The Reborn Battle Guide

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Dec 27, 2018
Trait Points

The Fundamentals of Battle
Battle Encounters are Clashes Between the Players and Non-Playable Characters. Consisting of Various Abilities and Events, Battles are Organized into a Cycle of Rounds and Turns. All Battles are Conducted Through Steps and Experienced via Techniques. A Battle Never Concludes Until Either Side is Completely Defeated or Retreats:

Off Guard:
The Game Master Determines Whether Anyone Involved in the First Round of Battle is Off Guard or Not. When Neither Side Does Not Attempt to be Stealthy, the Other Automatically Notices. During the Situations Where Either Side Does Attempt to be Stealthy, the Game Master Will Compare the Stealth Attribute of Anyone Hiding with the Passive Perception Attribute of Each Character On the Opposing Side. Any Player or Non-Playable Character that Fails to Notice the Creature will be Surprised the First Round of Battle. When Surprised, the Player or Character Cannot Move or Perform a Technique that First Round of Battle. Understand that Members of Either Side Can be Surprised Even If their Allies Are Not.

Roll Initiative:
Each Player and Non-Playable Character Involved in the Battle Must Conduct Roll Initiative, Which Determines the Character’s Turn Order for the Battle. An Official Roll Focused on Initiative is a Dexterity Attribute Check. The Game Master will Order the Participants of Battle in the Order from the One with the Highest Dexterity Check to the One with the Lowest. For the Remainder of the Battle, this Order will Remain. The Game Master Makes One Official Roll for an Entire Group of Identical Enemies, Which Means Each Member of that Group will Move or Perform Techniques on the Same Turn. During Tied Situations Regarding the Dexterity Check, the Players can Decide Who is First and the Game Master Does the Same for the Enemies.

Establish Positions:
The Game Master Determines Where All the Characters and Enemies are Located. Based On the Characters’ Last Known Locations, the Game Master will Decide Where Every Character is Positioned.

Turns & Rounds:
Each Player and Non-Playable Character will Conduct their Turns, Which Occurs Each Round. A Round Consist of Every Active Character’s Turn. This Step Repeats Until Battle Concludes.​

A technique is blah blah blah

Each Technique has a Rank from 0 to 9. The Rank determines the power of the Technique.

The Ranks are Accessible if the Characters Have Achieved the Necessary Rank to Perform Them.

Before a Character Can Perform a Technique, the Technique Must have been Loaded for the Campaign Run. The Number of Techniques the Character can have Loaded Depends on the Level of the Character.

Regardless of the Amount of Techniques a Character Can Load, the Character is Limited to the Number of Techniques that can be Performed before Resting.

The Character’s Class Will Determine the Amount of Technique Slots and the Level of those Slots the Character Possesses.

When a Character Performs a Technique, a Slot is Exhausted. This Means the Technique Slot is No Longer Available for the Remainder of the Campaign Run.

When the Character Performs a Rank using a Technique Slot that is Higher, the Technique will Increase in Power to Match the Slot Exhausted

Free-Form Actions are Basic Techniques that Do Not Require a Technique Slot, thus Does Not to be Loaded. Free-Form Actions Possess No Rank.

Bonus Techniques

Some Techniques are Considered Bonus in Nature. These Techniques Can be Performed without Exhausting a Move Slot ( or Technique Slot ). One [1] Bonus Technique can be Performed Per Turn.

Reaction Techniques

Some Techniques are Considered Reactionary in Nature. This Means the Technique Can be Activated in Response to Techniques, Regardless of Turn Order. One [1] Reaction Technique can be Performed Per Round.


All Techniques Possess a Scale. The Scaling Refers to the Area of Effect the Technique will Influence. Intended Targets are Effected by Techniques When the Scaling Reaches Them, Otherwise the Target is Safe. The Scaling of Techniques will Sometimes Mention Touch or Self, to Imply Techniques Sometimes Require Touch or Only Effects the Character Performing It.

Techniques Possess a Duration Which Refers to the Length of Time the Effects Persist. The Duration is Always Expressed in the Following Terms:

Same Turn: Refers to Techniques that Persist for the Turn it was Performed.

Round: Refers to Techniques that Persist for the Entire Round, Which Includes the Enemies’ Turn.

X Rounds: Refers to Techniques that Persist for the X Number of Rounds, Instead of One [1] Round

Instantaneous: Refers to Techniques, Regardless of the Actual Turn or Round Duration, Occurs in a Time-Frame Uninterrupted.

Concentration: Refers to Techniques that Automatically Last X Number of Rounds, However the Technique Persists if the Character Maintains It Unless Knocked Unconscious.

Each Character’s Turn, the Player Can Decide to Cancel the Technique ( Does Not Exhaust a Move Slot to Do So ). Normal Activity, such as Moving or Free-Form Actions, Does Not Interfere with Concentration Except the Following:

Performing Another Technique

Suffering Damage and Failing the Constitution Roll 
( when damage occurs, the character must perform a CON Saving Roll and the DC is Equal to 10 or Half the Damage You Suffer [ Whichever is Higher ]. Suffering Multiple Instances of Damage Requires Separate CON Saving Rolls ).

Ranged Attacks. Remember that you have disadvantage on a ranged Attack roll if you are within 5 feet of a Hostile creature that can see you and that isn’t Incapacitated.

Saving Throws

Many Spells specify that a target can make a saving throw to avoid some or all of a spell’s Effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your Spells equals 8 + your Spellcasting ability modifier + your Proficiency Bonus + any Special modifiers.

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