Super Tl;Dr core rules:You get 8 Commands, 2 traits, and 20 HP/12 MP values at the start. You can use one Command on Attack Phase and one Reaction during a Defense Phase. Commands will cost MP most of the time to use, without MP you can only use the most basic commands. All attacks succeed unless you do something to make them fail. You must roll a D20 on Defense to see if you take damage or not. Defense chart will be found in rules below. You can flavor any Command or Trait however you like! The names don't mean anything.Commands with (Free Action) Keyword are free to use alongside a Main Command during Attack Phase. You can only use one per Attack Phase and never during a Defense Phase.Expanded Rules:Everyone starts with 20 HP and 12 MP total.Everything is automated in Foundry, you won't need to keep track of or add up numbers at all.There are no rolls required on the Attack Phase, all attacks and Commands will succeed.ANY Attack or Command (unless otherwise stated) can be AoE'd to all enemies or allies for half potency, rounding down (so 3 damage/healing would be 1 damage/healing in AoE). This includes Basic Attack, Magic Commands, Attack Commands, Healing Commands, Defense Commands and Support Commands. (For Commands that have a set duration effect, the duration is reduced by half IE Protect lasting 2 Total Phases on ALL Allies instead of 4 Total Phases on one Ally.)You can pick up to 8 Commands that you can use at any time in Battle.You can only use one Action and one Free Action per Attack Phase and one Reaction per Defense Phase.You can pick up to 2 Traits that permanently affect your Character, 3 if you take a Weakness trait.General flow of an Encounter: Attack Phase: RP out a paragraph and then in () put in your Commands, Element, and who you are targetting -> Defense Phase: The Enemy Attacks and you roll defense and use Reactions in ().Weaknesses and Resistances are in play. If an enemy is resistant to a type of damage then the damage you deal is reduced by -2. If they are weak you deal +3. The DM will tell you if an attack is weak or resistant on hit or if you use the Scan command.Weaknesses and Resistances do not stack, and will only use the highest bonus possible. For example, if you took a trait to reduce all damage taken by 2, but choose the Defend action to reduce damage by 4, then you will only reduce damage taken by 4 for that turn, not by 6.Enemies will use similar Commands as you and may have the same traits or new ones unique to them.Buffs and Status that are applied begin their duration timer on the same Attack Phase you use it. (IE: Protect lasts 2 Rounds. It's applied that Attack Phase and ends after the next Total Phase of combat concludes.)Buffs cannot be stacked multiple times from the same Command. For example an Ally can only benefit from one source of Bestow Strength, a support command that grants +4 Attack damage.A target's damage/healing dealt cannot be reduced below 1.A Round is the conclusion of an Attack Phase and a Defense Phase.Defense Phase Roll Chart (D20):19-20:) Crit Succ, -4 damage taken.
10-18:) Succ, -2 damage taken.
2-9:) Fail, Full damage taken.
1:) Crit Fail, +2 damage taken.
Example of a Total Combat Phase:"(Cast Fire, Enemy Barbarian. -2 MP)"->"Mage twirls her staff around, dealing a massive gout of flame to the enemy. (4 Fire Damage, Barbarian. -2 MP)->DM: "Barbarian takes the gout of flame, but charges in with reckless abandon to attack the party. (5 Attack Damage, Mage, Berserk.)Mage Rolls D20: 14.Mage puts up a Manaward, and protects against the brunt of the Attack. (14 Succ, 5-2 = 3 Damage taken. ))
Basic Attack (No MP): Deal 2 Attack Damage to target.Magic Attack (No MP): Deal 2 Magic Damage to Target.Defend (No MP): Use your Main Command to reduce ALL damage taken by 4 for Defense turn.Wait (No MP): Skip your turn and restore 6 MP to self.Use Item (No MP): Use your Main Command to either heal 12 HP or restore 10 MP to self. You can restore both HP and MP at half potency with one use. One use per encounter.Retreat (No MP): Attempt to flee from battle.
Commands aren't final. If you can come up with your own command, and it is balanced, I will happily add it in!
