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Game Systems - Coggle Diagram
Game Systems
CONDITIONS
MID-AIR
:check: ATTACK TYPE = MID-AIR/EXPLOSION
YES
DAMAGE CALC
(CRITICAL DAMAGE)
(Applies FALLING CONDITION)
NO
MISS
MOVING
NO ATTACK
NO MOVE THROUGH UNIT/OBJECT
+3 STEP SPEED
NO DODGE, BLOCK, PARRY CHECK
1 TURN
NOISE (10x10)
MODERATE (10x10)
SLIENT (0x0)
LOUD (25x25)
BLIND
NO CRITICAL HIT
NO NEAR SIGHT
FILTHY
ODOR = 20
-2 SPEED STEP, NEAR SIGHT
:check: DOWNED, DEFEATED, KO
CAN IF OILED
:red_cross: WET, SKIP 3 TURN
OILED
-5 SPEED STEPS
FIRE ARTS + DAMAGE
OIL TILES = FIRE TILES IF FIRE
SMALL FIRE = BIG FIRE
:check: FALL CHECK IF WALK OIL TILE,
FALL CHECK / 3 TURNS
FALLING
:check: HIT MID AIR
Hovering > 3 TILES
KNOCKDOWN CONDITION
DAMAGE x 2
SKY-HIGH
KNOCKDOWN
MOUNT
STANDING
CATCHING
FATIGUE
100% = -7AP
30% - 80% = -1AP - -6AP
DEFEATED
(VITALITY = 0)
DISGUSTED
VIGOR FOOD = DAMAGE
DEAF
RHETORIC SKILL 100%
EARSHOT = 0
SECOND WIND
DEFEATED UNIT GRIT vs DEFEATED UNIT WIT
:check: WILLPOWER = 100%
after FIRST DEFEAT/KO
ONCE
YES
30% FATIGUE, VIGOR
NO
WILL POWER = 0%
NO CHANGE
LAST STAND
:check: SECOND WIND CHECK
YES
-DEFEAT/KO
99% FATIGUE, 100% VIGOR
(Applies HURT CONDITION)
NO
WILLPOWER = 0%
DEATH
DYING WILL
1 ACTION FREE before DEATH
SURPRISED
SPEED / 2
-5 FINESSE
NO BLOCK, PARRY CHECK
CRITICAL HIT
:check: BLINDSOT
2 TURNS
FRIGHTENED
NO MOVE TOWARD FEAR UNIT
(GRIT, WIT, MIGHT, FINESSE) / 2
+1 GRADE SPEED
NO VIGOR RECOVERY
IDLE = WEAPON DROP CHECK x 2
:check: CRITICAL HIT Received,
BLOODLUSTED
IF KO/SLEEP = NIGHTMARE
DIZZY
AP / 2
+1AP PER ACTION
MELEE KUMITE = MISS
CONFUSED
:check: CONFUSED CHECK
HURT THEMSELVES
BLOODLUSTED
+1 GRADE MIGHT
NO BLOCK CHECK, FRIGHTENED
REROLL DODGE, COUNTER, CRITICAL HIT CHECK
MELEE/WEAPON KUMITE ONLY
+1 RED CHALK PER TURN
AUTO ATTACK CLOSE ENEMY
:check: 30% TURN IF FATIGUE > 70%
30% IF CRITICAL HIT
HYPNOTIZED
NO ATTACK CHARMING UNIT
SLEEP
NO MOVE/ACTION
LOS = 0
RNG 1 - 10 TURNS
+PURPLE CHALK
BLEED
2% DAMAGE PER TURN
STACKABLE
STOP IF BANDAGE
:check: WOUNDED CONDITION
WOUNDED
INJURY
:red_cross: BANDAGE CONDITION
NARROW INJURY
:check: NARROW DODGE
WET
NO FIRE ARTS
NO BURNING CONDITION
ODOR = 0
-3 SPEED STEP
BURNING
MIGHT / 2
DAMAGE PER TURN
SPREADABLE
NO VIGOR RECOVERY, HIDE
NO BLOCK CHECK
IF ATTACK TRANSFER BURNING
BURNING INJURY
:check: BURINING CONDITION
FREEZING
-3 SPEED STEPS
-VIGOR / TURN
WIND, WATER, ICE ARTS = CRITICAL HIT
FROZEN
NO MOVE/ACTION
PROJECTILE x 2 DAMAGE
SHOCKED
