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Grimoire Quick Guides

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0% found this document useful (0 votes)
41 views3 pages

Grimoire Quick Guides

Uploaded by

d4rk.m2ge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Turn Actions General Combat Formulas Resting Rules Death Rules

AGI + 3 spaces plus relevant bonuses per turn. Diagonal movement cost is equal to the shortest possible HP 25 + ((5 + VIT) * CLv.) Short Long If dropped to 0 or less HP, lose up to 5 Energy if possible, cure all Status, and you cannot
Movement
combination of straight-line movements. Energy VIT + (CLv. / 2) HP VITd6 Fully Restored perform any actions.You cannot be afflicted with Status, and are not removed from the Initiative
queue. Instant Kill effects put Users in Death's Door at -1 HP.
Hit TECd6 Energy 1d6 Fully Restored
While in Death's Door, you receive 3 unique counters. Roll 1d12; if the result is higher than
Quick May only be used once per turn, on your turn.
Dodge AGId6 Spells - Fully Restored your VIT, lose one counter. If a User is attacked in Death's Door, immediately lose a counter
Initiative 1d12 + AGI with no dodge check.
Free May be taken as many times on your turn as desired when appliccable.
Negotiation Table Revival
A normal action like casting a spell or attacking which may only be used once per turn, on your turn. TYPES SUB-TYPES Tier Failure Nothing RP Persona Characters in Death's Door can be recovered with "Revive" effects, (Recarm, Revivadrin, etc),
Default
Includes: Weapon Attacks, Cast Spells / Skills, Change Persona, Use / Switch Item, Negotiate. Physical Gun 1-5 <= 0 1 2 >= 3 restoring all Death's Door counters immediately.
If combat ends with a Character in Death's Door, they are considered stabilized and no longer
May be used once per round at any point in the round. If an Interrupt moves you outside of an attack’s Fire Earth 6-10 <= 1 2 3 >= 4 will need to roll to avoid losing counters. Users recovered this way cannot declare attacks or
Interrupt Action
range, you automatically dodge that attack. Ice Water 11-15 <= 2 3 4 >= 5 cast spells until they are affected by a Revive effect or leave the Metaverse and rest or receive
Additional Action & Targeting Rules Wind Bloom 16-20 <= 4 5 6 >= 7 treatment for one full Time Block.