Fire (2 MP): Deal 6 Fire Damage.Stone (2 MP): Deal 6 Earth Damage.Aero (2 MP): Deal 6 Wind Damage.Thunder (2 MP): Deal 6 Lightning Damage.Water (2 MP): Deal 6 Water Damage.Blizzard (2 MP): Deal 6 Ice Damage.Holy (2 MP): Deal 6 Holy Damage.Dark (2 MP): Deal 6 Dark Damage.Twin Spell (3 MP): Cast a 2 MP Element spell in your Command Deck twice. The first hit deals full damage the second hit deals half damage.Poison (3 MP): Inflict Poisoned which deals 4 Flat Poison Damage over 3 Rounds and reduces their healing received by -2. Poison cannot be increased in Damage by traits or buffs.Magic Burst (2 MP): Deal 5 Unaspected Magic Damage that goes through Magical Resistances.Ancient Magic (4 MP): Deal 10 Damage of ANY Element to your target of choice. After use, gain Overheat which prevents you from using Ancient Magic again for 1 round.Summon (6 MP): Deal 8 Damage to ALL targets with an element of your choice.Trance (1 MP): Raise the Magic Damage you deal by +3 but also lose -2 HP a turn and reduce all healing received by -2. Ends when voluntarily dismissed as a (Free Action) or when dispelled. Costs No MP when turning off.(Free Action)Death (6 MP): Instantly KO a single target. May not work on some enemies. If it did not KO the target, deal 14 Unaspected damage to it which bypasses resistances. ((Cannot AoE))Drain (3 MP): Deal 4 Unaspected Magic Damage and restore the damage you deal as HP to self or an Ally. ((Cannot AoE.))MP Drain (2 MP): Deal 2 Unaspected Magic Damage and steal 6 MP from Target. (4 MP total) ((Cannot AoE.))Sacrifice (No MP): Sacrifice -6 HP to gain +12 MP. (Free Action)Elemantalist (3 MP): Deal 6 damage of ANY Element you choose.
Braver (2 MP): Deal an Attack for 6 Damage.Overwhelm (2 MP): Deal an Attack for 5 Damage that ignores Physical Damage resistances.Darkness (2 MP): Deal an Attack for 9 damage, but sacrifice -6 of your own HP.Falcon Slash (2 MP): Basic Attack twice this turn.Jump (3 MP): Skip your Main Action this turn, then on the next use your Main Action to deal 14 Attack Damage that bypasses resistances.Bleed (3 MP): Inflict Bleeding on the Enemy of choice, which deals 4 Flat Attack Damage each turn for 3 Rounds and reduces their heeling received by -2. Bleed cannot be increased in Damage by traits or buffs.Rage (1 MP): Increase the Attack Damage you deal by +3 but also you lose -2 HP a turn and your healing received is reduced by -2 while Rage is in effect. Ends when voluntarily dismissed as a (Free Action) or when dispelled. Costs No MP when turning off. (Free Action)Mug (2 MP): Deal 4 Attack Damage and restore 2 uses of the Use Item Command.Soul Eater (3 MP): Deal 4 Attack Damage to an enemy and restore the damage you deal as HP to Self or an Ally.Armor Crush (3 MP): Deal an Attack for 2 damage and make an enemy vulnerable to Attack Damage for 3 Total Phases.Action Surge (2 MP): Gain a Second Main Command use this turn but the strain causes you to lose -2 HP. After you use Action Surge and finish your turn you gain Fatigued next round which reduces your damage by -2 for 1 round. While under Fatigued you can't Action Surge again. (Free Action)Elemental Blade (1 MP): Choose an Element. Your Attack Commands and Basic Attacks will deal +2 Damage of that Element for 1 round. (Free Action)
Cure (2 MP): Restore 8 HP to an Ally or Self.Lustrate (1 MP): Restore 5 HP to an Ally or Self (Free Action)Dispel (2 MP): Cure ALL negative Status on an ally or remove ALL Buffs from a foe. (AoE costs 3 MP)Esuna (1 MP): Cure One Negative Status on an Ally (Cannot Aoe) (Free Action)Barrier (2 MP): Grant an Ally +8 Temporary HP.Prayer (2 MP): Raise the amount of HP restored by Healing Commands by +3 for 2 Total Phases. (Free Action)Assize (4 MP): Deal 4 Unaspected Magical Damage to all enemies and heal ALL allies for +6 HP.Kardia (3 MP): Deal 4 Unaspected Magical Damage to a target and restore the damage you deal as HP to an Ally or Self.Glare (2 MP): Deal 5 Unaspected Magic Damage to Target. Scales with Healing Bonuses.Protect (2 MP): Reduce self or ally's Physical Damage taken by 3 for 4 Total Phases.Shell (2 MP): Reduce self or ally's Magical Damage taken by 3 for 4 Total Phases.Excogitation (3 MP): Grant an Ally Excogitation which will restore +10 Flat HP when that Ally falls below half of their max Health.Benediction (6 MP): Restore all of an Ally's HP. (AoE costs 8 MP)Regen (3 MP): Restore +5 Flat HP to an ally for 3 Rounds. Cannot be increased by Traits or Buffs.
