▰▰▰ What is the BASiC System:
The Battle Adventure System including Crafting [ BASiC ] System is a conglomerate ruleset made for the T1 Forum Roleplay Guideline to give a concise reference for players and an easy-to-follow guide through dedicated systems.
The BASiC System was designed as a method to keep new systems easily plugged into a baseline while assessing and providing clear rules for those already in play. It is intended to provide clear case rules and references and be your one-stop shop for any situations that arise in the wild.
▰▰▰ The Tier One Roleplaying System:
The Tier 1/T1 Roleplay system is one of the administrative standards for roleplay guilds with combat: It allows a solid base, with a simple premise, and standard rules. Combat posts give and take, with a set definition of attack, and reply. Admittedly for those who are not used to the T1 standard, it is an adjustment, but it is coopted for its fairness and easiness to read. Across many other guilds and roleplay settings, T1, T2, or various delineations of their core settings have been used to maintain a fair setting for players when engaged in combat, or near-combat settings.
Tier 1 is turn-based, with the Initial combatant's actions being host to those to follow, until the chain has completed and all combatants have had the ability to react to the initial investment. This gives the ability for an attack, counter-attack interaction in most events. Special rules detailed further within will address special rules and disparities possible within our open settings. Such as; Resource Comparison, Ranked Attacks, Swarming, Resource Mismatch, Massive Damage, Zero Resource, and more.
▰▰▰ BASIC Skills:
The basis of our Combat System is the Freeform BASIC system, comprised of a Scaled, Resourced Managed, play that draws from one of three resource nodes. Stamina for any combat activity based on physical expenditure, and Spirit similarly utilized for magickal pursuits. While these two resources are the gauge for a character's strengths and weaknesses in combat, they are only used for such purposes, with a few nascent circumstances outside of active combat; such as mages setting wards or active strength checks against heroic measures. Such cases are rarities or will be spelled out clearly. In times where new cases for measurements, not currently written into our rules arise, it is the duty of the crew to make a note of the circumstance and reference it in the living rules for future guidance.
The BASiC Combat Skills are ranked in terms of efficiency and lethality as follows:
E: 2 [ lesser, non-lethal, this is where people tend to train when not padded ]
D: 4 [ Minor, major bruising, burning, expect minor injuries ]
C: 8 [ Injurious, major bruising, piercing wounds common at this level ]
B: 16 [ Injurious, Intentful, even glancing blows tend to bruise ]
A: 32 [ Major, Magick is Baleful, force applied in attacks is offputting ]
S: 64 [ Murderous, Intent is unquestioned, Magick tastes of iron ]
S+: 128 [ The Abyss Stares Back ]
▰▰▰ Actions:
Actions are settled into one of three categories: Offensive, Defensive, or Supplementary. In a single combat turn, a player is given two actions, whether they choose to act offensively or defensively is their prerogative, but neither option is limited to a number of actions per turn beyond their total investment.
▰ Offensive: An act of aggression with the intent to overpower, gain an objective, or force another into an area of submission.
▰ Defensive: Acts with no aggressive intent and that are entirely meant to protect the user. An act declared as defensive cannot by virtue deal damage, and may be modified by specialized equipment.
▰ Supplementary: Supplementary abilities don't consume an action but still consume either stamina or spirit. Only a single supplementary ability may be activated in a combat turn.
▰ Additional Actions:
In the event of gaining additional actions either through swarming, abilities, or other means, they may be applied to either [ Offensive ] or [ Defensive ] unless stated otherwise.
▰▰▰Stacking Bonuses:
While some features may give players bonuses in Combat, Social Interactions, Creation Abilities, or Mercantile Function, a keynote shall be maintained. No bonuses shall stack to give a bonus of above TWO [ 2 ] Ranks, unless specifically mentioned.
Any such likely modifiers will be short-lived in nature, and with scrutiny under situational rules.
