Battle System

 

Given the chaotic nature of a real time battle, combat in Ebb & Flow is treated in a much more structured manner, which makes it a bit fairer for all engaging parties. Although it follows the same basic flow of events that was mentioned in the How to Play, this section will go into much more detail behind the rules of combat and its structure.

The Basic Structure of Combat
Battles can begin from many different circumstances, which affect how it will be initiated. Enemies could get the jump on the unsuspecting party, catching them off guard. Likewise, the opposite can happen where the party ambushes an enemy. Sometimes, a battle can even initiate where the party is aware of danger, but not its location.

Many times, however, engaging parties come face-to-face with one another, in which case all members of each party perform an Agility check. The party whose member rolled the highest goes first. This means that parties with members who have high Agility are more likely to go first in battle than parties with lower Agility. However, if this method seems too skewed in favor of high Agility characters, you may instead do a single 2d6 roll against opposing parties where the highest roll wins. If a tie occurs, then the highest rolling members will reroll until a clear winner is achieved.

Once the winning party is determined, all members of that party take their turn before members of the other parties take theirs. When all members of all parties have taken their turn, a round is completed, and the first party to take their turn goes again.

During a unit’s turn, they are able to do basically anything they want within reason, but most likely, they will try to attack and harm another unit. When a unit attacks another unit, the attacking unit will roll to hit while the defending unit will roll to evade. To roll to hit, roll 2d6, add your Accuracy to the result, and then add or subtract any modifiers from other effects. To roll to evade, roll 1d6, add your Physical Evasion or Magic Evasion depending on the type of attack, and then add or subtract any modifiers from other effects. If the result of the hit roll is greater than or equal to the result of the evasion roll, then the attack is successful and the defending unit is hit. If the result of the hit roll is lower, then the attack is unsuccessful, and the defending unit was able to dodge the attack or the attack was deflected by their armor depending on how close the rolls were.

Most attacks deal damage. Whether it’s from a weapon, a skill, or something else, all sources of damage have some sort of damage dice attached to them. For example, a basic steel katana has a damage die of 1d8, whereas the Tiger Flip skill has damage dice of 2d6. To calculate damage, you will first roll the damage dice of the attack, then add either your Physical Damage or Magic Damage stat (depending on the attack), and finally add or subtract any modifiers from other effects. Units affected by the attack will then reduce that amount of damage by any effects that reduce damage, and subtract the final amount from their Health Points.

The winning party of a battle is determined if they are the last ones standing. However, this doesn’t mean battles always have to end in bloodshed. Opposing parties don’t want to die. Oftentimes, they will attempt to flee from the battle or give up. Even if they do fight to the bitter end, you may choose whether you want to deal a killing blow or show them mercy by merely knocking them out. The remaining subsections details all aspects of the Battle System.

Rounds
A round is defined as a single period of time where all units on opposing parties have acted. One round encompasses 10 seconds of actual in-game time. This may not make much sense in a system where units each have their own turn to act. However, think of a battle more as if all units are acting at the same time, but rounds and turns exist to organize the chaos.

Turns
A turn is defined as a party’s or unit’s personal amount of time in a single round. In other words, a turn is how a unit decides to spend their 10 seconds of a round.

Turn Order
Turn order is team based. All members of one party will take their turns before all members of the opposing party take theirs. Individual players decide amongst themselves which order they will go in.

Parts of a Turn
Start Turn
Resolve any status effects on your character.

Move Phase
Perform a Move Action to move up to your Movement Speed. If you move farther than half of your Movement Speed during your turn before the Action Phase, you must skip your Action Phase. If you perform a Main Action during your Action Phase, you may only move up to half of your Movement Speed during your Move Action. Your Move Action may be broken up before and after your Action Phase. For example, you may move a small amount, perform a Main Action during your Action Phase, and then resume your movement so long as you do not exceed the maximum distance you are allowed.

