System Information
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Information about the system.
Libra: World of Balance is based on the Return's FFRPG system loosely, and more specifically based on the
khearts and
intoblack systems written and edited by
dragon_blooded. Special thanks goes to the user's hard work, dedication, and general awesomeness.
General Rules
Follow the Rules of Rounding
Any time you multiply or divide and gain a non-whole number, follow the rules of Math with regards to rounding. This means 0.5 rounds up to 1, and 0.4 rounds to 0.
Offense Beats Defense
An attack that always hits beats a defense that is always successful. In any event that produces an attack/defense conflict, refer back to this rule.
Specific Beats General
If a Power seems to conflict with the rules, read the Power as correct. Your Powers will sometimes allow you to break or ignore rules in cool and interesting ways.
Multipliers Don't Multiply
They add. A character with four x2.0 damage bonuses deals x5 damage, not x8.
Keywords
Keywords help define the effects of a Power. If you want to know what type of damage a Power does, you can refer to the keywords.
Here is an example of a Power:
Earth Arrow
Active * Innate, Ranged, Elemental (Earth)
Cost: 5 TP
Speed: 10
Effect: You fire an arrow empowered by Earth. Earth Arrow deals 1d10+Agility Earth damage to one target.
Special: None.
AP Ability: None.
Passive:
None.
Active refers to the fact that it is an activated power.
Innate refers to the fact that it is a power related to your class specifically. Some classes gain powers that anyone of their Clade can use.
Ranged refers to the fact that it ignores Row.
Elemental refers to the fact that it deals one of the six Elemental types of damage.
List of Keywords
Ability Keywords
Active – You cannot use this Power while you are affected by any of the following status effects: Don't Act, Berserk, Charm, Confuse, Sleep, Stop.
Dramatic – This power involves roleplaying or requires the character to take long actions that cannot be accurately modelled in combat time.
No Action – This power can be used regardless of any status except KO'd.
Passive – This effect is 'always on'. Effects such as HP +10%, or Killers are examples of Passive Abilities.
Reaction – This Power is a Reaction ability. It is Triggered by a specific condition or circumstance. Be sure to read the Trigger of each Reaction Ability carefully. For example, 'You become the target of an attack' and 'You are hit by an attack' are very different Triggers.
Source Keywords
Aspect – This power comes from your Aspect.
Clade – This power comes from your Clade.
Class – This power comes from your Class.
Innate – This is a special power that is unique to you.
Elemental (Air, Fire, Ice, Earth, Life, Death, All) – This power has an elemental component to it.
Effect Keywords
All – This power strikes every valid target.
Accurate – This power ignores Dodge and most abilities that would otherwise cause it to miss.
Breaching – This power ignores Armour and M.Armour.
Break – This power damages a target's defenses or equipment.
Cleaving – This power ignores Column.
Delay – This power delays its target's actions.
Desperation – This power has additional effects if you or your opponent is at critical HP.
Fate – This power can alter the effects of die rolls, card draws, loot drops, experience gain, and other random outcomes or games of chance.
Line – This power strikes all targets in a horizontal or vertical line.
Minor – This power only triggers 'end of action' effects once per round.
Polymorph – This power can change a target's shape.
Ranged – This power ignores Row.
Summoning – This power summons a creature, usually an elemental, out of the swirling aether surrounding Libra. It is not your friend, it does not want to help you. Summoned creatures engage in combat after they are summoned, and as such cannot ambush or surprise.
Swift – This power does not trigger Reactions.
Weapon – This power requires you to have a weapon in your main hand.
Damage Keywords
Air – This power deals Air damage. Air attacks are Swift. Air's Weapon Die is 1d8.
Death – This power deals Death damage. Death attacks and abilities restore HP, cleanse, and purify. Death's Weapon Die is 1d10.
Earth – This power deals Earth damage. Earth damage hits in an area, but usually does not affect Flying creatures. Earth's Weapon Die is 1d12.
Fire – This power deals Fire damage. Fire's Weapon Damage is 1d12.
Gravity – This power deals a percentage of a target's HP in damage.
