System Rules of Apocalypsis Exolvuntur

Overview

Apocalypsis Exolvuntur is a sci-fantasy setting were magic and technology are intertwined. AE is set in a world that has gone through great technological advancement and it's subsequent fall. The world is harsh and extremely hostile, monster roam the edges of civilization always pushing.  

Character Stats

  Strength
carrying capacity melee attack damage
  Dexterity
initiative ranged attack damage
  Constitution
Health
  Intelligence
magic spells known (magus) Psionic skills (psionics)
Wisdom
Awareness ranged attack roll
  Charisma
social skills
  Willpower
possession, force of will spells
 

Health Points and Temporary Health Points

Health points or HP, is a measure of Damage an entity or object can take before dying or being destroyed. HP is primarily tied to a player's constitution score, NPCs do not necessarily share this same tie. NPC HP is dictated by the DM and the CON score can in incorporated in their health if the DM so chooses. PCs start with 20 HP if their CON score is at the base 10. If a PC's CON is below 10 then their HP goes down by 2 for every point of CON below 10.
Example: A PC with an 8 as their CON score, then they have 16 HP   Temporary health: Entities can stack temporary health as long as the temp health comes from different sources; if an entity gains temporary health by the same source it will replace that portion of the temporary health. temp health is stacked by the order the char/NPC gains it and can be rearranged by gaining the same temp health witch will push it to the front (that portion of the health will be hit first).*****  

Death, Dismemberment, and Dying

Most entities after reaching 0 HP or under will die instantly, the DM might make an exception for certain entities or situations. Player characters will always be able to make a death saving throw as long as their characters suffer no more damage than -1/2 of there total HP before being put in the Dying condition.
Example: A PC has been hit for 15 damage and has a total of 10. Because the PC took the the first 10 damage and the left over was half of their total health, they are in the dying condition. However if the same PC took 16 damage instead, they would be killed out right from the damage.   Death saving rolls: Death rolls are required when a character reaches 0 hp.
  • Death saving rolls should be rolled by the DM and not shown to the players. alternatively, the player can roll there own saves but keep the results hidden from the other players.
  • Death saving rolls have a DC of 8 + the number of times the character has been downed in their life, (unless specified) this number increases by 2 if brought back by from the dead.
    • If a downed character is not stabilized before being healed, they will gain a level of exhaustion
    • NPCs my roll death saving rolls, up to DM discretion
     