Cover (1 MP): Cover an Ally during the Defense Phase to take all incoming damage for them. (Reaction)Shelter (2 MP): Take protective measures and reduce All Damage taken for the next defense phase by 6.Reflect (1 MP): Use a Main Action to prepare Reflect. On your Defense Phase, if you take Magic Damage under the effect of Reflect you halve that magic damage and return that half back to the enemy as flat damage. If you don't take any Magic Damage during the Defense Phase, deal 2 Flat Magic Damage.Counter (1 MP): Use a Main Action to prepare Counter. On your Defense Phase, if you take Attack Damage while under the effect of Counter you halve that Attack Damage and return that half back to the enemy as flat damage. If you don't take any Attack Damage during the Defense Phase, deal 2 Flat Attack Damage.Second Wind (3 MP): Restore HP of self by +8 (Free Action)Provoke (2 MP): Force a target to attack and use commands on only you for that Round. Forces target to use Single Target attacks only.Shake it Off (2 MP): Remove all negative status effects on self. Restore +3 HP for each status removed. (Free Action)Endure (4 MP): During the Defense Phase, brace for incoming damage. No matter what, your health cannot be brought below 1 HP that Phase. (Reaction)Take Cover (1 MP): During the Defense Phase, find a means to take cover to reduce All Damage you take by 2. (Reaction)Phalanx (3 MP): Grant all Allies, including Self, Phalanx, which reduces All Damage taken by 3 for 1 round.
Scan (1 MP): Applies Scanned which increases All Damage taken by 1 for 1 round and reveals Weaknesses and Resistances. (Free Action)En-Element (2 MP): Choose one Element and target Self or Ally. That Ally now deals +2 damage of that Element for 3 Rounds.Phantom Dart (2 MP): Make a target weak to ALL Elements for 2 Rounds.Armor Melt (2 MP): Make a target weak to Attack Damage for 2 Rounds.MP Gift (2 MP): Restore 4 MP to an Ally. (Free Action)Cheer (2 MP): Grants a +2 Bonus to All-Damage to an Ally for 2 rounds. (Cannot be increased in duration by traits.)Bestow Healing (2 MP): Grant an Ally +3 to Healing Dealt and Healing Damage over 4 rounds.Bestow Strength (2 MP): Grant an Ally +3 Physical Damage over 4 Rounds.Bestow Magic (2 MP): Grant an Ally +3 Magic Damage over 4 Rounds.Bestow HP (3 MP): Grant an Ally a +6 to their Max HP for 3 rounds. The target is also healed for this same amount.
Traits aren't final. If you can come up with your own trait, and it's balanced I will happily add it in!
Mage: All Magic Commands are 2 points more potent.Fragile Mage: All Magic Commands are 4 points more potent, but your total HP is reduced by -6. (Cannot be taken with Mage)Font of Magic: Gain +4 total MP.Blood Mage: Gain the ability to convert HP to MP to cast Commands. Ratio is 2 HP - > 1 MP.Elemental Aspect (Element): Pick one Element. Any Command that has that Element will deal +4 Damage. ((Cannot be taken with Mage or Fragile Mage.))Spell Blade: Basic Attack and Attack Commands are given the Magic Trait, allowing them to be given bonuses from Magic related buffs and traits. Gain a +1 to Magic Damage. ((Cannot be taken with Mage or **Fragile Mage.))Spark: When casting a Magic Command, gain a stack of Spark which increases spell damage by +1. Stacks up to 4 times for +4 Spell Damage. You can gain 1 stack of Spark per round.