Ice – This power deals Ice damage. Ice damage causes Delay (2). Ice's Weapon Die is 1d8.
Life – This power deals Life damage. Life powers drain HP and sometimes resources. Life's Weapon Die is 1d10.
Physical – This power deals Physical damage. Physical damage is not elementally aligned, but can be subjected to bonuses and penalties related to weapon type.
Poison – This power deals a specific type of damage, and adds the status effect “Poison”.
Creature Types
Aquatic – This creature is a natural aquatic animal native to the oceans, lakes, or rivers of Libra.
Beast – This creature is a natural land animal native to the wilds of Libra.
Bug – This creature is an insect, arthropod, or arachnid.
Elemental (Air) – This creature is made up of the Air element. Air elementals are usually wild, swirling masses of wind, though can pick up elements of earth, such as rocks, twigs, or glass.
Elemental (Death) – This creature is made up of the Death element. Death elementals are the last, lingering remains of the dead. These creatures are usually physical in nature.
Elemental (Earth) – This creature is made up of the Earth element. Earth elementals are usually large, heavy creatures made up of shifting masses of dirt, stone, and sand.
Elemental (Fire) – This creature is made up of the Fire element. Fire elementals are slender, swift, and are composed of living flame, glass, and sand.
Elemental (Ice) – This creature is made up of the Ice element. Ice elementals are nearly transparent, and are made up of living ice, snow, crystals, and sometimes even flowing water.
Elemental (Life) – This creature is made up of the Life element. Life elementals are the spirits of the lost. These creatures are usually spiritual in nature.
Humanoid – This creature is a human from one of the the vast and varied lands of Libra.
Flying – This creature is airborne or capable of natural flight in its normal state.
Mechanical – This creature is a robot, construct, machine, or golem.
Status Effects
Status Effects are temporary negative or positive changes to a character's status.
List of Positive Statuses
Absorb [Damage] – You absorb the listed damage type as Healing on a 1:1 basis.
[Stat/Dodge/Armour] UP – An effect is boosting one of your Stats, Dodge, or Armour.
Float – You are flying or floating in the air. You are immune to certain Earth-based attacks, pressure plate traps, or being spooky-grabbed from below.
Haste – Time moves around you quickly. You cannot roll a 1 or a 2 for Initiative, and you reduce the Speed of all actions by 2. You can only apply one speed reducing effect to an action.
Illumination – You gain 10% of your EP or TP at the end of your turn.
Immune [Damage] – You take no damage from attacks of the listed type.
Invisible – Physical attacks cannot target you, but elemental attacks have 100% accuracy.
Nul[Effect] – The first time the listed effect targets you, it will fail.
Protect – You take half damage from Physical attacks, and stacks with Dodge.
Quick – You act twice each time the turn order reaches you.
Reflect – Spells that target you will be deflected to a random enemy target.
Regen – You regain 10% of your HP at the end of each turn.
Revivification – You will automatically revive with 25% HP if you are KO'd.
Resist [Damage] – You take half damage from attacks of the listed type.
Shell – You take half damage from Elemental attacks, and stacks with Resistance.
List of Negative Statuses
[Stat/Dodge/Armour] DOWN – An effect has reduced one of your Stats, Dodge, or Armour.
Blind – You are blinded. Reduce your chance to hit to 25%.
Broken – An effect has broken a piece of your equipment. Broken equipment can be repaired outside of combat at no cost.
Burning – You are on fire. You lose 10% of your max HP at the end of each turn. Taking Ice damage removes this status effect.
Charm – You are under the control of an enemy. You attack as directed by them. Any Physical damage will wake you up.
Confuse – You cannot distinguish between enemies and allies. You make normal attacks that can strike allies. Any Physical damage will wake you up.
Critical HP - You are at 25% HP or less. You flash red in your party window and on screen-- wait...
Doom – You are condemned. You will be KO'd at the end of a countdown, which ticks down at the end of each turn.
Don't Act – You cannot take any actions.
Don't Move – You cannot move. Your Dodge and Resistance are reduced to zero and you cannot make physical attacks unless they are Ranged.
Fear – You take double damage from all attacks and deal half damage with all attacks.