25% NO MOVE/ACTION
WET = 2 x DAMAGE
SPREAD WET/METAL
SPREAD IF ATTACKED
POISONED
2% FATIGUE DAMAGE / TURN
+2% DAMAGE / TURN
PETRIFIED
GRIPPED CONDITION
NO SEE, HEAR, SMELL, ACTIONS, MOVE, JUMP
IF ATTACKED :check: SHATTER CHECK
YES
INSTANT DEATH
MOUNTED
CHECKS
SIGHT CHECK
SURPRISE CHECK
(SEARCHING UNIT WIT vs HIDDEN UNIT FINESSE)
HEARING CHECK
(THROWER FINESSE vs DEFENDING UNIT HEARING)
LINE OF SIGHT (LOS)
Possible Simplification:
(UNIT SIDE ATTACK +15% stats)
(UNIT BACK ATTACK +30% stats)
NEAR SIGHT
FAR SIGHT
PERIPHERAL
BLINDSPOT
(BACK ATTACK)
WEAKSPOT
(ATTACKING UNIT FINESSE vs DEFENDING UNIT FINESSE)
BLINDSIDE (SIDE)
(-1 SPEED)
SEARCH CHECK
(SEARCHING UNIT WIT vs HIDDEN UNIT FINESSE)
SMELL CHECK
(SMELLING UNIT WIT vs DEFENDING UNIT FINESSE)
HURT
DIZZY
COMBO
BATTLE FATIGUE :question:
BLOCK
PARRY
DODGE
(ATTACKING UNIT SPEED vs DEFENDING UNIT SPEED)
COUNTER
(DEFENDING UNIT REFLEX vs ATTACKING UNIT SPEED)
HIT
CRITICAL HIT
NOTICE
REFLEX
(ATTACKING UNIT SPEED vs DEFENDING UNIT FINESSE
STUN
(ATTACK UNIT MIGHT vs DEFENDING UNIT BRAWN)
RECOVER
50% CHANCE / TURN
DEFEAT RECOVER
5% + (5% x TURN)
LAST STAND
(DEFEATED UNIT GRIT vs DEFEATED UNIT WIT)
FEAR
(ATTACKING UNIT WILLPOWER vs DEFENDING UNIT WIT)
WEAPON DROP
(S = 10%, A = 15%, B = 20%, C = 25%, D = 30%, E = 35%, F = 40%)
CONFUSED
(CONFUSED UNIT SPEED vs CONFUSED UNIT SPEED) :question:
FALL
(UNIT FINESSE vs UNIT FINESSE) :question:
SHATTER
(ATTACKING UNIT MIGHT vs PETRIFIED UNIT BRAWN
FINGER
(ATTACKING UNIT SPEED vs DEFENDING UNIT SPEED)
IF YES x 2 = LOSE FINGER
+2% WEAPON DROP CHANCE / FINGER
10% WEAPON DROP CHANCE / THUMB
100% WEAPON DROP CHANCE IF ALL
PARRY
(DEFENDING UNIT SPEED vs ATTACKING INOT SPEED)
BASICS
HIT
:check: HIT CHECK
YES
:check: CRITICAL HIT
YES
DAMAGE x 2
NO
DAMAGE
NO
:check: CRITICAL HIT
IF (ATTACKING UNIT MIGHT > DEFENDING UNIT BRAWN)
DAMAGE
ATTACKING UNIT MIGHT - DEFENDING UNIT BRAWN = -FATIGUE
((ATTACKING UNIT MIGHT - DEFENDING UNIT BRAWN) x 5) = TEMP
DAMAGE = DAMAGE + (TEMP x DAMAGE%)
PROJECTILE
THROW
(ITEM)
(WEAPON)
DAMAGE = WEAPON
THROW SPEED = WEAPON REFLEX + MIGHT
:check: DODGE CHECK
NO
:check: NOTICE CHECK
NO
CRITICAL HIT
YES
THROWN OBJECT STAYS 1 TILE
BEFORE HITTING DEFENDING UNIT
FOR 1 TURN. DEFENDING UNIT MAY
AVOID OBJECT THEIR NECT TURN
:check: SUPRISE CHECK
:check: SIGHT
2 more items...
:check: HEARING
YES
COUNTER CATCH
(SMALL PROJECTILES)
CATCHING UNIT - TURN
(Applies CATCHING CONDITION)
:check: +DAMAGE/GRIPPED
YES
1 more item...
NO
2 more items...
