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Mechanics

Overview

Other Resources:

WEAPONS INDEX
ARMOUR INDEX
FEATS INDEX
ARCANE MECHANICS
ARCANE GRIMOIRE
EXTENDED MECHANICS

Characters

All characters on Avalore have three main systems to worry about: their Stats and Skills, Feats, and Experience (how you upgrade stats, skills, and feats). Other systems are in place for the arcane (mages) and fabled feats and artifacts, which you can read on the Arcane and Fable Overview pages respectively.

Characters can be created in-game by typing /character create [name]. After creation, typing /character will give you information about the character and the ability to update their information.


Stats & Skills

Avalore has 4 key Stats which represent core parts of your character: Dexterity, Intelligence, Harmony, and Strength. All new characters begin with each stat at 0. Each stat then has three Skills under it: these skills are more specific abilities of your character. All new characters begin with each skill at 0.

All stats and skills can range from -3 to +3. A skill check is made with a 2d10 plus a modifier that adds up both the relevant stat and your skill: so, for example, if you have a -1 in Dexterity and a +2 in Stealth, your Stealth checks would be at +1 (adding them together).

In sum, your proficiency in a skill is the sum of the points in that skill and its related stat. This counts for skill checks as well as weapon, armour, spell, and feat requirements.

View your character's stats in-game by typing /character stats. View another person's active character stats in-game by typing /stats [username].

Dexterity
DEX
"You have to hit me to kill me."
• Acrobatics
Jumping, dodging, and reflexes.
• Stealth
Hiding and keeping quiet.
• Finesse
Fine motor control, sleight of hand, and deftness.
Intelligence
INT
"If I recall from Morton's Monsters, 18th Edition ..."
• Healing
Usage of medical devices, ability to identify ailments and perform treatment. Includes alchemy and potions.
• Perception
Investigation of items, scenery and people. Includes insight.
• Research
All general history and research checks that are non-arcane. Also includes designing and researching new items.
Harmony
HAR
"There is a beauty in how the world works."
• Arcana
Usage of arcane items and used for spellcasting as a mage.
• Nature
Creation and usage of traps, animal handling, botany, and salve-making.
• Belief
Ability to interpret and commune with divine figures and make use of spiritual objects, both good and ill.
Strength
STR
"/Nothing/ can stop me: no poison, distance, or weight."
• Fortitude
Resistance to physical damage taken, including poisons.
• Athletics
Running, jumping, carrying. General physical exertion.
• Forging
Blacksmithing, crafting, building. Any sort of physical carpentry work.

Feats

Feats are specific traits or bonuses that provide some kind of mechanical ability to a character, such as allowing for dual wielding of swords without a penalty or increasing movement. All characters begin without any feats, and can unlock new ones via experience, detailed in the Experience section below.

Normal characters can have a maximum of 12 feats, even if they have enough experience to purchase more. These include both 'normal' feats that are listed in the Feats Index, but also fabled feats that are gained from Fables (read the fable overview page for more information).

Those who engage in the arcane arts (i.e. sorcerers, mages) lose some or all of their feat slots and also have to take hindrances: read more on the Arcane page.

Normal feats and hindrances are listed in the Feats Index.

Please note: if your character has more than the maximum feats allowed for a mage when becoming one, they will have to give up the extra feats above their limit. Characters will be refunded the XP of these feats accordingly.

View your character's feats in-game by typing /character feats.


Experience & Progression

Experience (XP) is gained by participating in events on the server. Events under an hour grant 3 XP, and events over an hour grant 4 XP. Certain special events (e.g. campaign events) may award as much as 5-6 XP, and mini-events (examples here) or purely social events usually award 2 XP. Every new player starts with 20 XP.

A character can get up to a maximum of 10 XP per week with a maximum per character of 200 XP total. This XP can be allocated in the following ways:

Spend XP on the following options in-game by typing /xp.

Upgrade a Skill • 6 XP
Select a skill to upgrade up to a maximum of +3.
Upgrade a Stat • 20 XP
Select a stat to upgrade up to a maximum of +3.
Unlock a Feat • 10 XP
Select a Feat to add to your character from the Feats Index.
Trade a Skill • 4 XP
Select a skill to upgrade up to a maximum of +3, and another skill to decrease to a minimum of -3.
Trade a Stat • 14 XP
Select a stat to upgrade up to a maximum of +3, and another stat to decrease to a minimum of -3.