    Combat Options

    In combat, there are many options for an entity to take on their turn. One move action, main action, and a miner action can be taken on an entity's turn. These three actions can be taken in any order of the entities choosing. There are other options that entities may perform in leu of the normal three combat options that may be taken, these options normally will take multiple turn actions but can have the possibility of ensuring or turning combat in the favor of the user's side. If a player wants to perform an action that is not specified on this list it is up to the DM to determine if that actions is possible and what roll if any is needed to successfully perform said action.   Some abilities or spells might give an entity the ability to take multiple actions of a certain type provided conditions are met.   Each entity may perform a move action, minor action, and main action on there turn. a reaction may be performed once during a round given the criteria for the reaction has been met. These actions can be modified by spells or abilities, in that case follow the special rules for   Move Action: entities have several options they may be taken for there move action. A second move action can be taken in place of a main action if an entity chooses.
  • Aim: an entity may forsake moving this turn to gain a +2 to attack rolls for the rest of the turn as long as they are not moved in some way before attacking.
  • Jump:
  • Move: an entity may move up to their total walking distance.
  • Prone: an entity may use 5 ft of their movement to go prone. Ranged attacks that do not require saving throws against entities that are prone have disadvantage unless they are made within 5 ft of them. all attacks against a prone entity that are made within 5 ft or within melee range gain advantage.
  • Stand up: an entity may use half of their move speed to stand up. If an enemy is within melee reach of an entity standing up invokes attack of opportunity.
  Main action: There are several main actions possible to take during an entity's turn. entities only have one main action and can only perform an action once unless specified. These main actions are:
  • Attack: The attack action can be used to make a melee or ranged weapon attack.
  • Cast a Spell: Each spell has a casting time, which indicates whether the caster must use a main action, miner action, reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a caster often uses their main action in combat to cast such a spell.
  • Dash: The dash action allows an entity move twice its speed. If a entities speed is increased or decreased due to magic or an ability, the dash action also will be affected in the same way.
  • Disengage: The Disengage action allows an entity to move without provoking opportunity attacks for the rest of it's turn.
  • Dodge: The doge action grants advantage to dexterity saving throws and disadvantage to all attack rolls made against the entity that it can see until the start of it's next turn. the entity loses this benefit if it is incapacitated or if its speed drops to 0.
  • Grapple:
  • Hide:
  • Ready: Entities can ready their action until later into the initiative order, including in the middle of another entities turn. the ready action uses both the main action and miner action for that entities turn.
  • Stall turn: Entities can stall there turn to move it down the initiative order. The entity's initiative order is permanently moved when this action is taken.
  Miner Action: Miner action can be taken on a entities turn along with a move and main action. Some abilities and spells can grant other minor action options. A second miner action can be taken in place of a main action if an entity chooses.
  • Check Condition: Entities can check a downed character and see there success / failure on the doom roll as long as they are in sight and no further than 20 ft away.
  • Help:
  • Use Item: Many items may be used in combat, these items include health items, mana rejuvenation items, grenades, and interacting with some objects such as doors or levers (up to DM desecration).
  Reaction:an action that can be performed in response of an entity attacking you. Reactions might activate before or after damage has been dealt, the reaction option will specify.     Attack in unison: entities can attack in unison. The target of these action must be the same for all entities involved. The allies must be next in turn order or have readied their turn achieving the same effect. This action gives advantage to allies making attacks after the first entity initiating this ability.       Mana: mana is used to cast most spells. Almost all entities have some amount of mana and are able to use some form of magic.   Inventory points: Weight and the space items take up in an inventory is characterized as a point system (IP), PCs have a limit to how many points of items they can carry equal to there strength score.
Example: a strength score of 13 has the modifier 11 but can hold 13 points of items.
 

Arcane Magic

**** The threads of existence can be pulled and reshaped. To do this is to pull from one's own essence   Disciplines: magic disciplines are powerful manifestations of the arcane. Disciplines can be augmented to have longer ranges, stronger   Discipline interaction mana expense: Good: +1 mana point expense Neutral: +2 mana point expense Poor: +3 mana point expense  

Languages

Language is the backbone of civilizations,   A basic understanding of languages has a -5 to rolls for comprehension If a language is difficult, than it has a -10 to rolls for comprehension A Full understanding of a language does not need to roll for comprehension  

Tiers

Tin
Bronze
Silver
Gold
Platinum
Legendary  

Proficiency

1d4 min 1 crit success 4
1d6 min 2 crit success 5 6
1d10 min 3 crit success 8 9 10
1d12 min 4 crit success 9 10 11 12   Crit fail – 1 on a d20 and a 1 on the proficiency dice   auto hit – 20 on d20 and upper 50% on proficiency dice
Crit hits can only happen with proficiency
crit hit – 20 on d20 and upper 1/3 of proficiency dice X3 damage  

Advantage and disadvantage

Advantage and disadvantage can be applied in many different scenarios. Each stack of advantage and disadvantage cancels each other out.
Example: If a PC has two stacks of advantage and one stack of disadvantage, the PC would only apply the first stack of advantage. But if the PC had three sources of advantage and one stack of disadvantage, they would apply two stacks of advantage to their roll.   Advantage can stacked up to two times. After the first stack of advantage gives an extra die of the type rolled and use the largest number rolled. The next stack can be either a third die of that type to roll or add a modifier to the die rolled. The modifiers depend on the of die rolled and are as followed. +4 for a D20, +1 for a D4 or D6, and +2 for D10 or D12.   Disadvantage can stacked up to two times. After the first stack of disadvantage gives an extra die of the type rolled and use the smallest number rolled, the next stack can be either another die of that type or add a modifier to the die rolled. The modifiers depend on the of die rolled and are as followed. -4 for a D20, -1 for a D4 or D6, and -2 for D10 or D12.  

Vice and Virtue

Vice and virtue is a mechanic for gaining reroll points for your main and minor die rolls. A PC can have up to three main and five minor reroll points built up at any given time. These points can be spent on any of the PC's own rolls except under the affects of a calamity point.  

Vice

       

Virtue