DODGING
:check: DODGE CHECK
IF EQUAL
DEFENDING UNIT 33% CHANCE
IF YES
DEFENDING UNIT 33% CHANCE
+2% CHANCE per STEP
(IF LOSE = :check: REFLEX CHECK
:check: 1st REFLEX CHECK
NO
HIT CHECK
YES
:check: 2nd REFLEX CHECK
NO
NARROW DODGE
(INJURIES + 5% DAMAGE)
YES
COUNTER (SIDESTEP)
(DEFENDER MOVE BEHIND ATTACKER)
IF BACK ATTACK
NO PARRY, BLOCK, SIDESTEP, DODGE
NARROW DODGE IF DEFENDING UNIT WITNESS
FATIGUE
+1 TURN CHARGING/AIMING
:check: FATIGUE CONDITION
NO HIDE
NO CRITICAL HIT
STUN
MELEE DAMAGE
:check: STUN CHECK (-1 TURN)
YES
(-SPEED)
(-WILLPOWER)
(-FINESSE)
(NO DODGE, BLOCK, PARRY)
HURT
:check: DAMAGE
YES
:check: HURT
(SPEED / 2)
(CD +3 TURN)
DOWN
DAMAGE = DAMAGE x 1.25
(NO DODGE, BLOCK, PARRY)
:check: RECOVER CHECK
PROJECTED
BECOME PROJECTILE
(DAMAGE WALLS, OBJECTS, UNITS)
DEFEAT
NO AP
NO TURN
:check: DAMAGE TAKEN
YES
KO
NO
:check: RECOVER CHECK
GRIPPED
GRIPPED UNIT SPEED = 0
NO ACTION
KO
NO ACTION
SIGHT = 0
EARSHOT = 3
CHARGING
Perform ACTION START OF NEXT TURN
(-PERIPHEAL SIGHT)
AIMING
Perform ACTION START OF NEXT TURN
(-PERIPHEAL SIGHT)
WILLPOWER
WILLPOWER LOWER = HIGHER CRITICAL HIT CHANCE
WILLPOWER 0% = GUARD BROKEN (+FATIGUE)
-WILLPOWER = HIT, CRITICAL HIT, BLOCK, PARRY, DEFLECT
+WILLPOWER = HIT, CRITICAL HIT, BLOCK, PARRY, DEFLECT, DODGE, PERFECT DODGE, PARRY, PERFECT PARRY
(LVL 1 = 25, LVL 2 = 50, LVL 3 = 50, LVL 4 = 75, LVL 5 = 75, LVL 6 = 75, LVL 7 = 150) VIGOR
PARRY
+FATIGUE
WEAPON vs WEAPON
YES
PARRY
:check: WEAPON DROP CHECK
YES
:check: FEAR CHECK
NO
HIT
WEAPON TENSION
PARRY, HIT, CRITICAL HIT
WEAPON -3 GRADES
ONLY NORMAL, QUICK ATTACK
RECOVER WEAPON TENSION IF
NO PARRY, HIT, CRITICAL / 2 TURNS
:check: WEAPON TENSION = 100%
WEAPON BREAK
PERFECT PARRY
NO FATIGUE, WEAPON TENSION
MOVEMENT
TILE MOVEMENT:
UNIT SPEED
(Applies MOVING CONDITION)
FULL TILE MOVEMENT (ALL AP)
Facing DIRECTION
:check: Every 2 TURNS
YES
:check: FULL AP
YES
MOVE
HALF TILE MOVEMENT
Facing DIRECTION
MOVE
WALK:
(No MOVING CONDITION)
(-5 NOISE)
TILE MOVEMENT / 2
:check: COLLISION: YES
(cant move through units or objects)
RUN:
(Applies MOVING CONDITION)
(+10 NOISE)
:check: COLLISION: YES
(cant move through units or objects)
JUMP:
(Applies MID-AIR CONDITION)
(INVISIBLE)
LOS:
:check: SIGHT CHECK:
JUMPING UNIT FINESSE vs
OTHER UNIT WIT
IDLE JUMP
ADVANCING JUMP
NOTES
MINOR
Flee Main Unit
Perma Back Attacks
MAJOR
POSITION
QUARTER TURN (0 AP)
ONCE
LEFT 90 Degrees
RIGHT 90 Degrees
QUICK TURN (ALL AP)
ROTATE 180 Degrees
STATS
PRIMARY
VIGOR
(ENERGY)
MIGHT
(DAMAGE)
BRAWN
(DAMAGE REDUCTION)
SPEED
(EVASION)
(ACCURACY)
SECONDARY