If an event is triggered by a turn’s passage, like damage dealt by Poison or resisting a Status effect, it’s Thunder Weather
End-of-Turn Effects
resolved after all actions on the turn, in any order. Nuclear Cosmic Status Afflictions
Roll 1d12 any time you would receive a Status. Rolling at least one 12 avoids the Status affliction. On failure, roll 1d100, contracting the affliction if your
You can freely speak with your allies for no action cost, but your Narrator may limit the duration of Psychokinesis Occult
Communication result is lower than the Status activation chance. You may suffer multiple afflictions at once, and must roll to recover from each individually. Recovery rolls
interactions to keep combat flowing and tense. Light Bless are made at the end of each afflicted turn.
You may freely pass any ally-occupied space. You cannot end your movement in any occupied space. Dark Curse Base Ingrain
Moving Through Units
Enemy-occupied spaces may not be passed unless an effect states otherwise. Almighty Mind
Puts the Character under Narrator control or makes an As Charmed, and may spend Interrupt actions to
Buff
Multi-Target Attacks Abilities that hit more than one target still require only one hit roll, applied to all targets. Charmed enemy attack other enemies / cast supporting spells on Smitten intercept attacks targeting Smitten's caster, taking half
Debuff the User party. Recovery chance: 33%. the rolled damage on hit.
Heal Prevents Persona usage on Users and prevents all spell As Panicked, and on recovery failure, inflicts -1 TEC, -1
Self-Targeting Users are always considered a "unit or ally within range." Panicked Desperate
Status Ruin use on Shadows. Recovery chance: 33%. AGI while afflicted. Stacks with itself and Debuff effects.
-1 DDC penalty while active. Users failing recovery DDC -2. On recovery failure, Repress 1 use of one
You can declare a normal basic attack that is guaranteed to leave the target with 1 HP if it were Intel
Non-Lethal Attacks Fearful checks lose a random spell or Energy point (their choice.) Hopeless random spell. Afflicted Shadows lose access to spell
to kill the target otherwise. To do so, declare your intention and roll to hit with a -1 TEC penalty. Defense Recovery chance: 33%. entirely while afflicted.
Increases Physical / Gun damage dealt and received by
Miscellaneous As Enraged, and if a Boiling target takes damage it's
Enraged 50% and HDC -1. Enraged targets can choose to fail Boiling
Energy Rules Navi Weak to, multiply that damage by 3.
recovery rolls. Recovery chance: 33%.
Spell Uses may be taken and cast multiple times. If you are out of Spell Uses, spend the spell's Tier in
Nervous
Energy vs. Spell Uses Energy to cast the spell. You may cast spells even while at zero energy and below, so long as your VIT is -1 DDC and blocks targets from using Default and
greater than 0. Critical Hit Rules -1 DDC and blocks targets from using Quick, Free, and
Stunned Comatose Movement actions. Recovers upon taking any damage
For each two Energy points below zero, -1 VIT, -1 AGI. You Pass Out until the end of combat if your VIT Upon successfully dealing damage, Interrupt actions. Recovery chance: 33%.
Negative- Casting from any source.
reaches zero or less. spend a Luck Charge and roll 1d10. Cannot roll for dodge. All attacks against the afflicted As Shocked, and attacks against the afflicted
Passed Out is a condition that cannot be healed by any means during combat. The Passed Out condition A result of 1 or 2 results in a Critical Shocked gain +1 Critical Margin. Targets recover automatically at Ionic automatically succeed. Each time damage is received,
Passing Out persists for the remainder of the current combat or scene. When the condition ends, recover enough Hit, dealing double damage and the end of their turn. SKL + PLv. Almighty damage to all adjacent targets.
Energy to reach 1 VIT automatically. applying any appliccable secondary -1 HDC and Reduces Movement Allowance by half. Reduces Movement Allowance to 1 and -2 HDC.
Slowed Hobbled
spell effects. Recovery chance: 33%. Recovery chance: 75%.

