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โœจ Fluxmancing

Fluxmancing is the process of gathering ambient Flux, assembling Constructs with it, and finally unleashing powerful effects onto the real world. We call these magical bundles, "Concords of Flux", or simply a concord.

Getting Startedโ€‹

As the assembly of these Flux Constructs can be quite complicated, they usually written down as Recipes. You can either use premade Recipes or create your own! During your adventure you'll also be able to extend these Recipes.

In-World Representationโ€‹

The most important part, when you choose or craft your recipes, is to give it a name and describe the in-world effects of the recipe.

Keep in mind that many recipes may be mechanically equivalent, but differ in their in-world representation. You can even use the in-world representation outside of battle, if applicable.

Fluxmancing Slotsโ€‹

A character has a limited amount of slots for recipes.

Fluxmancing Potentialโ€‹

Every character has a certain Fluxmancing Potential (FP). It's used during the creation of Recipes. A recipe usually lists a certain amount of FP as cost. You don't need to spend your FP, but you need to have at least the specified amount of FP to be able to execute a Recipe.

Your FP starts at 1 and can rise over the course of your adventure.

Usage In Battleโ€‹

1. Create a Concordโ€‹

To begin Fluxmancing, choose which recipe you want to start. This starts the Concord.

Flux Costsโ€‹

Each recipe will list a list of Flux Costs. As with your Weapons, Concords need Flux Die you gathered with your Focus Roll.

To unleash the effect of an recipe, you need to provide all the necessary Flux in a single Turn to the Concord.

Delayโ€‹

Some recipes may feature an arrow (โฏ). This indicates a delay. Normally, you need to provide all Flux in a single turn. An arrow splits this requirement into multiple steps over multiple turns. So, provide all Flux in a step, then wait a turn, repeat until all Flux is provided.

You may also take breaks while building your Concord. The current step is stored until you either go unconscious, get affected by special effects, or the battle ends.

Parallelismโ€‹

Keep in mind that you cannot construct the same recipe multiple times simultaneously.

2. Unleash the Concordโ€‹

The moment you provide the final Flux to a Concord, the effects will unleash.

Targetโ€‹

First choose your target, according to the Target of the Recipe. This is the same as with Weapons.

Regarding targeting yourself, note that normally:

  • For Hit, you may also target yourself.
  • For Shapes originating on your position, you may choose whether you're part of the shape.

Regarding friendly fire, note that normally:

  • You may choose whether your concord affects all, friends only, or foes only.

Hit Rollโ€‹

Next do a Hit Roll. As with Weapons, you roll to determined how well your Concord hits your targets.

For this, first, roll a D20.

Next, each Recipe provides a Modifier. Sometimes multiple. Check the value of the modifiers for your character. In case of multiple, the worst one will take priority. You may add that value to your roll.

Finally, check the effects in the hit table. As with weapons, each row has a target value. All effects of the rows, where you pass the target value, will apply. Note that when multiple effects apply, they will all apply simultaneously, meaning they cannot affect each other.

Recipe Craftingโ€‹

๐Ÿ”ฎRecipe Crafting

Crafting your own recipes is a bit complex and not recommended for first time players or quick play. Archetypes provide a quicker and easier introduction to Fluxmancing with pre-build Recipes.

When you either want to create your own Recipes or expand existing Recipes with Lumir Flux Hearts, you'll need to learn how to craft Recipes.

Overviewโ€‹

Recipes simply consist of a collection of Constructs, fluxical structures which provide effects and have certain costs. After choosing the Constructs, you arrange the costs as preferred, fill in some final values and a new Recipe is ready to unleash!

Constructsโ€‹

Constructs are known fluxical structures that create interactions inside a Concord. They are generally grouped into Effect Constructs, which provide effects for your final targets, and Utility Constructs, which modifies the Recipe or Constructs inside the Concord itself.

Origin Constructโ€‹

All recipes must begin with the Origin Construct. It acts as the seed to begin a Concord.

Costsโ€‹

You may any number of Constructs for your Concord, just make sure to at least have 1 Effect Construct and the Origin Construct.

To add a Construct you must also note the costs. Most Constructs can be paid in different ways. Costs split with a slash are either or, meaning you must only choose one of the options.

Flux and Delayโ€‹

These are simply the Flux Die and Delay your final Recipe costs must contain. Note down all Flux Dice and Delays you accumulate over all Constructs in your recipe.

Some Constructs will allow you to choose which Flux you want to pay with, denoted by a โ“. You must choose a specific Flux for it in the final Recipe. Often there are also some Flux Types suggested. Make sure to have an in-world explanation for how you are accomplishing the effect with your choosen type.

Fluxmancing Potentialโ€‹

Every character has a certain Fluxmancing Potential (FP). You may choose to use it to circumvent the Flux costs of a Construct. Some Constructs even refund some FP.

When a character receives an Lumir Heart, they may increase their FP. Note that FP are the same for all Recipe Slots, but calculated independently. FP are not "used up", just "provided".

Targetโ€‹

The target is what your final Concord will be able to target. The Origin Constructs provides the base. Other constructs may then affect it.

Effectsโ€‹

Constructs provide effects.

They either modify the Recipe or other Constructs. Each Construct will provide a description on how to apply the effects. Also keep in mind that effects on a target of the same type do not stack. Only the strongest effect the respective effect remains.

Or they provide the effects for your final targets in the form of a Hit Table.

For your final recipe, all Hit Tables are accumulated together into a single one.

Placeholdersโ€‹

Some Constructs use placeholders in their Target or Effects, like Size or Power. Other Constructs may then affect these placeholders.

Numeric Placeholders always start at a value of 0.

Modifierโ€‹

All Constructs with a Hit Table provide an Modifier. If you introduce multiple Modifiers into a Recipe, note all down. The worst will take effect when playing. ###Cost Arrangement Once you're happy with your choice of Construct, you must arrange the resulting costs.

The costs must be paid in the order you arrange here. You cannot change the order on-the-fly during battle.

Finishing Touchesโ€‹

You're basically done now. Make sure to give your Recipe a name and an in-world description and you're ready to go Fluxmancing.