GRIT
(CHARM SKILLS)
(HIDDEN ARTS)
(ELEMENTAL ARTS)
BLOODLUST
(RAGE)
FATIGUE
(=BRAWN)
WIT
(CRAFTING)
(CC)
(ENVIRONMENT AWARENESS)
SORCERY
(Magic DAMAGE)
FINESSE
(THROWING SKILLS)
(CHARMS)
(HIDDEN ARTS)
(ELEMENTAL ARTS)
LUCK
(CRITICAL CHANCE)
(CRITICAL HIT EVASION)
(DODGE 100% ATTACKS)
PERKS
PASSIVE
ACTIVE
LISTEN
(Applies BLIND CONDITION)
(+5 HEARING)
SEARCH
SCAN
:check: SEARCH CHECK
YES
:check: SURPRISE CHECK
TOUCH
PICK UP
INTERACT
OPEN/CLOSE
SMELL (10x10)
:check: SMELL CHECK
(FILTHY CONDITION)
(OILED CONDITION)
(-WET CONDITION)
YES
Reveal Enemy Movement Paths
ATTACK
(ATTACK CHAINING
3 per TURN)
ATTACK TYPES
Normal (Low AP)
:check: HURT CHECK:
:check: DIZZY CHECK:
(CRITICAL HIT)
:check: COMBO CHECK
YES
HURT CHECK
DIZZY CHECK
:check: AP > 0
YES
:check: COMBO CHECK
NO
-VIGOR
Heavy (High VIGOR)
-SPEED, 1 TURN
(Final in ATTACK CHAIN)
:check: CRITICAL HIT
YES
ENEMY KNOCKBACK
Quick
(NO BATTLE FATIGUE)
(+1 OFFENSE, 1 TURN)
(-2 DEFENSE, 2 TURN)
Low
(-ENEMY AP)
Rising
:check: CRITICAL HIT
YES
(Applies FALLING CONDITION)
Overhead
(NO DODGE CHECK)
(NO SKY-HIGH)
:check: CRITICAL HIT
YES
FRONT KNOCKDOWN
BACK KNOCKDOWN
Mid-Air
(QUICK ATTACK)
(MID-AIR)
Rush
(TILE MOVEMENT + ATTACK)
Unblockable (ALL AP)
(NO BLOCK CHECK)
(NO PARRY CHECK)
Thrust (Only AP)
(-COUNTER CHECK)
Dive
(HEAVY ATTACK MID-AIR)
Launch
:check: HIT/PARRY
YES
(Applies MID-AIR CONDITION)
ATTACK CLASSES
Basic (FRONT)
Grapple
(-SPEED to -F)
3 TURNS
:check: MIGHT vs MIGHT
YES
GRIP
NO
BREAKS FREE
Slam
(Applies MOUNT CONDITION)
Rising
(STANDING to MID-AIR)
(MID-AIR to STANDING)
Back (BACK)
Spin (AOE)
Counter (AUTO)
(NO AP/VIGOR)
:check: DODGES/NARROW DODGES
YES
COUNTER CHECK
Flurry
(COMBO CHECKED)
(-ATTACK CHAINED)
NORMAL
THRUST
LOW
OVERHEAD
FLASH
RISING
SPIN
ACTIONS
ACTION TIME:
10 sec + REFLEXES
(+1 AP PER TURN)
(DEATH = +1 AP + ACTION TIME RESET)
(+ACTION = -5 ATTACK, RESET NEXT TURN)
Skill
Finesse
Perk
Flaw
Kumite
Method
Art
Rhetoric
(High AP, AOE Zone)
(ALL AP)
Insults (Debuffs)
:check: AP > 0
Charms (Buffs)
:check: AP < 10
:check: PLAYER WIT vs TARGET WIT
YES
:check: PLAYER WIT vs TARGET GRIT
YES
Rhetoric Cast
NO
PLAYER Losses WILL Power
TARGET Recovers WILL Power
NO
PLAYER Losses WILL Power
TARGET Recovers WILL Power
Kit
TURNS
TURN ORDER:
UNIT SPEED
POSITIONING
MOVEMENT
ACTION
SKIP
FLEE
HIDE
REACTIONS
Auto Occur When Conditions Met (0AP)
SKIP
:check: FULL AP
YES
+30% VIGOR
-15% FATIGUE
SKIP
NO
SKIP
FLEE
:check: SIDELINE TILE
YES
FLEE
NO
STAY
HIDE
:check: MID-AIR/DOWNED/LOS (ALL AP)
NO
HIDE
(UNTARGETABLE)
(DEFENSE = 0)
(TILE MOVEMENT / 2)