Frozen – You are frozen in place. You cannot take any actions. Taking Fire damage removes this status.
KO/Instant Death – You have been reduced to 0 HP or less. You cannot take any actions.
Low HP – An effect has reduced you to 10 or less HP.
Lunatic Moon – An effect has reduced you maximum HP. Note that you will regain your normal maximum HP when combat is over.
Off-Balance – You are granting Advantage to one or more enemies.
Petrify/Gradual Petrify – You are turned to stone. You are immune to most attacks and cannot take any actions. Gradual Petrify works as per Doom, but petrifies instead of killing the target.
Poison/Deadly Poison – You are poisoned. You lose 10%/20% of your maximum HP at the end of each turn.
Seizure/Bleeding – You are seizing or bleeding out. You lose 10% of your max HP at the end of each turn.
Silence – You cannot cast spells.
Sleep – You are asleep. You cannot take any actions, but any Physical damage will awaken you.
Slow – Time moves around you slowly. You cannot roll 9 or 10 for initiative and you increase the Speed of all actions by 2. Only one Speed decreasing effect can be applied to your actions.
Stop – You are frozen in time. Your Dodge and Resistance are reduced to 0 and you cannot take any actions.
Toad – You have been transformed into a Toad. You can physically attack for 1 damage or cast the Toad spell. Ribbit!
Weakness [Damage] [Multiplier] – You take additional damage from the listed type as indicated by the [Multiplier].
Damage and Advantage
When you are dealing normal damage, you deal 1.0x damage, which is to say, normal weapon damage, and take 1.0x damage, which is to say, you take normal damage.
When you have Advantage, it means you deal 1.5x damage against that target, and take 0.5x damage from their attacks.
When you have Disadvantage, it means you deal 0.5x damage against the target, and take 1.5x damage from their attacks.
Spells vs. Swords
Mages do not take more or less damage from physical attacks, or vice versa.
A Mage gains the strengths and the weaknesses of their Aspect on the defense, and on the offense, gains the strength of the attack they are using.
If a non-Mage chooses to elementally empower their weapon, they gain the strength of their Aspect on the attack.
Libra: World of Balance is based on the Return's FFRPG system loosely, and more specifically based on the
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General Rules
Follow the Rules of Rounding
Any time you multiply or divide and gain a non-whole number, follow the rules of Math with regards to rounding. This means 0.5 rounds up to 1, and 0.4 rounds to 0.
Offense Beats Defense
An attack that always hits beats a defense that is always successful. In any event that produces an attack/defense conflict, refer back to this rule.
Specific Beats General
If a Power seems to conflict with the rules, read the Power as correct. Your Powers will sometimes allow you to break or ignore rules in cool and interesting ways.
Multipliers Don't Multiply
They add. A character with four x2.0 damage bonuses deals x5 damage, not x8.
Keywords
Keywords help define the effects of a Power. If you want to know what type of damage a Power does, you can refer to the keywords.
Here is an example of a Power:
Earth Arrow
Active * Innate, Ranged, Elemental (Earth)
Cost: 5 TP
Speed: 10
Effect: You fire an arrow empowered by Earth. Earth Arrow deals 1d10+Agility Earth damage to one target.
Special: None.
AP Ability: None.
Passive:
None.
Active refers to the fact that it is an activated power.
Innate refers to the fact that it is a power related to your class specifically. Some classes gain powers that anyone of their Clade can use.
Ranged refers to the fact that it ignores Row.
Elemental refers to the fact that it deals one of the six Elemental types of damage.
List of Keywords
Ability Keywords
Active – You cannot use this Power while you are affected by any of the following status effects: Don't Act, Berserk, Charm, Confuse, Sleep, Stop.
Dramatic – This power involves roleplaying or requires the character to take long actions that cannot be accurately modelled in combat time.
No Action – This power can be used regardless of any status except KO'd.
Passive – This effect is 'always on'. Effects such as HP +10%, or Killers are examples of Passive Abilities.
