in the next section, under Equipment.
You get Level 2 armor to start with, so you get two of these upgrades on your starting armor.
It costs 1500 coins to upgrade your armor by 1 level.
|Name||Upgrade Choice 1||Upgrade Choice 2|
|Plate/Shield||Add +5 to block modifier (5 * RES becomes 10 * RES, etc)||+20% against one type of damage to block|
|Booster||+1 dodge roll (Requires TWO levels per +1)||+1TP per round usable for parry|
|Buffer||+20 HP||+1 EP worth of external equipment integrated into armor|
All heroes tend to have more than just weapons. This is what we generally call equipment; tools of the trade. These various gadgets and bits of magical power do everything from getting through obstacles, to unlocking obscure temples, to just healing a bunch of horrific wounds. Equipment is rated in Equipment points; 1 point of power is normal, while two indicates it is quite heavy and powerful, and more than that generally means it's capable of great chaos or order or (insert thing of your choice).
Generally you gain 100ish coins a session; 1000 coins is enough to buy 1 EP worth of Equipment. Spend wisely!
|Name||Effect||Uses per Session||EP Usage|
|Healing Item||Restores 33% of HP.||3||1|
|Temporary Shield||Blocks 50% of one attack's after-Block damage.||2||1|
|Jetpack||Fly onto distant vertical surfaces.||5||1|
|Ultimate Object of Power||User gains 10 POW and ENG and SKI for one round per use. Of course, the maximum anyone can have is 10 in these stats, so... this means their stats become 10, not that they gain +10.||1||5|
|Giant Magnet||Searches entire area for useful metal objects. WARNING: May also pick up explosives.||2||1|
|Smoke Bomb||Used for when you need to run away! RUN AWAY!||3||1|
|Smash Dex||They tried to cancel this item. They tried to blow it up! They failed! Ba ha ha ha haaaa!||2||2|
|Gem of Contemplation||Sometimes you can't think of anything. So let this thing think for you!||1||1|
|Time Reservoir||An integral piece of equipment, holds one 'pint' of time energy. Useful for those who want more than short-lived time effects. Lets you add or subtract 1 TP from reality at will with each charge. (Takes no time to use, either.)||3||3|
|Bottomless Backpack||Carry much, much more, at the expense of it taking 2 rounds to remove from this thing. Not to mention ever point over your carry limit reduces your AGI and related rolls by 1, then your STR, and if you run out of both you just can't move. Of course, make sure you have the slots to actually EQUIP this thing, otherwise it's another TP just to equip it to get it in hand's reach...||2||1|
|Air Tank Assembly||C'mon, you really thought I'd let this item die? Unlike its forebears, it actually gives you 30 minutes of air to breathe per charge and recharges between missions. Although this also means you're much less likely to want to blow the item up for a cheap laugh.||3||1|
|Omni-Disguise||Hide as somebody else... but you only look and sound like them, so you had better know how they're supposed to act before charging into enemy territory alone.||1||1|
|Skateboard||When not becoming compelled to collect video tapes and grind on railings for extra 'points', this device can potentially move around objects too heavy to carry or help you get away really fast.||2||1|
|Cube Grenade||A weaponized energy-containing vessel that causes an elemental flavored explosion for 50%(ENG) damage should you hit with its 50% SKI check accuracy roll that has splash damage on it.||1||1|
|Smash Focus||Need to be able to alter your moves with Smash Energy Synchro, but don't have a weapon that has Energy-damage on it? Slap one of these into your pocket, then. It tends to run out of juice, but it's better than nothing.||3||1|
|Shop Seeker||Need to refill in the middle of a session? Use the highly disposible but useful Shop Seeker! Buy 3 items mid session, no problem!||1||1|
Vehicles have a special place in this game, as this game takes place mostly in space. Besides that, occasionally there's some land or sea to also fly through, so that becomes something to interact with, too. Vehicles are composed of Durability, Maneuverability, Capability, and Armament, for their main stats; these are then broken down into sub-stats, as noted below:
- Turning Radius
- Life Support
Each of these are a flat stat, determined by the vehicle, then modified by pilot ability, which is calculated by (Your stat-(Minimum required stat to pilot vehicle)). The higher your ability, the better you can use the vehicle.