EDIT: Updated the mechanics quite a bit. Expanded the explanations a lot.<br/><br/><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold">Character Sheet</span></span><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;"><dl class="codebox"><dt>Code: <a href="#" onclick="selectCode(this); return false;">Select all</a></dt><dd><code>[b]Name:[/b] <br/>[b]Age:[/b] <br/>[b]Gender:[/b] <br/>[b]Species:[/b] <br/>[b]Race:[/b] <br/>[b]Origin:[/b] <br/>[b]Lifestyle:[/b] <br/>[b]Appearance:[/b] <br/><br/>[b]Physique:[/b] <br/>[b]Agility:[/b] <br/>[b]Mind:[/b] <br/>[b]Perception:[/b] <br/><br/>[b]Skills:[/b]<br/><br/>[b]Talents:[/b]<br/><br/>[b]Abilities:[/b]<br/><br/>[b]Equipment:[/b]<br/><br/>[b]Character's Limits:[/b] <br/>[b]Player's Limits:[/b] <br/></code></dd></dl></div></div></div><br/><br/><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold">Sheet Explanations</span></span><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold">Species:</span> The type of creature your character is. Human, Elf, Dwarf, Orc etc. Let's agree on a few terms here: Demi (near-human, such as catgirls), Taur (half-human, such as naga, centaurs, minotaurs), Anthro (humanoid animals or other creatures). A brief description of the used species would be appreciated.<br/><span style="font-weight: bold">Race:</span> Optional. For demis, taurs and anthros, this is a good place to specify their type.<br/><span style="font-weight: bold">Origin:</span> Optional. The sort of environment your character comes from.<br/><span style="font-weight: bold">Lifestyle:</span> Optional. Your character's chosen profession, if applicable, or general occupation.<br/><span style="font-weight: bold">Appearance:</span> A brief description of how your character looks.<br/><br/><span style="font-weight: bold">Equipment:</span> Equipment your character is actively using. If adding special items, please provide a brief description. Minor stuff (such as traveling supplies) doesn't need to be noted.<br/><br/><span style="font-weight: bold">Character's Limits:</span> What you, as the player, do not wish done to your character. You should leave at least one way in which your character can be consumed (and appropriately digested), since it's sort of part of the deal.<br/><span style="font-weight: bold">Player's Limits:</span> What you, as the player, do not wish to see in the RP, period. We'll try to keep as many people happy as we can.</div></div></div><br/><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold">How It Works</span></span><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">You may wonder where the lists of species, skills, items and others stuff are. There aren't any. It is too much work to try and list everything, since there will always be something you missed. That and having lists often makes players feel limited to those, which is also something I want to avoid.<br/><br/>Here are some guidelines for you to use. Any more questions you have, please ask the GM.<br/>1. An average human would have 4 points in all parameters (PHY, AGI, MIN, PER). <br/>2. It is much preferred that all of your character's capabilities (parameters, skills etc) are somehow tied to who they are (species, race, origin, lifestyle).<br/>3. While you are not going to be restricted in giving your character skills, talents, abilities and gear, it is better if you keep it to a "beginner adventurer" loadout, just so everyone can start on a level playing field.</div></div></div><br/><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold">Basic Mechanics</span></span><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">The flow of the story is controlled mostly by the narrative and characters' actions. Many situations are presented as <span style="text-decoration: underline">Challenges</span> for characters to overcome. Their success depends largely on their capabilities, but an element of luck is always present. It is realized via the roll of a 6-sided die (d6 hereonafter), which is the standard for this system. Each challenge has a Difficulty Rating (DR) that characters need to overcome in order to succeed. The measure of their success is called Success Rating (SR), which is usually constituted by multiple relevant factors. When either value is twice (or more) the other, outcomes known as "critical success" and "critical failure" may occur.<br/><br/>Saves are a type of challenge that are based around avoiding negative effects or certain events (e.g. poison), and are usually based only on a single parameter. When a character attempts to afflict someone with a negative effect, they rolls against one another. Contests commonly use the same parameter, but some use different ones. Notably, when someone attempts to interrupt spellcasting, it is a roll of Physique vs Mind.<br/><br/><span style="font-weight: bold">Core Parameters</span><br/>The very core of a character's abilities is made up by four parameters:<br/>Physique (PHY), which is a general measure of their physical strength, stamina and resilience.<br/>Agility (AGI), which is a general measure of their dexterity, speed and flexbility.<br/>Mind (MIN), which is a general measure of their intelligence, wisdom, mental fortitude and magical capabilities.<br/>Perception (PER), which is a general measure of attentiveness, acuity of senses and reaction speed.