Actions & Combat

In any event where combat is unfolding, all participants in the combat enter combat-time, where each person goes one after the other until the combat has been resolved. This can be done for event combat, or for player-vs-player (PvP) combat. No matter the event, any party involved is allowed to request a third-party DM from the staff team, if available.


Initiative

When entering combat, all players involved must roll initiative to determine what order they move in. All players roll a DEX test (2d10 + DEX modifier), and proceed in the order from most to least. If two combatants tie, the character with the higher DEX goes first. If both have the same, they re-roll to determine which one of them goes first.

If a new person or party joins the combat (at DM's discretion), they are always added to the very end of the turn order. NPCs (both friend and foe) can either roll for initiative, be put at the front of the turn order, or the end of the turn order, at DM's discretion.

To roll for initiative, use /roll dex while in-game.


Actions in Combat

On a character's turn, they can take a total of two actions and move up to 5 metres (5 blocks), unless otherwise stated.

A character may take these actions in whatever order they wish, but they must take both actions together: a character cannot take one action then hold for another character's turn before taking their second action. A character cannot split their movement: they cannot move 2 blocks, take two actions, then move 3 blocks. They must move all at once. The available actions are:

• Dash
Move an extra 4 metres (4 blocks) in any direction. This may be affected by armour or other effects on a character.
• Evade
Until your next turn, when attacked you can roll a DEX: Acrobatics test, capped at +3 (use /roll evade). A critical attack (a roll of 20, 10+10) cannot be evaded. Cannot be used with Block. See Evasion Mechanics below.
• Attack
Make an attack with your equipped weapon (or unarmed). Multiple actions may be required depending on a weapon's class: see the Weapons section.
• Use
Use a consumable item (e.g. a potion) from the character's 'inventory' or interact with an object in the environment such as a lever.
• Conceal
Make a DEX: Stealth check to conceal an action; if you are in plain view, you roll with a -3 penalty. On a success, your next action is performed in secret. On a mixed success, those within Skirmishing range can make a free INT: Perception check to detect it. See Extended Mechanics for extended Stealth Mechanics.
• Ability
Make use of an ability gained by an object, Feat, or other source. Unless otherwise specified, this only requires one action.
• Block
Raise your shield to block incoming hits against yourself and any allies directly behind you (within 2 blocks) in line-of-sight with your attacker. Until your next turn, any incoming damage triggers a shield roll (see Armour Index). On success, the damage is blocked for you and your protected allies (unless otherwise stated in a feat/ability). Blocking against ranged attacks is rolled with a +1. A critical attack (a roll of 20, 10+10) cannot be blocked. Cannot be used with Evade.
• Hide
Make a DEX: Stealth check to hide yourself behind or within some form of concealment. What counts (i.e foliage, a wall, or a dark corner) is at DM discretion; you cannot hide in plain view. On a success, you are Hidden. On a mixed success, those within Skirmishing range can make a free INT: Perception check to detect you. See Extended Mechanics for extended Stealth Mechanics.
• Maneuver
Declare a physical move (e.g. Shove, Grapple, Pull). Most require a free hand and an attack roll to initiate, followed by a skill contest. Unless noted, they can be blocked and evaded. Maneuvers are an extended mechanic and may not apply in all events. See Extended Mechanics for maneuvers.


Examples of three tests, rolling a 2d10:


Tests & Checks

Tests are used to determine the outcome of an action only when the outcome is in doubt. For example, a well-experienced doctor setting a nose back into place does not have to roll an INT: Healing test to determine the outcome. It can be assumed to be a success. When in doubt, roll.

All tests on Avalore are done as a 2d10 (two 10-sided dice), meaning your roll will be between 0 and 20. By using 2d10 rather than a single d20, rolls are more likely to land in the middle of the pack (i.e. you will roll closer to 10 on average) then towards the extremes.

There is no rolling advantage or disadvantage on Avalore. Instead, all dice rolls have a modifier attached to them. For instance, if you are trying to do a particularly difficult roll, a DM may choose to give you a modifier like -2. This means 2 is subtracted from whatever your roll is to get your final outcome.

All tests are done with a difficulty check (DC) of 12. This means if you get higher than 12, you succeed, and if you get lower than 12, you don't. If you roll between 10-12, you get a mixed success roll, to be interpreted at a DM's discretion.

