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πŸ’₯ Battle

A battle is conflict between 2 or more characters which they choose to solve in a fight. The core of battle is similar to a Tactics Game.

Turn Order​

The turn order represents the order in which characters take turns. However, here the turn order is between parties, not single characters. They all act at the same time.

Battle Begin​

The party that initiated the battle, is always be first in turn order. The other parties roll each 1D20. The higher, the quicker they are in the turn order. If multiple parties roll the same value, they roll again between themselves until the order is resolved.

Ambush​

If a group or character is getting ambushed/surprise attacked, they will automatically loose their first turn.

Distances​

Fluxterra uses meter to represent distances. Playing with a hexagonal map is heavily recommended. One hexagon represents circa 1 meter.

Stats​

Health Points​

Physical & Mental Condition
Reduced by Defense
When HP drop to 0, you go unconscious.

Flux Types​

Most damages have a Flux Type as pure physical is simply not viable in a world filled with Flux Weapons. If the damage notes a Flux Type, damage modifiers can be applied from the Flux Table.

Evade​

Can block incoming attacks. When attacked, the character rolls a D20, if the roll is below or equal the Evade value, the character successfully evades the attack. You start with 0, and can gain up to 15 normally. Temporary effects may raise it up to 20.

Turns​

After the battle begins, all parties take actions in the order of the turn order. Every time the turn order is exhausted, a new round will start. This goes on until the conflict has been resolved.

Players can and should communicate with each other during a turn to coordinate a good attack strategy, prepare. While this system does build upon a more strategic style of battle, calmly creating a battle plan might take too long and the GM can force players to take action. A turn usually only lasts a couple of in-world seconds. If a player takes too long to decide, they'll lose their turn.

Player Turns​

Focus​

At the start of the turn, every player character focuses. This will give them Flux to use weapons and skills with.

To focus, the character rolls 1D6 for each Focus they've got. These will then convert into Flux according to the following table:

EyeCount Flux
1πŸ”₯ Ivris
2πŸ’§ Wava
3⚑ Voltik
4🌱 Fenil
5πŸŒ‘ Nirum
6🌟 Lumir

Flux Affinity​

However ΒΌ of your Focus is determined by your Flux Affinity. Instead of rolling these dice, you simply place them down as appropriate.

If you have multiple Flux Affinities, you may choose which type you select for each die.

Flux Storage​

A character may choose to store Flux for the next turn. The amount of storage is half of their Focus. This comes in handy for using left-over Flux Die or for preparing skills with specific requirements.

Actions​

Now players can Act, Improvise and Move. Players can act as long as they have Flux to act or Speed for moving. Leftover Flux and Speed is lost when the turn ends.

Movement​

Every character can move up to their Speed Stat in meters each turn (unless hindered by something).

This value is usually defined by their race and potential modifiers. A character can also give up a Flux dice for further movement, increasing Speed by +1.

Act​

Flux can be used to attack with a weapon and cast skills. To use a weapon or skill, one first needs to discard the according Flux. Then the Hit Roll follows. Roll a D20, and look up the Hit Table. All effects, where the dice is higher or equal to the number, apply. The according attribute will also affect the target values.

Improvise​

Improvising is often the key to victory. It includes every action that is not represented in the other actions and requires a bit of time. This ranges from using items, interacting with the environment, talking with someone, switching equipment, and so on.

To improvise, the player states that they want to improvise, propose what they wanna do and declare what attribute they are gonna use and which Flux. The GM will then decide if that is a valid action and potentially adjust the price. If the player accepts, the action will play out with a attribute roll and the GM decides the outcome.

Enemies​

An important property of this battle system is that player turns are more detailed than enemy turns. This should speed up the GM's turns, simply the battle for them, and help keeping the action with the players.

Enemies don't focus, instead they have a fixed amount of timeslots. Their actions take up timeslots. Enemies can act until their timeslots' are used up.