Action Phase
Perform a Main Action to do one of several acts:
- Normal Attack: Perform a Normal Attack.
- Skill: Perform a Skill.
- Item: Use an item.
- Ready Attack: You may ready yourself to perform a Normal Attack whenever an enemy comes within range of it until your next turn. If your weapon has multiple tiers of range, such as the Arcane Ranger’s bow, your Normal Attack triggers when an enemy enters the lowest tier of your weapon’s range. You cannot Hold Skill or Block in the same turn you Ready Attack.
- Hold Skill: You may hold a skill by paying its FP cost. If you do, until your next turn, you may immediately use the skill if an applicable target enters within range of the skill. If no applicable targets enter within range of the skill by your next turn, you may move your entire Movement Speed during your Move Phase to use the skill. Otherwise, you must pay its FP cost to keep the skill held. You cannot Ready Attack or Block in the same turn you Hold Skill.
- Block: Until the start of your next turn, your Physical Evasion and Magic Evasion is increased by 2, and you perform a Critical Evade on an evasion roll of 5-6. You cannot Ready Attack or Hold Skill in the same turn you Block.
- Other: Your Main Action is not limited to these options alone. You can do a multitude of things that require a Main Action such as looting a fallen enemy’s body or reciting an incantation for a spell. Consult with your GM to determine what you want to do.

Switch Weapon
You may skip your Move Phase or a Main Action in order to switch between weapons.

End Turn
Place any new status ailment counters on your character. If you have no counters on a status ailment on your character, remove that status ailment from your character.

Quick Actions
Quick Actions are very short actions that can be performed at any time during a round, even during an enemy’s turn. Every unit in battle has access to one Quick Action per round. Consult with your GM to determine what you may be able to do as a Quick Action. There are also two specific actions that are performed as Quick Actions.
- Knowledge Check: Roll 2d6 and add your Knowledge Modifier. If it succeeds, you will recall any information your character knows about an enemy monster.
- Examine Enemy: Roll 2d6 and add your Observation or Knowledge Modifier. Depending on your result, you will identify how strong an enemy is in comparison to you.

Line of Sight
A character's line of sight includes all spaces to their left, right, and in front of them until the edge of the map. However, like in real life, characters cannot see through walls and obstacles or around corners. This will affect whether or not you can target an enemy at all! Be mindful of your position on the map before trying to make an attack. Even if you know there's an enemy on the other side of a wall, it doesn't mean you can see them.

Weapon Specifics
There are 19 weapons in Ebb & Flow that correspond with 19 of the 20 classes in the game. In the table below, you can read what the weapons are, what type of damage they scale with, their damage dice, and their Normal Attack range. These values are based on the basic versions of the weapons that can be commonly purchased throughout the world.
Weapon Damage Type Damage Die Attack Range
Bow Magic Damage 1d4 15’ - 90’ No Penalty
91’ - 150’ Disadvantage
151+’ Must Critically Hit
Arm Cannon Magic Damage 1d6 15’ - 50’
Brush Magic Damage 1d4 0’ - 5’
Twin Daggers Physical Damage 1d6 0’ - 5’
War Helix Magic Damage 1d4 0’ - 30’
Knuckles Physical Damage 1d6 0’ - 5’
Poleaxe Physical Damage 1d8 0’ - 10’
Forearm Blade Physical Damage 1d8 0’ - 5’
Katana Physical Damage 1d6 0’ - 5’
Chain Sickle Physical Damage 1d8 0’ - 20’
Whip Physical Damage 1d4 5’ - 15’
Flow Gems Magic Damage 1d4 0’ - 20’
Boomerang Physical Damage 1d8 10’ - 40’
Scythe Physical Damage 1d10 0’ - 5’
Caster Revolver Magic Damage 1d4 0’ - 60’ No Penalty
61’ - 100’ Disadvantage
101+’ Must Critically Hit
Grapple Shields Physical Damage 1d6 0’ - 5’
Battle Axe Physical Damage 1d10 0’ - 5’
Rapier Physical Damage 1d6 0’ - 5’
Flail Physical Damage 1d8 0’ - 10’

Magical vs. Physical Attacks
Normal Attacks performed with Bows, Arm Cannons, War Helixes, Caster Revolvers, Brushes, and Flow Gems are considered magical. Normal Attacks performed with Twin Daggers, Knuckles, Scythes, Katanas, Chain Sickles, Grapple Shields, Poleaxes, Boomerangs, Battle Axes, and Forearm Blades are considered physical. Normal Attacks performed with Whips are considered physical; however, attacks made by summons are considered magical. Normal Attacks performed with Rapiers are considered physical; however, Active - Offensive skills and Normal Attacks performed with an imbued Rapier are considered both physical and magical at the same time. Normal Attacks performed by the Soul Morpher are considered physical. Attacks performed with a Flail are considered magical or physical, depending on the property of the attack used. Usually, there will be no difference between magical and physical attacks, but some monsters have more resistances, or more weaknesses, to magical or physical attacks than others.

