π¨ Flux
Flux Damage Typesβ
Most physical damage is associated with a Flux Type. This will influence damage against targets associated with a Flux Type or protected by one.
Effectiveness Tableβ
On the left side are the attacking types and on the top are the defending types.
| Atk. \ Def. | π₯ Ivris | π§ Wava | β‘ Voltik | π± Fenil | π Nirum | π Lumir |
|---|---|---|---|---|---|---|
| π₯ Ivris | π₯ xΒ½ | π₯ xΒ½ | β¬ x1 | π© x2 | π© x2 | π₯ xΒ½ |
| π§ Wava | π© x2 | π₯ xΒ½ | π₯ xΒ½ | β¬ x1 | π₯ xΒ½ | π© x2 |
| β‘ Voltik | β¬ x1 | π© x2 | π₯ xΒ½ | π₯ xΒ½ | π© x2 | π₯ xΒ½ |
| π± Fenil | π₯ xΒ½ | β¬ x1 | π© x2 | π₯ xΒ½ | π₯ xΒ½ | π© x2 |
| π Nirum | π₯ xΒ½ | π© x2 | π₯ xΒ½ | π© x2 | π₯ xΒ½ | β¬ x1 |
| π Lumir | π© x2 | π₯ xΒ½ | π© x2 | π₯ xΒ½ | β¬ x1 | π₯ xΒ½ |
Inherent Fluxβ
All characters have one or rarely more inherent Flux Types (same as Flux Affinity for player characters). If a typed attack hits such a target, the damage will receive a multiplier according to the table above.
The effectiveness of an attack by a player character against an enemy must be clearly stated by the GM, to encourage players to choose effective attacks.
Flux Protectionβ
Protections like armor or shields may apply additional defense or evade. If a typed attack hits it, the defense and evade are temporarily divided according to the table above.
Environmental Flux Dieβ
Certain environments will change up the composition of the Flux in the area. E.g. Volcanos will create more Ivris & less Wava, while a Jungle will increase Fenil.
There are 3 ways to manipulate the Flux distribution:
Forced Fluxβ
To increase the amount of a certain type, the GM can force a certain amount of Flux dice to be a certain type. Only the left-over Focus is rolled.
Rerolled Fluxβ
To decrease the amount of a certain type, the GM can require a type of Flux to be rerolled, either always or every n dice.
Converting Fluxβ
To increase a type and decrease a certain type, the GM can require a type of Flux to be converted to another one, either always or every n dice.