▰▰▰ Combat Interactions:
While we strive to avoid an overabundance of rules and cluttered techniques, to make the actual entrance into the roleplay simplistic and enjoyable, the knowledge that many communities have a solid base in combat roleplayers exists. To this end, we are simply introducing a few layered rules overtop the T1 Turn-based system and BASIC interactions system, to make things interesting. These rules are intended to give a more in-depth and oriented feel to the world, as well as a sense of structure for items like armor, weaponry, and the like alongside wondrous things such as magick in such a setting, and will allow us to build custom tools and rules going forward.
▰ Armor Bonuses:
While specialized custom armors with magickal benefit are a warrior's best friend, all armors begin with a simple archetype; they come in three stages.
Light: This armor is nothing more than specialized clothing, and provides no statistical value. Often this armor is a signifier of a unit, or grants a special modifier.
Medium: This armor grants a One [ 1 ] Rank Defense increase against physical and magickal techniques [ considered to be at a minimum of E Defense ].
Heavy: This armor grants a Two [ 2 ] Rank Defense increase against physical and magickal techniques [ Considered to be at a minimum of D Defense ].
Wearing Heavy Armor costs the wearer One [ 1 ] Activation per turn, unless otherwise noted.
[ For further rules on Armor and Weapon degradation, see the following [LINK ARTICLE WHEN DONE] for more information ]
▰ Elemental Statuses:
Magickal power can be either baleful or wondrous and at all times is a cause for concern. Their powers are ruinous and create great things. They stand at odds with one another and are constantly in flux. Each element is beaten out by another, suffering a One [ 1 ] Rank Penalty in collisions against the other, and while most of these elements are static, the holiest of elements are constantly at war.
With Sacred and Curse being corrupted by the newest arrival. Darkness disrupted by a new light, and light eclipsed by the arrival of a new dark. When these two elements come into contact with each other, the first one in play will lose its superiority.
Fire beats Wind ▰ Wind beats Lightning ▰ Lightning beats Earth ▰ Earth beats Water ▰ Water beats Fire
Sacred beats Cursed ▰ Cursed beats Sacred
In Summary:
• The inferior element loses One [ 1 ] Rank of efficiency against its weakness.
• Sacred or Curse determine their weakness on priority. Newer = Stronger
The Battle Adventure System including Crafting [ BASiC ] System is a conglomerate ruleset made for the T1 Forum Roleplay Guideline to give a concise reference for players and an easy-to-follow guide through dedicated systems.
The BASiC System was designed as a method to keep new systems easily plugged into a baseline while assessing and providing clear rules for those already in play. It is intended to provide clear case rules and references and be your one-stop shop for any situations that arise in the wild.
▰▰▰ The Tier One Roleplaying System:
The Tier 1/T1 Roleplay system is one of the administrative standards for roleplay guilds with combat: It allows a solid base, with a simple premise, and standard rules. Combat posts give and take, with a set definition of attack, and reply. Admittedly for those who are not used to the T1 standard, it is an adjustment, but it is coopted for its fairness and easiness to read. Across many other guilds and roleplay settings, T1, T2, or various delineations of their core settings have been used to maintain a fair setting for players when engaged in combat, or near-combat settings.
Tier 1 is turn-based, with the Initial combatant's actions being host to those to follow, until the chain has completed and all combatants have had the ability to react to the initial investment. This gives the ability for an attack, counter-attack interaction in most events. Special rules detailed further within will address special rules and disparities possible within our open settings. Such as; Resource Comparison, Ranked Attacks, Swarming, Resource Mismatch, Massive Damage, Zero Resource, and more.
▰▰▰ BASIC Skills:
The basis of our Combat System is the Freeform BASIC system, comprised of a Scaled, Resourced Managed, play that draws from one of three resource nodes. Stamina for any combat activity based on physical expenditure, and Spirit similarly utilized for magickal pursuits. While these two resources are the gauge for a character's strengths and weaknesses in combat, they are only used for such purposes, with a few nascent circumstances outside of active combat; such as mages setting wards or active strength checks against heroic measures. Such cases are rarities or will be spelled out clearly. In times where new cases for measurements, not currently written into our rules arise, it is the duty of the crew to make a note of the circumstance and reference it in the living rules for future guidance.