Elements
There are seven elements: Fire, Wind, Lightning, Earth, Water, Light, and Dark. The spectrum of effectiveness is as follows:
- Fire burns Wind
- Wind disrupts Lightning
- Lightning destroys Earth
- Earth consumes Water
- Water extinguishes Fire
- Light and Dark oppose one another
A unit weak to an element will take double damage, a unit resistant to an element will take half damage, a unit immune to an element will take no damage, and a unit that absorbs an element will heal for an amount equal to the damage they would have taken.

Some skills have an element attached to them while others do not. The skill will state whether or not there is an element with it. Weapons and armor can be imbued with an element, either providing an elemental attack or providing resistance, but can only be imbued with a single element. An elemental weapon will add its element to any Active - Offensive skills that do not already have an element. An elemental weapon will boost the damage of a skill that shares the same element by 3.

Overflow
You may Overflow your skills to improve their effects. By spending as many Health Points as the skill’s Flow Point Cost, you may increase the number of damage dice you roll for the skill by 1. You must spend a minimum of 2 Health Points, even if the skill only costs 1 Flow Point. If the skill does not roll any damage dice and instead has a duration, you may increase the duration of the skill by 1 round. You cannot overflow skills that would recover Health Points. Daily Skills have their own Overflow costs that are detailed in their descriptions. You may do this as many times as you want up to your weapon’s proficiency level. For example, if you have a Weapon Proficiency level of 3, you may Overflow a skill up to 3 times.

Monster Sizes
There are six monster sizes: Tiny, Small, Normal, Large, Giant, and Massive. Size is determined by their longest measurement. Different sizes of enemies affect how combat against them works.

Tiny (< 2 ft.) - Tiny monsters take double damage from damage over time status ailments.

Small (2 ft. - 4 ft.) - Small monsters take double damage from damage over time status ailments.

Normal (4 ft. - 8 ft.) - Nothing special.

Large (8 ft. - 35 ft.) - Large monsters cannot be Knocked Back, and they ignore Knocked Up and Floored on a 1d6 roll of 5-6.

Giant (35 ft. - 100 ft.) - Giant monsters cannot be Knocked Back, and they ignore Staggered, Knocked Up, and Floored on a 1d6 roll of 4-6. Units adjacent to Giant monsters are not Deadlocked.

Massive (100+ ft.) - Massive monsters cannot be Knocked Back, and they ignore Staggered, Knocked Up, and Floored on a 1d6 roll of 3-6. Units adjacent to Massive monsters are not Deadlocked. Massive monsters are able to move their full Movement Speed and use a Main Action during their Action Phase.

Surprise Attack!
If your party is able to sneak their way into battle undetected, your party has their turn first and remain in stealth until you attack or accidentally reveal yourselves.

Ambush!
If your party is ambushed by an enemy, all members of the opposing parties have their turns first, and your party acts last.

Hidden Enemy!
If your party knows there's trouble around, you will ready yourselves for battle. When the battle begins, the position of the enemies will not be revealed until one of the players' characters are within line of sight of an enemy unit.

Adjacency
All units and objects within 5 feet of one another are considered adjacent.

Deadlock
When a unit moves within 5 feet of an opposing unit, those two units become Deadlocked. Deadlocked units may only perform a Move Action if they stay adjacent to the unit(s) they are Deadlocked with and must include each other as a target in their Normal Attacks and Active - Offensive skills. Multiple units can Deadlock the same unit. Units that are Deadlocked may perform an Agility check once per turn per opposing unit to try to Break Away. If the result of the roll is 12 or higher or a Critical Hit, that unit successfully breaks away and may immediately use a Move Action. Otherwise, a unit may decide to perform a Move Action anyway and allow each opposing unit that the unit failed to Break Away from to perform an Attack of Opportunity.