Strong: All Basic Attack and Attack Commands are 2 point more potent.Glass Cannon: All Basic Attack and Attack commands are 4 points more potent, but your total HP is reduced by -6. (Cannot be taken with Strong)Relentless: Each time you deal damage with an Attack Command, Gain a stack of Relentless, which gives a +1 bonus to Attack Damage. This can stack up to +4. You can only get one stack per round.Two Handed: Your Basic Attack deals 4 Attack Damage instead of 2, but you can no longer use the Defend Command.Cleave: Whenever you use the Basic Attack Command, you can target an additional enemy as well for full damage.
Tough: Gain +8 total HPHardened: You have a permanent resistance to All Damage by 3.Revenge: When you take Damage, you gain Revenge which grants a +2 bonus to the next Direct Damage dealing Command you use. Stackable up to 3 times for a maximum +6 damage bonus. Revenge resets when used.Block: Your Defend Command can now be used during the Defense Phase as a (Reaction) and reduces damage by a futher 1 for a total of -5 damage taken.Thrill of Battle: ALL sources of incoming healing are increased by +3.Won't Give Up: Once per Combat encounter, when you would be taken down to 0 HP, instead survive with 1 HP left. HP can't be reduced below 1 for that round.
Healer: All Healing Commands are 2 points more potent.Fragile Healer: All Healing Commands are 4 points more potent and last indefinitely until dispelled, but your total HP is reduced by -6. (Cannot be taken with Healer)Overshield: Half of your healing done is converted into Temporary HP, up to a max of +6 Temporary HP.Ether Conduit: When you use a Single Target Healing Command on an Ally, you also Grant that ally 2 MP. When using a Healing Command as an AoE only grant 1 MP.Blessings: When you use a Single Target Healing Command on an Ally, that Ally gains Blessings, which increases All Damage Resistances by 2 and All Damage dealt by +1 for 1 round.Clemency: When you use a Single Target Healing Command on an Ally, heal yourself for half the potency of that command.
MetaMagic : All Commands that are beneficial to an Ally and have a duration will now last indefinitely until dispelled or voluntarily removed, however your HP is reduced by -4. Only works if the Command is used as a Single Target.Aggressive Supporter: All Support Commands can be used as a (Free Action). You can still only use one (Free Action) per turn.Dual Enchantment: When you use a Support Command on a single Ally, you can immediately use it again on a second ally for free.Hero's Rhapsody: When you use a Single Target Support Command on an Ally, that Ally gains Hero's Rhapsody, a temporary +2 bonus to all Attack Damage, Magic damage, and Healing for that round only.Malice: All Commands that effect a foe and have a duration will now last indefinitely become permanent until dispelled, however your max HP is reduced by -4.
True Glass Cannon: Gain +2 to all Command Potencies and Healing Potencies but lose -6 HP. ((Cannot take with any other Command boosting trait.))Alchemist: The Use Item Command can be used 2 times per encounter and can now be used on Allies as well as Self. Use Item now fully restores both HP and MP. Use Item can now also be used to deal damage with a potency of 12 that goes through resistances.All-Rounder: ALL Basic Attacks and Commands are 1 point more potent ((Cannot take with any other Command Boosting Traits.))Slayer: You deal +5 flat Damage to enemies that are at Full HP when the Player Round starts. This damage can only occur once per target.Battle trance: When you KO or help to KO an enemy, gain +2 MP.Overcharge: You can spend extra MP to deal more damage or heal more HP. For every MP extra you spend gain +2 extra damage or healing, up to 3 MP for +6. These bonuses reset after you use any Command that benefits from them. ((You cannot Overcharge Basic Attacks or Commands that use Basic Attacks.))Pet: You have a faithful companion! Whether Carbuncle or Fairy, your pet contributes to battle.A Pet has an 8 HP total and each turn can either Restore 2 HP to an Ally or Deal 2 Unaspected Damage that can either be Attack Damage or Magical Damage and bypasses resistances to foes without using up any actions.A Pet cannot be affected by traits but can be buffed by Commands. A Pet can only benefit from 1 Damage Buff at a time.
By applying a Weakness to your build, you can add an extra trait if applicable!
Fragile: Lose -4 HP.
Weak Reserves: Lose -2 MP.
Pacifist: Deal -2 less damage with all Commands that deal Direct Damage.
Aetheric Imbalance: Receive -2 HP less healing from all sources of healing.
Soft: Take +2 extra damage from ALL sources.