Use /roll [skill/stat] in-game to do a test or check (e.g. /roll stealth or /roll strength). You can also add a modifier if the DM directs you to, e.g. /roll perception -2 or /roll dexterity +1.


Examples of an attack being evaded:


Evasion Mechanics

When an action is used to evade, all attacks until your next turn (except reaction attacks, e.g. riposte attacks) trigger an evasion roll. This roll uses your DEX: Acrobatics skill, up to a maximum of +3.

  • On a failure (less than 12): you take full damage; the attack is not evaded.
  • If you roll the same or higher than the attack: you evade the attack, taking no damage.
  • If you roll a success (12+) but not the same or higher than the attack: take a grazing hit - while wearing light or no armour, half the incoming damage, rounded up (e.g. 3 damage halved is 1.5, so becomes 2 damage). Armour rolls occur as normal after the damage is halved, and this still counts as a hit (i.e. does not trigger Riposte).

If wearing medium or heavy armour, grazing hits do not apply. Take full damage.

Use /roll evade in-game to automatically roll evasion capped at +3.


Weapons

Weapons on Avalore are divided into various classes such as daggers, crossbows, longbows, etc. Some weapon classes may have a stat requirement, such as a +1 in DEX or a +2 in STR. All weapons can be equipped from the character's 'inventory' as a free action, but you can only change weapons once per turn. A character cannot carry more than 2 weapons on them at any given time, though can carry either a meteor hammer or small blade for free.

When making any attack, roll to see if you hit your target. Normally this roll is a normal test (2d10), however there may be modifiers depending on the weapon being used (see Weapons Index, below), Feats, or other circumstances at a DM's discretion (e.g. in a situation where hitting a target is unlikely, a DM may impose a negative modifier). You must have line of sight to attack something (whether melee or ranged), meaning there cannot be something in the way between you and your target.

Critical Hits
Critical hits (10, 10) cannot be blocked, evaded or grazed. Damage from a critical hit is armor-piercing (AP) no matter the weapon, while weapons that are already AP deal an additional 2 AP damage. Critical hits can have no effect if all parties agree at the start of combat.

Improvised Weapons
Any non-ranged weapon template can be improvised as an action from materials they closest match around the setting. These improvised templates retain the properties of the weapon they represent but have a -1 penalty to the aim modifier and deal 1 less damage than the template they are representing. Improvised weapons do not synergize with feats other than Rage unless stated.

Non-Proficiency
When wielding a weapon you don't meet the requirements to wield, all attacks made with that weapon are at a -2 penalty.

Please note: child characters under the age of 14 have a -3 penalty to all aim checks.


For specific information on each of the weapon classes, refer to the Weapons Index.


Armour

Similar to weapons, Armour on Avalore is divided into a few classes, some of which have a stat requirement (usually STR). While armour does not affect an attacker's ability to hit you, it does affect how much damage you take. A character can only carry one set of armour at a time.

Improvised Shields
Any shield template can be improvised as an action from materials they closest match around the setting. Improvised shields make block rolls with an additional -1 modifier and do not synergize with shield feats other than Rage.

Non-Proficiency
When wearing armour you don't meet the requirements to wear, you have an additional -2 penalty to all forms of movement and subtract 1 from their blocked damage (minimum 0).

Please note: child characters under the age of 14 cannot wear anything heavier than light armour.


For specific information on each of the armour classes, refer to the Armour Index.


Tools & Consumables

All characters are able to carry 2 Tools and 2 Consumables. These numbers can be changed by certain pieces of equipment, spells, or feats.

Tools are items that can be used multiple times without needing to be replaced. They provide additional abilities or passive effects to the wielder (e.g. a climbing kit allows someone to safely scale cliffs).

Consumables are one-use items that that provide an immediate effect, usually for a short or limited duration (e.g. a potion that provides temporary health).

For a list of Tools and Consumables, please refer to the Crafting Index.

Use /consume in-game to use up the item in your hand and remove it from your inventory. A message will appear in chat indicating the item has been used.


Health, Damage & Death

Every character on Avalore has 20 HP. Their HP represents how long stamina, strength and sheer luck can carry them through danger. When a character's HP reaches 0, they become Critical — they are bleeding out, teetering on the edge; a moment away from being struck by a decisive, killing blow.