Damage Reduction Rules Miscellaneous


Deals 25% if Max HP as damage that ignores resistance,
Type Shadow EXP Rate Deals 20% if Max HP as damage that ignores resistance.
If a resistance doesn't specify a spell Type, consider its reduction to all types except Almighty. Poisoned Blighted and on recovery failure, each adjacent target has a 30%
Specifications Slow Lv. * 50 Recovery chance: 33%.
chance to suffer Poisoned.
-3 DDC and cannot perform any actions. Recovers Cannot dodge attacks. The next attack declared against
Mitigation Unless the target Nulls, Reflects, or Drains, any successful damage-dealing hit deals at least 1 damage. Almighty Normal Lv. * 100
Knocked Down automatically at end of turn. Adjacent units can rspend Earthbound the afflicted deals double damage (applies last in
Limits ignores all damage reductions and resistances. Fast Lv. * 150
their Move action to recover Knocked Down allies. calculation) and removes affliction.
Skill Check Table Luck Charge Uses Persona Level-Ups Player-Player Confidant Point-Gain
Social Combat Description Skill Check 1 Every • Gain 1 SP Combat Support 2
0 0-1 A mundane task that could be accomplished by anyone in normal circumstances Attack and Dodge 1d6 Level • Acquire or upgrade spells Activities 3
1 2-3 A simple, everyday task that most people would not struggle with. • Add 1 use to any spell in your deck Vital Support 4
2 4-5 An uncommon task that can require focus and planning. • +1 to any combat skill while Persona is active, adhering to Defeating a Tyrant 10
Level-Up Table Every
Persona Skill Bonus restrictions
3 6-7 A troublesome, higher-stakes challenge. Level Exp. S Skill C Skill Feat? Three
• +4 to any Social Skill, adhering to Persona Skill Bonus
Gifts RP value
4 8-9 A large obstacle that demans your full attention, and possible help from equally skilled peers. 2 300 1 0 Yes Levels restrictions NPC Confidant Point-Gain
5 10-11 A major test of one's skills, completely out of reach to common folk. 3 900 2 1 No • Copy any spell you know Tier 3 or below into a Spell Card. ♥ (+) (-)
A fantastic undertaking that can only be accomplished by those with peerless skill and 4 1800 1 0 Yes Persona Leveling Rules Personality (+5) (+2) (-2)
6+ 12+ dedication. 5 3000 2 0 No Each Persona Skill cannot have more bonuses than how many Skills Activities (+5) (+2) (-2)
in total have been granted a bonus. This rule applies to both
Skill Usage Table 6 4500 1 1 Yes Gifts (+5) (+2) (-2)
Combat and Social Skills.
7 6300 2 0 No Unlisted Gifts (+0-1)
Strength Tests of physical prowess: Lifting weights, grappling, moving and breaking objects Skill Bonus
8 8400 1 0 Yes EXAMPLE
Restrictions
➢ +1 STR is OK, while +2 STR is not OK on its own.
Mental tasks that Knowledge might not cover: Appraising the function and value of strange objects, 9 10800 2 1 No
Magic ➢ +1 STR and +1 VIT is OK, and so is +2 STR and +2 VIT. +3 STR
predicting the effects of one's actions, the acuity of one's "sixth sense", etc. 10 13500 1 0 Yes and +2 VIT,
Tasks related to dexterity and touch: Aiming, predicting a target's trajectory, feeling subtle changes in 11 16500 2 0 No however, is not.
Technique
texture and weight. 12 19800 1 1 Yes If you own one or more uses of a certain spell, you can pay the SP
difference between this spell and one of a higher Tier to "upgrade"
Physical prowess, but related to speed rather than raw strength: Dashing, dodging, climbing, hanging 13 23400 2 0 No Spell
Agility to a new spell. The original and intended spells must have the
off ledges, swimming. 14 27300 1 0 Yes Upgrades
exact same Categories, including the "Activation" category (Active,
For checks that pertain to resilience and toughness: Resting physical pain, maintaining pace, ignoring 15 31500 2 1 No Passive, or Held.)
Vitality
one's own fatigue, etc. 16 36000 1 0 Yes
17 40800 2 0 No Social Skill Tiers
Luck Gambling, random guessing, checks that cannot be purely influenced by one's natural abilities.
18 45900 1 1 Yes Tier Points Knowledge Discipline Empathy Charm Expression Courage
A combination of "book smarts" and general understanding about the world: Remembering obscure 19 51300 2 0 No 0 0-4 Slacker Bumbling Indifferent Plain Monotone Timid
Knowledge
details, knowing one's way around town, etc. 20 57000 1 0 Yes 1 5-14 Aware Decent Inoffensive Existent Rough Ordinary
For checks that depend on one's focus, attention and concentration: Tracking a target, resisting 21 63000 2 1 Yes 2 15-29 Learned Persistent Kindly Confident Eloquent Determined
Discipline
distractions, hearing distant or subtle noises. 22 69300 1 0 No 3 30-54 Scholarly Thorough Generous Suave Inspiring Staunch
23 75900 2 0 Yes 4 55-79 Encyclopedic Masterful Selfless Popular Touching Dauntless
Empathy Understanding others' emotions and predicting their actions based off that: Negotiating, blackmail, etc.
24 82800 1 1 No 5 80+ Erudite Transcendant Saintly Debonair Enthralling Badass
Influencing strangers, maintaining your posture and elegance, gaining favors, and other checks that 25 90000 2 0 Yes Activities
Charm
depend on personal magnetism and style. 26 97500 1 0 No Knowledge Discipline Empathy Charm Expression Courage
Influences both eloquence and artistic pursuits: Finding the proper words in difficult situations, 27 105300 2 1 Yes Studying Jobs Community Service Cafe Translation Haunted House
Expression
encouraging others, influencing a crowd, producing art, falsifying documents, etc. 28 113400 1 0 No Academic Project Martial Arts Bar / Tavern Debates Literature Meditation

