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🎨 Flux

Flux Damage Types​

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 Table​

On the left side are the attacking types and on the top are the defending types.

Atk. \ Def.πŸ”₯ IvrisπŸ’§ Wava⚑ Voltik🌱 FenilπŸŒ‘ Nirum🌟 Lumir
πŸ”₯ IvrisπŸŸ₯ xΒ½πŸŸ₯ x½⬜ x1🟩 x2🟩 x2πŸŸ₯ xΒ½
πŸ’§ Wava🟩 x2πŸŸ₯ xΒ½πŸŸ₯ x½⬜ x1πŸŸ₯ x½🟩 x2
⚑ Voltik⬜ x1🟩 x2πŸŸ₯ xΒ½πŸŸ₯ x½🟩 x2πŸŸ₯ xΒ½
🌱 FenilπŸŸ₯ x½⬜ x1🟩 x2πŸŸ₯ xΒ½πŸŸ₯ x½🟩 x2
πŸŒ‘ NirumπŸŸ₯ x½🟩 x2πŸŸ₯ x½🟩 x2πŸŸ₯ x½⬜ x1
🌟 Lumir🟩 x2πŸŸ₯ x½🟩 x2πŸŸ₯ x½⬜ x1πŸŸ₯ xΒ½

Inherent Flux​

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 Protection​

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 Die​

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 Flux​

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 Flux​

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 Flux​

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.