Reaction – This Power is a Reaction ability. It is Triggered by a specific condition or circumstance. Be sure to read the Trigger of each Reaction Ability carefully. For example, 'You become the target of an attack' and 'You are hit by an attack' are very different Triggers.
Source Keywords
Aspect – This power comes from your Aspect.
Clade – This power comes from your Clade.
Class – This power comes from your Class.
Innate – This is a special power that is unique to you.
Elemental (Air, Fire, Ice, Earth, Life, Death, All) – This power has an elemental component to it.
Effect Keywords
All – This power strikes every valid target.
Accurate – This power ignores Dodge and most abilities that would otherwise cause it to miss.
Breaching – This power ignores Armour and M.Armour.
Break – This power damages a target's defenses or equipment.
Cleaving – This power ignores Column.
Delay – This power delays its target's actions.
Desperation – This power has additional effects if you or your opponent is at critical HP.
Fate – This power can alter the effects of die rolls, card draws, loot drops, experience gain, and other random outcomes or games of chance.
Line – This power strikes all targets in a horizontal or vertical line.
Minor – This power only triggers 'end of action' effects once per round.
Polymorph – This power can change a target's shape.
Ranged – This power ignores Row.
Summoning – This power summons a creature, usually an elemental, out of the swirling aether surrounding Libra. It is not your friend, it does not want to help you. Summoned creatures engage in combat after they are summoned, and as such cannot ambush or surprise.
Swift – This power does not trigger Reactions.
Weapon – This power requires you to have a weapon in your main hand.
Damage Keywords
Air – This power deals Air damage. Air attacks are Swift. Air's Weapon Die is 1d8.
Death – This power deals Death damage. Death attacks and abilities restore HP, cleanse, and purify. Death's Weapon Die is 1d10.
Earth – This power deals Earth damage. Earth damage hits in an area, but usually does not affect Flying creatures. Earth's Weapon Die is 1d12.
Fire – This power deals Fire damage. Fire's Weapon Damage is 1d12.
Gravity – This power deals a percentage of a target's HP in damage.
Ice – This power deals Ice damage. Ice damage causes Delay (2). Ice's Weapon Die is 1d8.
Life – This power deals Life damage. Life powers drain HP and sometimes resources. Life's Weapon Die is 1d10.
Physical – This power deals Physical damage. Physical damage is not elementally aligned, but can be subjected to bonuses and penalties related to weapon type.
Poison – This power deals a specific type of damage, and adds the status effect “Poison”.
Creature Types
Aquatic – This creature is a natural aquatic animal native to the oceans, lakes, or rivers of Libra.
Beast – This creature is a natural land animal native to the wilds of Libra.
Bug – This creature is an insect, arthropod, or arachnid.
Elemental (Air) – This creature is made up of the Air element. Air elementals are usually wild, swirling masses of wind, though can pick up elements of earth, such as rocks, twigs, or glass.
Elemental (Death) – This creature is made up of the Death element. Death elementals are the last, lingering remains of the dead. These creatures are usually physical in nature.
Elemental (Earth) – This creature is made up of the Earth element. Earth elementals are usually large, heavy creatures made up of shifting masses of dirt, stone, and sand.
Elemental (Fire) – This creature is made up of the Fire element. Fire elementals are slender, swift, and are composed of living flame, glass, and sand.
Elemental (Ice) – This creature is made up of the Ice element. Ice elementals are nearly transparent, and are made up of living ice, snow, crystals, and sometimes even flowing water.
Elemental (Life) – This creature is made up of the Life element. Life elementals are the spirits of the lost. These creatures are usually spiritual in nature.
Humanoid – This creature is a human from one of the the vast and varied lands of Libra.
Flying – This creature is airborne or capable of natural flight in its normal state.
Mechanical – This creature is a robot, construct, machine, or golem.
Status Effects
Status Effects are temporary negative or positive changes to a character's status.
List of Positive Statuses
Absorb [Damage] – You absorb the listed damage type as Healing on a 1:1 basis.
[Stat/Dodge/Armour] UP – An effect is boosting one of your Stats, Dodge, or Armour.
Float – You are flying or floating in the air. You are immune to certain Earth-based attacks, pressure plate traps, or being spooky-grabbed from below.