Governs "guts", your ability to hide or overcome fear, resist intimidation, perform feats others might 29 121800 2 0 Yes Library Paintball Cultural Events Cinema Mukbang Challenge
Courage
not be able to and helping others, even if it means harm coming to you. 30 130500 1 1 No Extreme Sports Tutoring Theater

Acting Classes Poetry

Theater (film) Musiic

Karaoke
Earning Income Academic Welfare Weapon Properties
Full-Time Standard Two blocks per day, five days per week Add Knowledge and Discipline A weapon with this property deals X extra damage in case of a critical hit, on top of the multiplied damage of the attack. This extra damage is of the same Type as the weapon’s main
Tiers together to find weekly Critical X
Part-Time Standard One block per day damage Type and is added immediately after the critical multiplier.
Yield. Academic Welfare does
Social Skill Pay Part-Time Fulltime Description not apply if the Character is Snipe X A weapon with this property can be used out of its normal range with the added cost of -1 TEC on the hit roll for each two spaces used beyond its range, up to X.
Tier 0 & 1 0.5 RP / block 2.5 RP / week 5 RP / week Newbie / Trainee working any job.
Tier 2 1 RP / block 5 RP / week 10 RP / week Veteran Yield Reward
<Type> Boost Grants the benefits of the equivalent Passive spell, increasing the damage dealt by attacks of this Type declared by the user by 25%.
Tier 3 2 RP / block 10 RP / week 20 RP / week Manager 0-1 1.25 RP / week
Tier 4 3 RP / block 15 RP / week 30 RP / week Owner, Visionary 2-3 2.5 RP / week A weapon with this property deals extra damage against targets that resist the attack’s Type. Piercing 1 deals 10% extra damage against targets that Resist the attack’s Type.
Piercing X
Tier 5 5 RP / block 25 RP / week 50 RP / week Legendary 4-5 5 RP / week Piercing 2 deals 25% more damage, and Piercing 3 ignores Resist effects and treats Null as Resist.
A weapon with the Transfer keyword passes the benefits of the specified property to Physical Type spells cast while you have this piece of equipment equipped. For example, a
6-7 7.5 RP / week Transfer
weapon with Transfer (Critical) and Critical 1d6 deals bonus damage on a critical hit, passing this benefit along to all Physical Type spells cast by the wielder. If no properties are
8 & higher 12.5 RP / week (Property)
specified, all valid keywords are transferred.
A spell with the incredible keyword Magic Transfer gives the benefits of the specified property to all spells cast by the wielder. For example, a weapon with Magic Transfer (Snipe)
Magic Transfer
and Snipe 2 allows the user to cast Agi, and any other spells, at a greater range, incurring a TEC penalty. These properties are not applied when it would make no sense to do so:
(Property)
Rakunda cannot score a Critical and Evil Smile cannot Pierce. If no properties are specified, all properties are transferred.
A weapon with this property activates the specified spell when the attack connects. This spell does not have to be in your deck, but costs Energy equal to the spell’s Tier to be
Cast X
activated. The wielder can choose whether or not to activate after damage calculation.
Armor Properties
Augments your ability to avoid attacks of the specified Type by increasing your DDC against the particular Type. For example, Evade Fire 1 increases your dodge roll to spells like Agi
Evade <Type> X
to AGId8 instead of AGId6.

Grants X damage reduction against the specified Type, added after normal damage reduction. If no Types are specified, grants the effect to all damage types except Light, Dark, Intel
Fortify <Type> X
and Almighty.

<Type> Boost Similar to the equivalent passive spell and weapon category, boosts damage done by the wielder by 25% while casting spells and declaring attacks of that Type.

Move X Increases your movement allowance by X

Transfer Armor with this property grant its other categories to Defense Type spells cast by the wearer for the same duration of the cast effect.

In addition to the Transfer property effect, also gives the affected targets the armor’s Damage Reduction for the duration of the spell. This value is added to the targets’ normal
Magic Transfer
Damage Reduction.

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