Open Guard: The Defend Command is no longer available and you are unable to use any Defense Commands.
Clumsy: You are unable to use any Free Action Commands.

| Commands: | Traits: | HP: | MP: |
|---|---|---|---|
| Provoke (1 MP) | Tanky | 20/20 | 6/6 |
| Cure (2 MP) | Block | ||
| Interrupt (3 MP) | |||
| Cover (1 MP) |
The Paladin is your Tank, redirecting stronger enemies away from your more vulnerable allies and into attacking you. With the Block trait allowing you to use the Defend Command during your Defense Phase, you'll become very reliable at redirecting damage to yourself through Provoke and negating it. Cure can provide moderate healing to allies and Interrupt is useful for stopping enemies from using Commands against your allies but be wary of the high MP costs. The Paladin's drawbacks are low MP to cast abilities and low damage output. They'll struggle to quickly deal with enemies without strong allies.

| Commands: | Traits: | HP: | MP: |
|---|---|---|---|
| Fire (1 MP) | Fragile Mage | 8/8 | 6/6 |
| Thunder (1 MP) | Magic Specialist | ||
| Ice (1 MP) | |||
| Barrier (2 MP) |
The Black Mage is your high damage caster. You'll be aiming for Elemental Weaknesses to be dealing the maximum amount of damage, but even without elemental weaknesses in play the extra 2 damage to Magic from Fragile Mage and MP reductions from Magic Specialist makes it so every spell hits hard and with little MP cost. Barrier is taken to help ease damage taken either for yourself or allies. The Black Mage's drawbacks are low HP and reliance on MP to deal damage, as well as a reliance on Elemental Damage. They may be in trouble if their foes are resistant to the Magic they can cast.

| Commands: | Traits: | HP: | MP: |
|---|---|---|---|
| Cure (1 MP) | Fragile Healer: | 8/8 | 6/6 |
| Dispel (1 MP) | Healing Mastery | ||
| Assize (2 MP) | |||
| Bar-Status (1 MP) |
The White Mage is your Primary Healer and Status Cleanser. With Fragile Healer increasing healing power by 2 and Healing Master reducing MP Costs your basic Cure spell turns into a reliable way to bring back your party from taking hits. Assize can be used when high AoE damage is being taken but it's high MP cost is risky. Dispel and Bar Status are useful for fighting off those pesky status effects. The White Mage's drawbacks are low HP and low damage output. They're at risk if they can't be protected by a strong frontline.

| Commands: | Traits: | HP: | MP: |
|---|---|---|---|
| Berserk (2 MP) | Glass Cannon | 16/16 | 6/6 |
| Falcon Slash (2 MP) | Tanky | ||
| Saber (3 MP) | |||
| Dodge (1 MP) |
The Fighter is your Physical damage dealer. With Glass Cannon increasing physical damage by 2, and Tanky helping to offset the negative HP from Glass Cannon, you can get into the thick of it and deal heavy damage with even just your Basic Attack Command. Berserk is your strongest Command but due to it targeting enemies at random Falcon Slash is a more reliable but slightly less powerful alternative. Saber can increase damage dealt and Dodge can help ease damage taken. The Fighter's drawback is a lack of party utility and reliance on Physical damage. They may struggle against physically resistant opponents.
Skills are a characters primary way of rolling to interact with the world. When a DM asks to roll a skill, you will roll a D20 plus modifier based on the level of training a character has in a Skill.There are 4 levels of training for a skill:
Trained: +3
Expert: +5
Master: +7
Legendary: +9Characters may have up to the following amount of training for skills:Trained: 4
Expert: 3
Master: 1
Legendary: 1The skills are as follows:Acrobatics, Athletics, Deception, Intimidation, Nature, Performance, Society, Survival, Arcana/Aether, Crafting, Diplomacy, Medicine, Occultism/Void, Religion, Stealth, Thievery.Skills are automated and rolled through your Foundry Character Sheet.
Possible traitsElemental Conduit: When you cast a spell with an Element, gain a stack of Elemental Conduit which grants +2 to Spell Damage. To gain further stacks of Elemental Conduit you must cast an Elemental spell different from the one you casted last round. Stacks 3 times for +6 damage. Elemental Conduit loses all stacks when you cast a repeating element or use a command without an element attached to it. You can only gain 1 stack per round.