The BASiC Combat Skills are ranked in terms of efficiency and lethality as follows:
E: 2 [ lesser, non-lethal, this is where people tend to train when not padded ]
D: 4 [ Minor, major bruising, burning, expect minor injuries ]
C: 8 [ Injurious, major bruising, piercing wounds common at this level ]
B: 16 [ Injurious, Intentful, even glancing blows tend to bruise ]
A: 32 [ Major, Magick is Baleful, force applied in attacks is offputting ]
S: 64 [ Murderous, Intent is unquestioned, Magick tastes of iron ]
S+: 128 [ The Abyss Stares Back ]
▰▰▰ Actions:
Actions are settled into one of three categories: Offensive, Defensive, or Supplementary. In a single combat turn, a player is given two actions, whether they choose to act offensively or defensively is their prerogative, but neither option is limited to a number of actions per turn beyond their total investment.
▰ Offensive: An act of aggression with the intent to overpower, gain an objective, or force another into an area of submission.
▰ Defensive: Acts with no aggressive intent and that are entirely meant to protect the user. An act declared as defensive cannot by virtue deal damage, and may be modified by specialized equipment.
▰ Supplementary: Supplementary abilities don't consume an action but still consume either stamina or spirit. Only a single supplementary ability may be activated in a combat turn.
▰ Additional Actions:
In the event of gaining additional actions either through swarming, abilities, or other means, they may be applied to either [ Offensive ] or [ Defensive ] unless stated otherwise.
▰▰▰Stacking Bonuses:
While some features may give players bonuses in Combat, Social Interactions, Creation Abilities, or Mercantile Function, a keynote shall be maintained. No bonuses shall stack to give a bonus of above TWO [ 2 ] Ranks, unless specifically mentioned.
Any such likely modifiers will be short-lived in nature, and with scrutiny under situational rules.
▰▰▰ Combat Interactions:
While we strive to avoid an overabundance of rules and cluttered techniques, to make the actual entrance into the roleplay simplistic and enjoyable, the knowledge that many communities have a solid base in combat roleplayers exists. To this end, we are simply introducing a few layered rules overtop the T1 Turn-based system and BASIC interactions system, to make things interesting. These rules are intended to give a more in-depth and oriented feel to the world, as well as a sense of structure for items like armor, weaponry, and the like alongside wondrous things such as magick in such a setting, and will allow us to build custom tools and rules going forward.
▰ Armor Bonuses:
While specialized custom armors with magickal benefit are a warrior's best friend, all armors begin with a simple archetype; they come in three stages.
Light: This armor is nothing more than specialized clothing, and provides no statistical value. Often this armor is a signifier of a unit, or grants a special modifier.
Medium: This armor grants a One [ 1 ] Rank Defense increase against physical and magickal techniques [ considered to be at a minimum of E Defense ].
Heavy: This armor grants a Two [ 2 ] Rank Defense increase against physical and magickal techniques [ Considered to be at a minimum of D Defense ].
Wearing Heavy Armor costs the wearer One [ 1 ] Activation per turn, unless otherwise noted.
[ For further rules on Armor and Weapon degradation, see the following [LINK ARTICLE WHEN DONE] for more information ]
▰ Elemental Statuses:
Magickal power can be either baleful or wondrous and at all times is a cause for concern. Their powers are ruinous and create great things. They stand at odds with one another and are constantly in flux. Each element is beaten out by another, suffering a One [ 1 ] Rank Penalty in collisions against the other, and while most of these elements are static, the holiest of elements are constantly at war.
With Sacred and Curse being corrupted by the newest arrival. Darkness disrupted by a new light, and light eclipsed by the arrival of a new dark. When these two elements come into contact with each other, the first one in play will lose its superiority.
Fire beats Wind ▰ Wind beats Lightning ▰ Lightning beats Earth ▰ Earth beats Water ▰ Water beats Fire
Sacred beats Cursed ▰ Cursed beats Sacred
In Summary:
• The inferior element loses One [ 1 ] Rank of efficiency against its weakness.
• Sacred or Curse determine their weakness on priority. Newer = Stronger