<br/><br/><span style="font-weight: bold">Skills</span><br/>Skills represent acquired knowledge and aptitude obtained through study and practice. Every skill comes in three levels of mastery (adept, expert, master) and provide a bonus of 5 per level. Not having a skill does not mean a character cannot use it, only that they lack the benefits of having said skill. It is worth noting that only relevant skills will provide bonuses to actions, and in most cases, only one will be used.<br/>Additionally, skills can be more or less specialized. Broader skills give a -2 penalty to all relevant actions per level, effectively lowering their bonus, while specialized ones give an extra +2 bonus per level.<br/><br/><span style="font-weight: bold">Talents</span><br/>Talents represent unusual qualities that characters possess, generally rather minor ones. Many racial traits are classified as Talents. They have no universal rules, and their effects work exactly as described.<br/><br/><span style="font-weight: bold">Abilities</span><br/>Abilities are special actions your character can take, including special attacks and magic.<br/>In combat, Abilities cost AP and to use and increase Fatigue. The general rule is, the more powerful an ability is, the more Fatigue it requires. Increasing the AP cost instead or adding another kind of drawback is also a legitimate balancing factor.<br/><br/><span style="font-weight: bold">Status Effects</span><br/>Status Effects are temporary effects applied to a character through whatever means that have a constant or periodic effect. Negative status effects often give characters penalties to specific actions or parameters, while positive ones can provide boosts.<br/><br/><span style="font-weight: bold">Advantage and Disadvantage</span><br/>Some situations can favor one party over the other. In these cases, one of them may get advantage, the other disadvantage, or both. Advantage means rolling 2 d6 where one would normally be used. Disadvantage means adding a +1 instead of rolling a d6. Advantage and disadvantage cancel each other out, but do not stack.</div></div></div><br/><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold">Combat Mechanics</span></span><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">Combat is turn-based and separated into <span style="text-decoration: underline">Rounds</span>. Every Round, each participant gets their <span style="text-decoration: underline">Turn</span> to act.<br/><span style="text-decoration: underline">Turn Order</span> is determined at Round start by highest Agility, followed by highest Perception, followed by highest Physique. If two (or more) characters have the same parameters, the order between them is decided through d6. If two (or more) characters have the same parameters as a result of some temporary effect, characters with higher "natural" parameters get priority.<br/>On their turn, every characters gets 2 Action Points (AP). These are used to perform most actions in combat, such as moving, attacking, using abilities etc. Basic actions cost 1 AP, but most abilities cost more, and some minor actions (such as saying a short phrase or two) do not consume any AP.<br/><br/><span style="font-weight: bold">Offense and Defense</span><br/>To see whether one character can successfully assault another, their respective Offense (OFF) and Defense (DEF) values are used. Attack Rating represents a character's overall ability to land a hit with their weapon of choice. It includes accuracy and being able to bypass the target's guard and armor. Defense Rating represents the overall ability to avoid taking damage when attacked and involves evading the attack and the effectiveness of their armor. There are numerous possible outcomes of this, depending on how OFF and DEF compare.<br/><br/>1. OFF = DEF*2. The attack does maximum damage. Attacker automatically wins on Saves. Half of damage dealt is cripple damage.<br/>2. OFF = DEF*1,5. The attack does normal damage. Attacker gets advantage on Saves. <br/>3. OFF = DEF. The attack does normal damage. Saves are unaffected.<br/>4. DEF &gt; OFF. The attack does half damage. Defender gets advantage on Saves.<br/>5. DEF = OFF*2. The attack does no damage. Defender automatically wins Saves. Additionaly penalties may be applied to attacker.<br/><br/>Basic Offense is: d6 +{skill_bonus} +{offense_modifier}.<br/>Basic Defense is: {Perception} +{protection}.<br/>For physical attacks, offense modifier depends on the weapon. For magic, it is Mind. Abilities can apply additional modifiers.<br/>Protection provided by armor does not affect grappling techniques. Against magic, protection is halved, but Mind is added in return.<br/><br/><span style="font-weight: bold">Damage</span><br/>Once an attack is performed and hits its mark, the attacker needs to roll Damage. This depends mostly on their weapon.<br/><br/>Physical damage depends mostly on the weapon used. Melee attacks received an additional {Physique}/2 damage bonus.<br/>Magic damage depends mostly on the specific spell and often uses the caster's Mind as a basis.<br/><br/>Normal damage reduces current HP. It can be healed with items and abilities, and recovers by 1d{Physique} when resting.<br/>Cripple damage reduces maximum HP (and current HP accordingly). It cannot be healed by ordinary means, requiring special items, abilities or actions. It can slowly heal with the passage of time. Taking cripple damage can also result in severe injuries that lower one's abilities.