Attack of Opportunity
Whenever a unit fails to Break Away from a Deadlock and decides to perform a Move Action, or whenever a unit tries to attack or use a skill under their minimum range, any opposing units within range may perform a Normal Attack on that unit before the unit resolves their action. Monsters, on the other hand, will perform a random attack. This attack automatically hits.

Ignores Defense
An attack made by a unit that ignores defense ignores the target’s Physical Evasion and Magic Evasion stats.

Critical Hit
When a unit attacks and their natural 2d6 hit roll is 12, their attack automatically hits, regardless of the target's evasion roll, and the attack deals double damage.

Critical Miss
When a unit attacks and their natural 2d6 hit roll is 2, their attack automatically misses, regardless of the target's evade roll, and they are rendered Helpless.

Critical Evade
When a unit rolls to evade and the natural result of their roll is 6, that unit evades the attack, regardless of the attacker’s attack roll. This effect does not override Critical Hits.

Backstab
If a unit attacks an opposing unit that has their back facing them, the attacker rolls to hit with Advantage. The opposing unit does not roll to evade, and must rely solely on their Physical Evasion and Magic Evasion stats.

Aimed Attack
When you use a Normal Attack or single target Active - Offensive Skill, you can roll with Disadvantage to aim for a specific spot on an enemy’s body to potentially hit a weak spot. If the Aimed Attack hits and is also a Crucial Strike, the area affected will be determined by where the attack was aimed.

Crucial Strike
Whenever a unit lands a Critical Hit or deals 35 or more pre-mitigated damage with a single attack, their attack is a Crucial Strike. Before damage is applied, the unit hit by the Crucial Strike performs a Vitality check to see if they are able to withstand any extraneous detrimental effects. Tiny and Small monsters must roll a 10 or higher to pass. Normal monsters, Large monsters, and player characters must roll a 9 or higher to pass. Giant and Massive monsters must roll an 8 or higher to pass. If they fail, the attacker performs a detriment roll to see if the attack has any additional effects. A unit may be affected by multiple, different detriments. If a unit would gain the same detriment, it upgrades to the next tier instead. If a unit would gain a detriment of a higher tier on the same affected area, the detriment of the higher tier replaces the lower tier detriment.

