Actions
Attacking, remaining in place, casting a spell, giving an item and using an item all count as actions. You
may only move before taking an action, and only one action can be taken each turn. Changing your equipped items
or dropping an item do not count as an action.
Attacking actions are determined by the Game Master rolling five d100s (100 sides dice), each related to a
specific part of the action.
•First: hit chance. This is determined by matching the roll's result to the target's evade rate. For exmaple,
if the target had a 9% evade rate, a roll of 10-100 would result in a hit.
•Second: damage variability. A result of 1-33 means that the damage dealt takes a 1d15% penalty. A result of
34-66 means that the damage dealt is as normal. A result of 67-100 means that the damage dealt is 1d15%
increased.
•Third: critical rolls. This can be between one and four d100 rolls, depending on the character's weapon
mastery. The first roll is for a basic critical hit or a level 1 critical hit, the second is for a level 2
critical hit, the third is for a level 3 critical hit and the fourth is the critical chance for a weapon
that grants a specific critical hit. For example, if a character's critical rate is 5%, a roll from 1-5
would result in a critical hit.
•Fourth: counter chance. This is determined by matching the roll's result to the target's counter rate. For
example, if the target had a 15% counter rate, a roll of 1-15 would result in a counter attack occurring.
•Fifth: counter damage variability. Same rules as the second roll, but applying to the damage inflicts by the
counter attack, should one occur.
Notes on Actions
There are no double attacks in this system. Critical hits cannot be countered. Counter attacks cannot critical.
A character cannot evade and attack and then counter attack. Spells cannot inflict critical hits.
Range 3 attacks work slightly differently in this system. This
diagram displays how it functions. The red square denotes where the character is attacking or casting from. Any
tile that is a green square may be targetted.
Items
Each character may hold a maximum of 6 items. One of these slots is for an equipped weapon only, and another for an equipped accessory only. Force members may not attack unarmed.
Weapon, Accessory and Item Condition Chances
If a weapon, accessory or item can be used for an effect that isn't one time (one time being something like a
medical herb), then there is a chance each time of it cracking.
On a d100 roll, a result of 1-30, the item will crack, and 31-100, the condition remains good. A cracked item
that is then used will break irrepairably after outputting its effect one last time.
Levels and Promotion
Upon reaching 100 experience points (exp), their points reset to 0 (though any excess do carry over), and they move
up a level, possibly gaining statistic gains in hit points, magic points, attack, defence and agility as they do
so. In the first class tier, promotion becomes available at level 10 and the maximum level is level 20. In the second
class tier, promotion becomes available at level 20.
Priest and Store Services
Priest: Curing poison (20 gold), releasing a curse (1/4 relevant item price), promotion (free), raising (50 gold per character
level)
Store: selling an item to the store (1/2 list price), repairing an item (1/4 list price).
Statistics
The core statistics used are Hit Points (HP), Magic Points (MP), Attack, Defence,
Agility, Luck, Movement
Hit Points: If an individual's hit points are reduced to 0, they are defeated and if
a Force member, must be raised. Once a battle has ended, if a character is still alive,
all their hit points are restored.
Magic Points: used to cast spells. Once it reaches 0 or below the least costing spell of
that character, no more spell can be cast for the rest of the battle, unless MP is restored
in some way. Once a battle has ended, all a character's magic points are restored.
Attack: affects how much damage a character inflicts in melee combat.
Defence: affects how much damage a character takes from melee combat.
Agility: affects evade and counter rates.
Movement: how far a character can move on the battlefield.
Luck: affects evade, critical and counter rates, as well as chances of inflicting or succumbing
status effects.
More Statistics
Evade: calculated by adding one quarter of a character's agility to their luck.
Critical: calculated by adding one point for every five levels a character has to their luck.
Counter: calculated by adding one eigth of a character's agility to their luck. Unlike with previous
Shining Force games, a counter attack in this system occurs at full strength and happens
simultaneously with the original attack. In this way, even if the character countering is defeated
with the attack, they can still inflict damage as they go.
Status Effects
Charmed: the status inflicter controls the charmed target(s)
Confused: a d100 roll determines what action a confused character takes. 1-33 = Act as normal, 34-66 = Do nothing, 67-100
= Attack friend
Illusion: attacks are 50% less accurate
Paralysed: actions have only a 20% chance of being successfully carried out
Poison: individual loses a certain amount of hit points each turn after they take their action. The amount inflicted is
determined by the poison's source, and so can vary.
Sleep: a character in unable to take any turns whilst asleep. They may resume taking actions the turn after they wake up.
Curse: has a certain effect as determined by the item causing. The effects can include paralysis, hp loss and mp loss.
Frozen: the character's feet are frozen and place and they may not move. This effect generally wears off after a single
turn. Whilst frozen, the character's evade rate drops to 0.
Status effect chances
Generally, the chance of a status effect being inflicts is a percentage determined in a spell's description or in a monster's
profile (created by the Game Master). Luck values do play a part here, especially if the caster has less luck than the target.
For example, if Syntesis has 6 luck and casts Desoul (70% chance of working) against a target with 9 luck, the overall percent
of success would drop by 10% for each difference in luck. Therefore, the usual 70% success rate of desoul would drop to 50%.