<br/><br/><span style="font-weight: bold">Health</span><br/>Health (HP) is a measure of a character's well-being and how much punishment they can take. Health most commonly drops when characters get hurt in combat.<br/>Maximum health is equal to 2*PHY. If a character is reduced to 0 HP, they are "Knocked Out". If a character has their HP reduced to -PHY, or if their maximum HP is reduced to 0, they die.<br/>If a character is above 0 HP, they will never die in one hit, regardless of how much damage is done (they will be reduced to a minimum of 0 current and 1 maximum HP).<br/><br/><span style="font-weight: bold">Fatigue and Exhaustion</span><br/>In combat, a new parameter called Fatigue comes into play. It starts at 0 and increases as characters perform actions. Only minor actions and basic movement do not increase a character's fatigue. Fatigue also increases by 1 whenever a character takes damage. Fatigue goes down at the start of a character's Turn by 1 +1 for every 3 Physique above 3 (2 at 6, 3 at 9 etc). It cannot go below 0 by any means.<br/>At Turn end, if a character's Fatigue exceeds their Physique, they receive the "Tired" Status Effect. This adversely affects all their physical actions. To stop being "Tired", they must end a turn with Fatigue below their Physique. Fatigue and Physique being even does not affect the "Tired" status.</div></div></div><br/><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold">Vore Mechanics</span></span><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">Vore of any means is regarded as a special combat action that can span a multitude of turns. Due to its nature, it will be more difficult to perform than most other offensive actions, and leave you vulnerable in case of failure. Which is why it is recommended to immobilize your prey in some fashion before going for it. As the attempt itself does no damage, the rules are a bit different. OFF &gt; DEF succeeds, everything else fails. If DEF = OFF*1,5 or more, then the prey gets a free retaliation (no AP cost).<br/><br/>After vore is initiated, the two characters enter "consumption phase". Both parties roll Physique against the other. If prey wins a roll, they instantly win this phase and escape. If the results are equal, there is no progression. If pred wins a roll, they gain a number of "consumption points" equal to the difference between the rolls. To win this phase, pred has to accumulate a number of points equal to the prey's Physique.<br/>Rolls cost 1 AP. Preds get advantage, but can only roll on their turn. Prey can roll on their turn, and whenever pred rolls, using AP from their next turn if they have to. When prey rolls on their turn, the pred gets a free roll with disadvantage.<br/>During this phase, both parties receive high penalties to other physical actions, must Save against being interrupted whenever using magic, and recover only half as much Fatigue.<br/><br/>If the pred wins consumption phase, "digestion phase" starts. The prey can still attempt escape with the same conditions, but it will only return them to consumption phase. The pred no longer has disadvantage on free rolls to keep the prey down, but can opt to spend 1 AP to gain advantage. The prey receives the same penalties as in consumption phase. The pred does not have those, but their encumbrance is significantly increased.<br/>Each turn, the prey must make a Physique saving throw, with the target being {Pred_Physique}*1,5. They take 1 digestion damage on success and 1d4 on failure. The pred heals 1 HP for every 2 points of digestion damage to the prey. If a prey is fully digested, the pred heals 1 cripple damage for every 3 points of Physique the prey had, in addition to the normal amount of healing.<br/><br/>Interference by a third party can easily aid either pred or prey during consumption phase. On the other hand, very few actions by a third party can affect them in digestion phase.</div></div></div><br/><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold">Item Mechanics</span></span><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">Characters are not limited in the amount of items they can carry. However, during combat, they only have access to their Equipment: one or two sets of weapons, currently worn clothing and armor, trinkets and potions on their belt (or equivalent). All their other posessions are moved to Luggage for the duration of combat. Luggage can be accessed during combat as a separate action.<br/><br/><span style="font-weight: bold">Encumbrance</span><br/>Weapons and armor possess an Encumbrance parameter that represents their weight and bulkiness. The encumbrance of a character's Equipment affects a number of things in combat, and challenges based on moving swiftly and quietly.<br/><br/><span style="font-weight: bold">Protection</span><br/>Armor and shields possess a Protection parameter that represents their defensive qualities, taking in account both toughness and coverage. The base Defense of a character involves Protection from all pieces of armor and the shield.<br/><br/><span style="font-weight: bold">Weapon Damage</span><br/>Different weapons can deal varying amount of damage. This is presented as a {X}d{Y} die roll. Many weapons also deal extra damage based off the character's parameters.