Rules Reference

Modified Conflict Summary

House rules lifted from https://plus.google.com/108038044720614707645/posts/1MMCq8q2dcY

Choose one action per turn: maneuver, strike, achievement, or action power. Anytime you roll dice, you can unmark a trait to reroll all of the failed dice (summoners can use their traits for their eidolons).

Maneuver

  1. Describe your action. Remember what you can say regarding individuals, squads, and swarms.
  2. Get 3-5 dice from a skill. Mark the skill (when all 3 skills are marked, earn 2 charge dice, 2 strike dice, or 1 of each and erase the marks).
  3. Add 0-2 dice from your Action Pool. Keep in mind your default Action Pool is 6, not 10.
  4. Other players may give 1 die each from their Action Pool (optional).
  5. Add any bonus dice from weapon effects and conditions.
  6. Roll dice. 1s and 2s are discarded. 3s, 4s, and 5s go into your Strike Pool. 6s go into your Charge Pool. If all dice are 1s and 2s, return action dice (not bonus or skill dice) to Action Pool. Gaining 5 or more dice at once earns you an Awesome Token (GM may award one based on narration in any case). Without Maneuver Boost, you can only earn 5 dice at once.

Strike

  1. Take 1-6 dice from your Strike Pool and designate a target.
  2. Spend charge dice on charge powers for bonus dice and other effects.
  3. Add any bonus dice from weapon effects and conditions. You can also use 0-2 dice from your Action Pool to boost your roll.
  4. Roll dice. 1s and 2s are discarded. 3s and higher are counted as successes. If the number of successes is equal to or higher than the defense, mark 1 wound (plus 1 wound for each multiple of the defense). If no wound is inflicted, return strike dice (not bonus dice) to Strike Pool.
  5. Describe the strike once the effects have been determined.

Achievement

  1. Take 1-6 dice from Strike Pool, add 2-4 dice from skill and mark it, and designate a goal.
  2. Spend charge dice on charge powers for bonus dice (optional).
  3. Add any bonus dice from weapon effects and conditions. You can also use 0-2 dice from your Action Pool to boost your roll.
  4. Roll dice. 1s and 2s are discarded. 3s and higher are counted as successes. If the number of successes is equal to or higher than the goal difficulty, the goal is achieved. If not, return strike dice (not bonus or skill dice) to Strike Pool.

Power

  1. Determine which action power you use on which target and whether you use any of its options and any boost powers.
  2. Pay the associated charge dice and mark the effects. Keep track of inflicted conditions.

Spending Awesome Tokens:

  1. Spend 1 AT to take an additional strike, achievement, or power action (NOT a maneuver).
  2. Spend 2 AT during a strike against an ally to take the wounds instead of them.
  3. Spend 3 AT to have a strike count against two enemies simultaneously.
  4. Spend 1 AT to disarm a PC or NPC wielding a Soulbound Weapon.
  5. Spend 1 AT for 5 bonus dice on a strike against enemies with the Weak Spot weakness.

Catching Your Breath

  1. Spend your round to Catch Your Breath in order to recover half of your maximum Action Pool. For most characters, that means 3 action dice, but characters with Stamina will recover 1 extra action die per level in that power.
  2. When you Catch Your Breath, your Defense counts as one higher (maximum 6) until the start of your next action.
  3. Unlike in the original rules, you no longer take a wound when you maneuver with an empty action pool.

Non-Conflict Resolution

When you attempt to do something difficult or opposed by another character during a character scene, describe to the GM what you're doing and figure out together which skill that uses. The GM will also inform you what the difficulty of the roll is (a number between 3 for regular and 6 for nearly-impossible attempts), taking into account that your character is an anime badass with abilities far beyond normal humans.

Then roll your skill rating in dice; if you don't have that skill, roll 2 dice instead. Count the number of dice that show the difficulty or higher as successes and compare it to the following table:

  • 0 You fail at the attempt and something bad happens.
  • 1 You succeed at the attempt and something bad happens.
  • 2 You succeed at the attempt and nothing bad happens.
  • 3+ You succeed at the attempt and you get something extra out of it.

The GM will figure out, based on your situation, what the bad thing or the extra thing is.

Passions

Anger Gain 1 charge die whenever someone aims a strike against you (successfully or not).
Bloodlust Gain 1 charge die for every wound you inflict on an enemy.
Compassion Gain 1 charge die every time one of your allies takes 1 or more wounds.
Doubt Keep your charge dice when you fail a strike or achievement.
Fear Pick one enemy per conflict. Gain 1 charge die each time it makes a strike or earns an Awesome Token.
Glory Gain 2 charge dice when your strike defeats an opponent. If it’s the last one, don't halve your Charge Pool.
Love Pick a PC you love. Gain 1 charge die each time an enemy aims a strike against your loved one, and 1 charge die for each wound your loved one takes.
Self-Loathing Gain 2 charge dice for each wound inflicted on you.
Vengeance Gain 1 charge die at the beginning of a conflict and 1 charge die for each wound you take. Raise this to 2 charge dice each if you face your nemesis’ faction or 3 each if you face your nemesis alone.

Conditions

Blinded Subtract 1 die from every roll you make before rolling.
Darkness Same as blinded; affects everyone.
Darksighted Not affected by Blinded or Darkness.
Diseased Cannot heal wounds during the conflict.
Empowered Gain 1 bonus die to all strikes.
Hexed All charge dice costs for powers are raised by 1.
Poisoned Lose 1 action die at the beginning of each turn. Remove this condition when your Action Pool is empty.
Quickened Gain 1 bonus die to all maneuvers.
Shielded Raise your defense by 1.
Slowed All of your skills are lowered by 1.
Weakened All enemies’ defenses are considered to be 1 higher against you.

Modified Character Creation

Skills

Use the default skill list, though replace Firearms with Ranged Weapons and Acrobatics with Aerobatics. Since this is the kind of game where you're expected to fly a lot, it sounds a bit more appropriate (let's say it covers maneuvering for both the air and the ground).

Since everyone is a mage anyway, there's no specific magic skill. You'll probably just use the provided skill list to inform your magical specialties.

Powers

Gate powers (Gate Sense, Spontaneous Gating, Skipping) are not available.

Instead of the provided elements, we'll use gemstones as elements. The three main ones are:

Ruby devices tend to match passionate, fiery personalities, and their wielders express powers of raw destruction: explosive fire, solar energy, even entropic radiation. Rename every Fire power with Ruby instead, and rename Blaze/Firestorm to something appropriate if you use it.

Sapphire devices seek out cooler heads, those that fight by thinking ahead of time. Their powers destroy their foes through attrition: freezing cold, crushing gravity, torrents of ocean water are the usual examples. Rename every Ice or Frost power to Sapphire instead, and rename Frost Spikes/Ice Hurricane to something appropriate if you use it.

Topaz users usually turn out as eccentric and unpredictable just as often as they don't - that's just the nature of the element. Blinding, speedy strikes, electricity, and magnetism are the hallmark of Topaz-based magic. Rename every Electricity power to Topaz, and rename Zap/Chain Lightning to something appropriate if you use it.

Other elements exist to those who specialize in specific powers, including Amethyst (Poison and poison attacks), Onyx (Blindness and darkness attacks), and Diamond (Empower and other buffs).

Eidolons

Eidolons are fine as is unless I'm missing something. :)

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