When a character is in Critical, taking damage or performing actions trigger a Death Save (/roll death) after the action has been completed. A Death Save is made using the STR: Fortitude modifier, halved and rounded up — this is handled automatically by the command. If they are no longer Critical at the end of the action, no Death Save is required. When critically succeeding a Death Save (10, 10), the character exits Critical, gaining 1 HP.

Certain actions are exempt from Death Saves:

  • Physical: Evade, Block, Dash, Preparatory (e.g. Lift/Load), Struggle, and similar actions
  • Intangible: Hide, Conceal, Bardic actions, Perception actions (e.g. Spot or Precise Senses), and similar actions

When a character fails a Death Save, they collapse on the verge of death and enter Bleedout. Other characters can use 2 actions and make an INT: Healing check to attempt to stabilize a character in Bleedout that is within Melee range, though other feats or items may also stabilize characters. On a success, the character is stabilized. The character can remain in Bleedout for a number equal to their HAR: Belief, though no fewer than 1 turn. If a character has not been stabilized after this period has passed, they die.

Once a character has entered Bleedout they are unable to fight for the remainder of the scene — even if stabilized — as they remain on the brink of death. Characters who have entered Bleedout have no actions, halve their movement for the remainder of the scene, and will urgently need proper treatment after the scene or else they will die. After stabilizing, taking any damage before getting healed will result in death.

If a character in Critical escapes the source of danger (e.g. fleeing, hiding somewhere safe, clearing the enemies), they stabilize with 1 HP.

If all participants in a fight consent, failing a Death Save can result in unconsciousness rather than death.

Death need not be the end: your character can revive via The Storyteller.

Use /roll death in-game to automatically roll a death save.


Healing

If a character has been treated or is otherwise off-screen able to get medical treatment, they are able to recover a maximum of 5 HP per day. If you feel your character's injuries are more severe, you can choose to heal less (or not at all) at your discretion. Without medical treatment (e.g. your character is trapped and injured), natural healing per day should be no more than 3 HP, unless there are unique circumstances at play.

To increase healing rate, there are certain consumable items a healer can use, listed in the Crafting Index. Additional healing methods through Alchemy are currently being developed by the Systems Team.

Please note: It is up to you to keep track of your character's HP. Staff are not going to hover over your shoulder, but if you are powergaming (e.g. seen going to multiple combats back to back with full health each time without explanation), you may be subject to a warning / moderation action. Do us all a favour and play fair.


Environmental Mechanics

Your characters don't just interact with the environment — it interacts with you.

Environmental Effects

Environmental effects are things that modify certain rules while affected by them, such as trodding through a marsh or over ice.

Uneven Terrain
Uneven terrain is any terrain that is difficult to move over safely. Some effects, spells, and feats interact with it in varying ways (e.g. Lightning Speed). Examples of uneven terrain are things such as ice, dense foliage, or ships at sea.

Shallow Water
Your legs are sluggish in the water, reducing your speed by 1 block for all forms of movement. This stacks with other penalties to speed (i.e. heavy armour). Shallow water is Uneven Terrain.

Deep Water
Your feet barely touch the ground, or you have to swim or tread to stay afloat. When you move, make an Acrobatics or Athletics check; on success, you're able to swim and freely move around in the water. On failure or mixed success, you must use an action to stay afloat or you begin to sink; additionally, your speed is reduced by 2 blocks for all forms of movement. The amount sunk is at the discretion of the DM or players in the scene, though in calm waters is usually 3 blocks.

Deep Water is Uneven Terrain, and drags all attempts at swift motion. While in Deep Water, Attack rolls, Evade rolls, and Block rolls are all made at an additional -1 penalty. Additionally, most Skirmishing and Ranged weapons can't be used underwater; wands, javelins, spellbooks, and crossbows ignore this restriction but still take the -1 penatly to attacks rolls.

Environmental Hazards

Guidelines for environmental hazards (such as fall damage) can be found on the Player DM Guide under 'Environmental Mechanics'.




FAQ

• Where are the charisma, persuasion, etc. skills?
In MCRP, we have found that charisma skills generally go under-used. Given most of your interactions are with other players, if you want your character to be charismatic (or not), simply roleplay them that way!
• "[x] is overpowered!" or "[x] needs a buff!"
If you wish to make a case that a given weapon category, armour category, feat, etc. is over/under-powered, please comment in our feedback forum.