</div></div></div><br/><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold">Common Actions</span></span><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;">The below are some common actions that characters can perform in combat, their bread and butter, provided as guidelines.<br/><br/><span style="font-weight: bold">Basic Movement</span>. Cost: 1 AP. Move up to 3*AGI feet through the battlefield, moving around obstacles in the way.<br/><span style="font-weight: bold">Basic Melee Attack</span>. Cost: 1 AP. Attack with your equipped weapon at close range. Targets within AGI feet range can be approached as part of an attack. Increases Fatigue by {weapon_encumbrance}.<br/><span style="font-weight: bold">Basic Ranged Attack</span>. Cost: 1 AP. Attack with your equipped weapon at long range. Requires appropriate weapon and ammunition. Get disadvantage (no d6) at 6*PER feet range or higher. Increases Fatigue by {weapon_encumbrance}.<br/><span style="font-weight: bold">Cast Spell</span>. Use one of your learned magic spells. Cost and effects depend entirely on the spell itself.<br/><br/><span style="font-weight: bold">Use Item</span>. Cost: 1 AP. Use an item from your Equipment, if applicable. Usable items are: potions, scrolls, throwing weapons etc.<br/><span style="font-weight: bold">Access Luggage</span>. Cost: 1 AP. Move items between your Equipment and Luggage. This does not allow you to bypass the normal limitations of Equipment.<br/><br/><span style="font-weight: bold">Skip Action</span>. Cost: 1 AP. Do nothing and catch your breath. Reduces Fatigue by 1 +1 for every 4 Physique above 3 (2 at 7, 3 at 11 etc).<br/><span style="font-weight: bold">Ready Action</span>. Cost: varies. Instead of performing an action right away, do it if specified events take place before your next Turn. AP is always consumed, but any other costs are only incurred if the action takes place.<br/><br/><span style="font-weight: bold">Advanced Movement</span>. Cost: 1 AP. Move up to 6*AGI feet through the battlefield, passing over moderate obstacles in the way, and gain +{Agility} Defense while moving. Increases Fatigue by {encumbrance}/4 (minimum of 1).<br/><span style="font-weight: bold">Stand Up</span>. Get up from a lying position on the ground. Costs nothing, but can only be performed during your turn.<br/><br/><span style="font-weight: bold">Dodge Stance</span>. Cost: 1 AP. Increase Defense by 2*{Agility} -{encumbrance} until next Turn. Increases Fatigue by 1 for every incoming attack.<br/><span style="font-weight: bold">Guard Stance</span>. Cost: 1 AP. Requires weapon. Increase Defense by {weapon_skill_bonus} against melee attacks and half as much against ranged. Ineffective against magic attacks. Increases Fatigue by {weapon_encumbrance}/2 (minimum of 1) for every incoming attack.<br/><span style="font-weight: bold">Block Stance</span>. Cost: 1 AP. Requires shield. Increase Defense by {shield_skill_bonus}+{shield_protection} against physical attacks and half as much against magic attacks. Increases Fatigue by {shield_encumbrance} for every incoming attack.<br/><br/><span style="font-weight: bold">Double Strike</span>. Requires paired weapons or unarmed attack. Perform a second melee attack at no AP cost. Increases Fatigue as normal, or by 1 if Basic Attack does not.<br/><br/>Note: when abilities say they cost +X Fatigue, this usually means they are based off something (for example, weapon attack) and this is the cost that is added over the basic attack cost.</div></div></div><br/><span style="font-size: 150%; line-height: 116%;"><span style="font-weight: bold">Other Common Stuff</span></span><br/>Below are some common things that can happen in combat, and sometimes outside of it.<br/><br/><span style="font-weight: bold">Tired</span>. The character is tired. All their Agility and Physique related modifiers are halved. Lasts until they end a turn with Fatigue below their Physique.<br/><span style="font-weight: bold">Prone</span>. The character is on the ground. Their Agility modifier is reduced to 1, and weapon related modifiers are halved. Lasts until they stand up.<br/><span style="font-weight: bold">Knocked Out</span>. The character is knocked out and unable to act, getting 0 AP every turn. Lasts a minimum of 2 turns, or while their HP is at 0 or lower.<br/><br/><span style="font-weight: bold">Flank Attack</span>. An attack from behind on an opponent already engaged in battle. Gives advantage on Offense.<br/><span style="font-weight: bold">Surprise Attack</span>. An attack on an unaware opponent. Removes their Perception modifier from Defense, gives advantage on Offense.<br/><br/><span style="font-weight: bold">Knock Down</span>. An effect that requires the character to do a Physique save or go prone. When forced by another character, both roll physique.<br/><span style="font-weight: bold">Interrupt</span>. An effect that requires the character to do a Mind save or have their spell fizzle, consuming the costs but producing no result. When forced by another character, the other one rolls physique.<br/><br/><span style="font-weight: bold">Retaliation</span>. An out of turn basic melee attack that doesn't cost any AP, but increases Fatigue as normal. Only possible in specific circumstances.<br/>[/spoiler]