Monday, December 17, 2018

Basic Mechanics 
Game Mechanics
MonBuilder uses very simple and casual rules designed to keep the pace steady and sensible while allowing players the flexibility they want and what logic they need.
Interactions
Any character interactions like conversation, bartering, threatening or any actions or events outside the game map are narrative elements that do not involve rolls or actions. If the GM finds the players are lagging or becoming too engrossed in chit chat, then it is the GMs responsibility to keep players on task in the most effective way they can find.
Turns and Actions
Gameplay is divided into rounds wherein each character on the map takes one turn. Each character can take up to 2 actions per turn, not including any free actions they may have available.
Turn order is determined first by character types, Monsters going first, heroes going second, NPCs going last when applicable. When there are multiple monster or hero players, they can decide amongst themselves what order they go in. Players controlling multiple allied characters or minions command each of their characters in whatever order they want.
All characters can take 2 normal actions per turn, usually moving and attacking. A ‘running’ character would use both of their actions to move while an ‘all-out’ attacker would use both their actions for attacking while a shooting character without mods will have to use 1 action to shoot and another action before they can shoot again. Some actions are labeled as ‘free actions’ which can be taken at any time, as many times as the player wants and does not count against the player’s 2 normal action limit. There are some conditions and effects that will reduce a character to only being allowed 1 action for their turn, like moving through difficult environments.
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General Actions
To determine success players roll 1d10 against a set of modifiers as pass/fail. By default all actions are 50/50. If rolling low that means any value equal to or less than the difficulty modifiers is a success with 1 being the best, making the numbers easier to use. Rolling high makes 10 the best and modifiers count down from 100%, meaning on 50% a 6 or higher is needed to succeed.
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Movement
A character can move up to a number of spaces in one action equal to their speed stat, which is based on their size and can be modified by traits. Some movement types may require special equipment or augments to accomplish but all characters by default move on the ground at normal speed.
Digging – The act of digging underneath the surface has the advantage of allowing a character to move without suffering attacks from other characters. While any character can dig, all they can do is make 1 action and only a move action until they come up to the surface. Monsters with the Scoops augment can make 2 actions in their turn but they can still only use move actions.
Swimming – In MonBuilder everyone knows how to swim. Swimming on the water’s surface can still be difficult for character’s not born to such a life. A character swimming on the water’s surface can only take one action per turn, either a move or an attack with a one-handed weapon. Diving and swimming under the water’s surface protects a character from attacks above the surface but not from characters also in the water with them. A normal character diving under the water can only make 1 action per turn and it has to be a move action. Monsters with the Fin augment can move and act normally while swimming or diving.
Flying – Moving through the air is a powerful ability and bypasses all other terrain. A normal character not born with wings can jump in a straight line a number of spaces that allows them to start and end their movement on another space of ground or water in a single move action. Only monsters with the wing augment or heroes with some form of flight capability can move through the air and act normally. Flight has the additional advantage of allowing a character to pass through (but not stop on) spaces occupied by other characters and do not need to jump or climb to scale vertical distances.
Vertical Movement and Falling
Jumping – The basic form of vertical movement where a character leaps to climb up the side of an adjacent space. This counts as a normal movement action and a character can jump a number of spaces equal to their size.
Climbing – If a character can find an object like a ladder, vine or other handhold they can scale greater heights than they could jump. When climbing a ladder characters can move a number of spaces up to their speed. A character climbing can only take move actions until they are back on solid ground
Falling – Any character that gets pushed off or jumps off an elevated space risks taking falling damage. If a character falls further than they can jump, they suffer damage equal to their size x the number of spaces fallen.
Empty Air – A space that is only air with no ground on the map (like a cliff or pit) means certain death for any character that enters it without the ability to fly. Unlike a void where no character can enter for any reason, empty air is a death trap for most, and a shortcut for those with wings.
Inclines – An incline is an elevated space that allows a character to move normally from one elevation to another without the need to jump or find a ladder. These stairs or ramps allow a character to move and act normally while moving higher and higher.
Entering & Activating
When there are interactive objects on a map like switches, doors or vehicles, It takes an action to climb in, pile out, kick open or switch on.
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Combat
In battle players roll 1d10 to determine whether or not they hit their target. Chances to hit a target is modified by the relative size difference between the attacker and the target as well as their traits, distance and any magical/environmental effects.
Critical Success/Failure
Critical successes in combat allows a character to make another attack WITH the weapon that they rolled the critical with (combination weapons can still switch profiles freely). Critical failures negate the attack from ever having occurred, like a weapons jam or broken blade. Bonus attacks from criticals may not be possible if there is no target in range of that weapon, if the weapon has to be reloaded or if the character has insufficient EP.
Damage
In its simplest terms damaging another character is a comparison of their Body stats. An attacker with a body stat equal to or less than the target’s body stat cannot damage them without weapons or abilities to help. Attack power and defense toughness can be increased with augments, weapons and armor.
Magical and psychic attacks differ in that they compare Mind stats instead of body stats.
Total damage from an attack is what ever value remains after the attackers body stat is added to their trait bonuses and penalties, then subtract the target’s body stat and relevant trait modifiers.
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Grappling
One character can attempt to physically hold another, which leads to several options as to what to do with the target.
To grapple – Target must be within arms (or tentacles) reach. The attacker spends 1 EP to attempt to grapple. The attacker rolls to hit as normal, taking into account difference in sizes and any bonuses/penalties to hit from traits. A character that is mounted on a vehicle or wearing ‘unbroken’ armor cannot be grappled. If a character succeeds in their grapple as their first action, they may take another action from the list below.
Hold – at the beginning of each turn the attacker maintains grip of the target, they must spend 1EP to hold on to them as their first action. Body vs body, attacker rolls 1d10 +/- the difference. If they fail their roll, the victim breaks loose and the attacker’s turn ends.
Release – an attacker may release its target at any time as a free action
Slam – A body slam is a damaging attack that can’t miss, but due to the awkward positioning, may not be as powerful as it could be. Body vs Body +/- any traits not from weapons or armor.
Throw – An attacker can throw the target a number of spaces equal to the attackers strength +/- their size difference, potentially dealing damage and moving the target into a hazardous area.
Rest – The attacker does nothing and gains 1EP
Hump – The attacker attempts to incapacitate the target in n ‘ero bout’. Body vs Body +/- any ero bonuses from traits, both players roll 1d10 and add those values to the result. Whoever has the highest total wins and the loser gains an Ero Point.
Ero Points – If a character gains ero points equal to their level, they are incapacitated and may suffer additional effects.
Break Free – On the target’s turn they may take only one action listed below. If they are dropped by their attacker, they may take their turn as normal for that round, even if they used their turn already to break free.
Struggle – The target attempts to break loose by spending 1EP, Body vs Body +/- size difference
Thrash – The target attempts to damage the attacker by spending 1EP (criticals apply), Body vs body without weapons or armor traits.
Hump – The target attempts to subdue their attacker at their own game. Body vs Body +/- Ero bonuses, both players roll 1d10 and the loser gets an ero point. This speeds up the ero bout which may or may not help the target

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