Detriment Table
Tier 0
Area Affected D% Effect
1-20 No additional effects
Tier 1: Great Pain
Area Affected D% Effect
Body 21-25 Body is in great pain. For 2d6 rounds, the target suffers -2 Physical Evasion, -2 Magic Evasion, and -10’ Movement Speed. This effect can reduce the Evasion stats below 0.
Leg 26-30 Leg is in great pain. For 2d6 rounds, the target suffers a -2 penalty to Physical Evasion and Magic Evasion, and a -20’ penalty to Movement Speed. This effect can reduce the Evasion stats below 0. If the target has no legs, this roll affects the body instead.
Arm / Wing 31-35 Arm/Wing is in great pain. For 2d6 rounds, if the target uses its arm or wing to attack, it receives a -2 penalty to Accuracy. If the target has wings, it is no longer able to fly or use flight-related skills for the duration of this effect. If the target has no arms/wings, this roll affects a leg instead.
Head 36-39 Head is lightly concussed. The target is Staggered. If the target was already Staggered, roll 2 extra damage dice.
Tier 2: Severe Pain
Area Affected D% Effect
Body 40-44 Body is in severe pain. For the rest of the battle, the target suffers -3 Physical Evasion, -3 Magic Evasion, and -20’ Movement Speed. This effect can reduce the Evasion stats below 0. If the target is wearing armor, the armor is destroyed.
Leg 45-49 Leg is in severe pain. For the rest of the battle, the target suffers a -3 penalty to Physical Evasion and Magic Evasion, and a -30’ penalty to Movement Speed. This effect can reduce the Evasion stats below 0. If the target has no legs, this roll affects the body instead.
Arm / Wing 50-54 Arm/Wing is in severe pain. For the rest of the battle, if the target uses its arm or wing to attack, it receives a -3 penalty to Accuracy. If the target was holding a weapon, they drop the weapon. If the target has wings, it is no longer able to fly or use flight-related skills for the duration of this effect. If the target has no arms/wings, this roll affects a leg instead.
Head 55-58 Head is heavily concussed. The target is Staggered for 2 rounds. If the target was already Staggered, roll 3 extra damage dice.
Tier 3: Bad Damage
Area Affected D% Effect
Body 59-63 Body is badly damaged. The target suffers -4 Physical Evasion, -4 Magic Evasion, and -30’ Movement Speed for the duration of this detriment. This effect can reduce the Evasion stats below 0. If the target is wearing armor, the armor is destroyed. The target no longer restores health during sleep until the damage dealt from the crucial strike is healed through magical means (skills, potions, rituals, etc.). The target must receive 3 days of medical treatment and bed rest to remove this detriment.
Leg 64-68 Leg is badly damaged. The target suffers a -4 penalty to Physical Evasion and Magic Evasion, and a -40’ penalty to Movement Speed for the duration of this detriment. This effect can reduce the Evasion stats below 0. The target suffers a -3 penalty to all future Agility checks until the damage dealt from the crucial strike is healed through magical means (skills, potions, rituals, etc.). The target must receive 3 days of medical treatment and bed rest to remove this detriment. If the target has no legs, this roll affects the body instead.
Arm / Wing 69-73 Arm/Wing is badly damaged. If the target uses its arm or wing to attack, it receives a -4 penalty to Accuracy for the duration of this detriment. If the target was holding a weapon, the weapon is destroyed. If the target has wings, it is no longer able to fly or use flight-related skills for the rest of the battle. The target suffers a -3 penalty to all future Dexterity checks until the damage dealt from the crucial strike is healed through magical means (skills, potions, rituals, etc.). The target must receive 7 days of medical treatment and bed rest to remove this detriment. If the target has no arms/wings, this roll affects a leg instead.
Head 74-77 Head experiences trauma. The target is Staggered for 3 rounds. If the target normally cannot be Staggered, it is Staggered for 1 round. If the target was already Staggered, roll 4 extra damage dice. The target suffers a -2 penalty to all future Attribute and Quality checks until they receive 3 days of medical treatment and bed rest.
Tier 4: Severe Damage
Area Affected D% Effect
Body 78-82 Body is severely damaged. The target suffers -5 Physical Evasion, -5 Magic Evasion, and -40’ Movement Speed for the duration of this detriment. This effect can reduce the Evasion stats below 0. If the target is wearing armor, the armor is destroyed. The target suffers 1d4 damage each round for the rest of the battle or until healed for at least half the damage dealt from the crucial strike. The target no longer restores health during sleep. The target must receive 7 days of medical treatment and bed rest to remove this detriment.
Leg 83-87 Leg is severely damaged. The target suffers a -5 penalty to Physical and Magic Evasion, and a -50’ Movement Speed for the duration of this detriment. This effect can reduce the Evasion stats below 0. The target suffers 1d4 damage each round for the rest of the battle or until healed for at least half the damage dealt from the crucial strike. The target suffers a -3 penalty to all future Agility checks. The target must receive 7 days of medical treatment and bed rest to remove this detriment. If the target has no legs, this roll affects the body instead.
Arm / Wing 88-92 Arm/Wing is severely damaged. If the target uses its arm or wing to attack, it receives a permanent -5 penalty to Accuracy for the duration of this detriment. If the target was holding a weapon, the weapon is destroyed. If the target has wings, it is no longer able to fly or use flight-related skills. The target suffers 1d4 damage each round for the rest of the battle or until healed for at least half the damage dealt from the crucial strike. The target suffers a -3 penalty to all future Dexterity checks. The target must receive 7 days of medical treatment and bed rest to remove this detriment. If the target has no arms/wings, this roll affects a leg instead.
Head 93-96 Head experiences heavy trauma. The target is Staggered for 4 rounds. If the target normally cannot be Staggered, it is Staggered for 2 rounds. If the target was already Staggered, roll 5 extra damage dice. The target suffers a -4 penalty to all future Attribute and Quality checks until they receive 7 days of medical treatment and bed rest.
Tier 5: Deadly
Area Affected D% Effect
Body 97 Body is irreparably damaged. The target suffers a permanent -6 Physical Evasion, -6 Magic Evasion and -50’ Movement Speed. This effect can reduce the Evasion stats below 0. If the target is wearing armor, the armor is destroyed. The target suffers 1d4 damage each round for the rest of the battle or until healed for at least half of the damage dealt from the crucial strike. The target no longer restores health or flow during sleep. The target doubles the amount of fatigue they receive from all sources.
Leg 98 Leg is permanently crippled or amputated. The target can no longer walk or walk properly, and suffers a permanent -5 penalty to all future Agility checks. The target suffers 1d4 damage each round for the rest of the battle or until healed for at least half the damage dealt from the crucial strike.
Arm / Wing 99 Arm/Wing is permanently crippled or amputated. The target can no longer perform actions that require the use of that arm/wing. If the target was holding a weapon, the weapon is destroyed. The target suffers 1d4 damage each round for the rest of the battle or until healed for at least half the damage dealt from the crucial strike.
Vital Organ / Head 100 A vital organ or the head is destroyed, or the head is decapitated. The target is dead.

