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==Base Mechanics== ;Skill Rolls: :A skill gives a bonus to your base stat (Running 4 gives a +4 bonus to Physical, Knowledge (Trees) 8 gives +8 to Mental if Trees come into play on a theoretical level.), which you then roll 2d10 and try to roll under the resulting number. If for example a character has Physical 13, then you'll need to roll a number equal/below 13 to succeed. 19 and 20 are critical failures, 2 and 3 are Spectacular Successes. ;Powers: :Powers are determined by rolling on the tables found below. Every combat round, an ESPer rolls a number of dice equal to their level to determine the amount of power points they can spend ''that turn''. Power points are pretty abstract, but the more the more powerful the effect is. The ESPer can also choose to save half of those power points for the next round, thus "charging" their power. ;Powers in Combat: :Each turn in combat, an esper can choose to spend the points they rolled for the turn or save up to half of the unused points. If an esper is ever holding more than the maximum number of points they could roll in a single turn (so 10 for level 1s, 20 for level 2s, 30 for level 3s, etc), then they lose all points over the maximum and take that much damage. The number of points you have is the base damage you can do with an attack. This assumes a short range attack against one target. These points of damage can either be used for the attack or be spent to modify the attack to have a longer range, to cover a larger area of effect or to buy additional effects on the attack such as an electrical attack that stuns foes. ;Mental Combat: : Mental against Mental roll. Some inflict statuses. Three ways of attacking. :;Attack: ::This one forces the opponent to do specific actions, such as halt an attack or run or attack someone else. It is really inefficient but has the great bonus of being hard to resist. Also, really complicated things cannot be brutally commanded, so you can't force someone to pick a lock or use esper powers with this, unless they are passive. "These aren't the droids you're looking for." :;Control: ::This would represent 'charm' effects, that make the user seem like a really great person who should be obeyed. These are probably the most powerful, but take the longest: they only work over a long period of time and take some time to establish. Once established, it's capable of everything Attack can do, only better. Similar to, say, the hypnotic ability many fictional vampires have. :;Suggestion: ::This one is the middle ground between Attack and Control, basically. It's easy to resist, if you know it's coming or the suggestion is really moronically over the top. But subtle suggestions, baby steps, are much harder to resist and more powerful, not to mention harder to notice or detect. ;Attack Effects: :Rather than have a list of power effects, there will be guidelines for how much effects cost. GMs have the last word on how much a particular effect will cost. Small effects will cost 1 point. Medium effects will cost 3. Large effects cost 5. Each effect beyond the first costs an additional point. (ex: 3 small effects will cost 1+2+2 points = 5 points. 2 large effects would cost 5+6=11 points) :There are two cases for when effects need to be applied to attacks: :The first case is when the attack gives a mechanical benefit beyond simply doing damage. :''Examples'' :*Small: plants coming up from the ground and making grabs at your feet to try to trip you :*Medium: A stunning effect to a shock, temporarily dropping you :*Large: Plants wrap around someone and squeeze tightly, immobilizing them :The second case is when the attack does something that deviates from what the power originally does. Small effects push the original power a little. Medium would be effects and addendums of the first power. Large would be huge changes and weird stuff. :''Examples'' :*Small: manipulating gravity to directly hit someone with force :*Medium: Using electromagnetism to create a blade out of iron particles from the ground :*Large: Using gravity to bend light : Obviously, powers like teleportation that don't have direct combat application wouldn't be able to do damage in these steps without use of added effects. They might also need different distance/range charts for balance. ;Preliminary Range/AOE info: :Each point of damage that is instead put into AOE or range increases the effect of the attack by 10 square yards of area or 10 yards of distance, with a maximum of 100 yards (10 points) for range and no maximum limit for area of effect of the attack. ;Accuracy and Dodging: :Upon declaring an attack using esper powers, the attacker makes an accuracy roll. For attacks doing physical damage, roll 2d10 against your coordination For this roll, add your ESPer level and the number of points spent on increasing the AOE of the attack to your coordination. Subtract 1 from your coordination for each point above 3 spent on increasing the range of the attack. The defender rolls coordination. Whoever succeeds with a higher margin of success wins (hits with or dodges the attack). For mental attacks, use the mental stat in place of coordination for both attacker and defender. ;Defensive Abilities: :If you have stored up esper powers when someone successfully attacks you, you can spend those points to negate some of the damage at the rate of 4 stored points per 1 point of damage negated. Describe how you do this with your power. Ex: bringing up a sheet of ice to block a launched rock, cutting through some of the vines of an attacking plant using a blade of vibrating iron particles, etc. ;Critical Failures: :When rolling dice each turn to determine power points, an esper can lose control of their power and suffer backlash from it. A level one cannot have a critical failure. A level 2 that rolls 2 or lower on both dice has a critical failure. A level 3 that rolls 2 or lower on 2 of their 3 dice has a critical failure. A level 4 that rolls 3 or lower on 3 of their 4 dice has a critical failure. A level 5 that rolls 3 or lower on 3 of their 5 dice has a critical failure. On a critical failure, the esper gains no points this round and instead loses all stored points and takes damage equal to the points they would have gained plus the stored points they lost.
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