Haste – Time moves around you quickly. You cannot roll a 1 or a 2 for Initiative, and you reduce the Speed of all actions by 2. You can only apply one speed reducing effect to an action.
Illumination – You gain 10% of your EP or TP at the end of your turn.
Immune [Damage] – You take no damage from attacks of the listed type.
Invisible – Physical attacks cannot target you, but elemental attacks have 100% accuracy.
Nul[Effect] – The first time the listed effect targets you, it will fail.
Protect – You take half damage from Physical attacks, and stacks with Dodge.
Quick – You act twice each time the turn order reaches you.
Reflect – Spells that target you will be deflected to a random enemy target.
Regen – You regain 10% of your HP at the end of each turn.
Revivification – You will automatically revive with 25% HP if you are KO'd.
Resist [Damage] – You take half damage from attacks of the listed type.
Shell – You take half damage from Elemental attacks, and stacks with Resistance.
List of Negative Statuses
[Stat/Dodge/Armour] DOWN – An effect has reduced one of your Stats, Dodge, or Armour.
Blind – You are blinded. Reduce your chance to hit to 25%.
Broken – An effect has broken a piece of your equipment. Broken equipment can be repaired outside of combat at no cost.
Burning – You are on fire. You lose 10% of your max HP at the end of each turn. Taking Ice damage removes this status effect.
Charm – You are under the control of an enemy. You attack as directed by them. Any Physical damage will wake you up.
Confuse – You cannot distinguish between enemies and allies. You make normal attacks that can strike allies. Any Physical damage will wake you up.
Critical HP - You are at 25% HP or less. You flash red in your party window and on screen-- wait...
Doom – You are condemned. You will be KO'd at the end of a countdown, which ticks down at the end of each turn.
Don't Act – You cannot take any actions.
Don't Move – You cannot move. Your Dodge and Resistance are reduced to zero and you cannot make physical attacks unless they are Ranged.
Fear – You take double damage from all attacks and deal half damage with all attacks.
Frozen – You are frozen in place. You cannot take any actions. Taking Fire damage removes this status.
KO/Instant Death – You have been reduced to 0 HP or less. You cannot take any actions.
Low HP – An effect has reduced you to 10 or less HP.
Lunatic Moon – An effect has reduced you maximum HP. Note that you will regain your normal maximum HP when combat is over.
Off-Balance – You are granting Advantage to one or more enemies.
Petrify/Gradual Petrify – You are turned to stone. You are immune to most attacks and cannot take any actions. Gradual Petrify works as per Doom, but petrifies instead of killing the target.
Poison/Deadly Poison – You are poisoned. You lose 10%/20% of your maximum HP at the end of each turn.
Seizure/Bleeding – You are seizing or bleeding out. You lose 10% of your max HP at the end of each turn.
Silence – You cannot cast spells.
Sleep – You are asleep. You cannot take any actions, but any Physical damage will awaken you.
Slow – Time moves around you slowly. You cannot roll 9 or 10 for initiative and you increase the Speed of all actions by 2. Only one Speed decreasing effect can be applied to your actions.
Stop – You are frozen in time. Your Dodge and Resistance are reduced to 0 and you cannot take any actions.
Toad – You have been transformed into a Toad. You can physically attack for 1 damage or cast the Toad spell. Ribbit!
Weakness [Damage] [Multiplier] – You take additional damage from the listed type as indicated by the [Multiplier].
Damage and Advantage
When you are dealing normal damage, you deal 1.0x damage, which is to say, normal weapon damage, and take 1.0x damage, which is to say, you take normal damage.
When you have Advantage, it means you deal 1.5x damage against that target, and take 0.5x damage from their attacks.
When you have Disadvantage, it means you deal 0.5x damage against the target, and take 1.5x damage from their attacks.
Spells vs. Swords
Mages do not take more or less damage from physical attacks, or vice versa.
A Mage gains the strengths and the weaknesses of their Aspect on the defense, and on the offense, gains the strength of the attack they are using.
If a non-Mage chooses to elementally empower their weapon, they gain the strength of their Aspect on the attack.