Incapacitation
If your character's Health Points is reduced to 0 during combat, your character becomes incapacitated. While incapacitated, your character falls unconscious and can no longer perform actions. Your allies have 3 rounds to resuscitate you. If they fail to do so, your character is dead. Your allies have two options to resuscitate you. The first is by using any type of healing on you, such as force feeding you a potion or using a skill to heal you. Healing an incapacitated character will not increase their Health Points above 0 and only results in resuscitating them. The other option is for your ally to move adjacent to you and use their Main Action to roll 1d6. On a result of 4-6, your ally successfully resuscitates you.

Once resuscitated, you are still unconscious, but you are no longer in danger of dying; however, your enemies have their own options to keep you from living. If your character is dealt damage while incapacitated, the number of rounds your allies have to resuscitate you is reduced by 1. Being dealt damage 3 times after being incapacitated will immediately kill you. Critical Hits that deal greater than 10% of your maximum Health Points result in instant death instead of reducing rounds. In addition to this, if your character has already been resuscitated, being dealt damage equal to or greater than 10% of your maximum Health Points will knock you back into incapacitation. If that attack was a Critical Hit, your allies only have 1 round to resuscitate you instead of 3.

Once the battle has ended, a successfully resuscitated character will have 1 HP and 100 fatigue. If the resuscitated character had more than 100 fatigue prior to becoming incapacitated, they will have that much fatigue instead.

Killing Blow vs. Knockout Blow
When a unit reduces another unit’s Health Points to 0, they can choose whether their attack is a killing blow or a knockout blow. If the unit chooses to deal a killing blow, the defending unit becomes incapacitated and has three rounds to be resuscitated, or they instantly die from the attack. If the unit chooses to deal a knockout blow, the defending unit falls unconscious and is treated as a resuscitated character. Their Health Points are reduced to 1 and will have 100 fatigue. Monsters will always deal killing blows. Unless specifically expressed that they are performing a knockout blow, players can expect the GM to assume players deal killing blows by default.

Instant Death
If an attack that reduced a unit’s Health Points to 0 would have dealt over 50% of that unit’s maximum Health Points, then that unit immediately dies regardless of a killing or knockout blow, and they cannot be resuscitated.

Knockback
A unit, or units, that are knocked back will be thrown in the direction that makes most sense for the impact of the attack. If the unit collides with an object or another unit before they reach the maximum distance, that unit, or units, takes 1d6 damage for every 5’ they did not travel. Damage dealt this way cannot exceed the damage taken from the attack that caused the knockback, but this clause does not affect throws. A unit that is thrown (such as being thrown off a monster’s back) is considered knocked back; however, they may perform an Agility check to try to recover from the throw in order to prevent taking damage.

The Rule of Minimum Damage
No attack that hits a unit can be reduced below 1, no matter how many forms of damage reduction the target has. For example, if an attack that deals 4 damage hits a unit that would reduce the damage by 6, the attack will still deal 1 damage. The only way an attack that hits will not deal damage is if the attack itself is negated, or if the unit is somehow immune to damage.

Damage Modifiers
Sometimes when calculating how much damage is dealt to a unit, there are multiple levels of damage reduction or increase. In such cases, first apply flat values before applying percentage values. For example, if an attack deals 10 damage and the defender can reduce the damage by 5 and reduces damage by 50%, decrease the damage first to 5 and then halve it to 2.5. Finally, following the rule of rounding down, reduce it further to 2. Conversely, if an attack deals 10 damage and the attacker deals 5 bonus damage and lands a Critical Hit, increase the damage first to 15 and then double it to 30.