Character Sheet Link:
Core Rules:
Super Tl;Dr core rules:You get 6 Commands, 2 traits, and 10 HP values at the start. You can use one Command and one Bonus Command on Attack Phase and one Reaction during a Defense Phase. All attacks succeed unless you do something to make them fail. You must roll a D20 when prompted to do so by the DM on the Defense to attempt to reduce damage taken. Defense chart will be found in rules below. You can flavor any Command or Trait however you like! The names don't mean anything. All players post and roll together in the same turn to save on time, and all enemies post and attack on the defense at the same time.Expanded Rules:Everyone starts with 10 HP total.Temporary HP can only stack up to 3 in total.Everything is automated in Foundry, you won't need to keep track of or add up numbers at all.Resistances do not Stack, and take only the higher value when reducing damage.There are no rolls required on the Attack Phase, all attacks and Commands will auto succeed.Decimal Numbers, such as from being halved, round down. (So 3 halved would be 1)Some Commands have limited uses per Combat, as denoted in Parentheses such as (1 Use.).You can pick up to 6 Commands that you can use at any time in Battle. Out of Combat use of Commands is up to DM.You can only use one Action and one Bonus Action per Attack Phase and one Reaction per Defense Phase. Free Actions can be used at will.You can pick up to 2 Traits that permanently affect your Character, 3 if you take a Weakness trait.General flow of an Encounter: Before making a post, create a quick sentence of what command(s) you are using and their targets as well as if any special traits are being activated, (EG: Braver -> Enemy A). Attack Phase: RP out a paragraph and then in () put in your Commands, and who you are targetting -> Defense Phase: The Enemy Attacks and you roll defense and use Reactions in ().Enemies will use similar Commands as you and may have the same traits or new ones unique to them.Commands are resolved in this order during a Player Phase: Buffs -> Debuffs -> Damaging Commands -> Healing Commands.Buffs cannot be stacked multiple times from the same Command. For example an Ally can only benefit from one source of Bestow Strength, a support command that grants +2 Attack damage. But they can have Bestow Strength as well as No Mercy, an Attack Command which also grants +2 to Attack Damage, to total up to +4 Attack Damage.A target's damage/healing dealt can be reduced to 0.Vulnerability, a Condition in Magic that increases one's damage taken, can only be stacked up to three times on a Single Target.A Round is the conclusion of an Attack Phase and a Defense Phase.Defense Phase Roll: When taking Damage, there will be a DC included with the Attack. You must roll a /dice 20 check against it, and if you meet or exceed the DC then you take half damage.
Example of a Round of Combat."(Cast Spell -> Enemy Barbarian A.)"->"Mage twirls her staff around, dealing a massive gout of flame to the enemy. (4 Magic Damage, Barbarian.)->DM: "Barbarian takes the gout of flame, but charges in with reckless abandon to attack the party. (4 Attack Damage against Mage, Braver, DC 12)Mage Rolls D20: 14.Mage puts up a Manaward, and protects against the brunt of the Attack. (14 Succ, 2 Damage taken. ))
Everyone:
Defend: Use your Main Command to reduce ALL damage taken by 2 on your Defense turn.Use Item (1 Use.): Use your Main Command to fully restore HP to self. Can be used as a Bonus Action to restore half of your HP instead.
Commands (Pick 6):
Commands aren't final. If you can come up with your own command, and it is balanced, I will happily add it in!
Magic Commands:
(Vulnerability may only stack up to 3 times on a single target.)
Spell (3 Uses): Deal 4 Magic Damage to a Single target.Distract (2 Uses): Deal 2 Magic Damage to a Single Target and inflict Distracted which reduces the target's damage dealt by -1 for 1 round. (Only 1 instance of Distracted can be applied per enemy.)Frazzle (2 Uses): Deal 2 Magic Damage to a Single Target and inflict a stack of Vulnerability which increases the target's Damage Take by 1 for each stack for the rest of combat. (Max of 3 stacks per target.)Gravity (1 Use): Deal 1 Magic Damage to Three Different Targets and inflict to each target a stack of Vulnerability which increases the target's Damage Taken by 1 for each stack for the rest of combat. (Max of 3 stacks per target.)Chain Spell (2 Uses): Deal 2 Magic Damage twice to the same target or 2 Magic Damage once to two different targets.Poison: Inflict Poisoned to a Single Target, which deals 3 Flat Magic Damage each Round, including the round this is used. Poison cannot be increased in Damage by traits or buffs.Ancient Magic (1 Use): Deal 7 Magic Damage to a Single Target.Summon (1 Use): Deal 3 Magic Damage to three different targets.Trance: Raise the Magic Damage you deal by +2 but gain a weakness to All-Damage equal to 2. Ends when voluntarily dismissed as a (Bonus Action) or when dispelled. (Bonus Action)Drain: (2 Uses) Deal 2 Magic Damage and restore the damage you deal as HP to self or an Ally.Spell Charge (2 Uses): Gain +2 to Magic Damage Dealt for 1 round. (Bonus Action)Scan: Inflict 2 stacks of Vulnerability to a Single Target, which increases the target's Damage Taken by 1 for each stack for the rest of combat. (Max of 3 stacks per target.)
Attack Commands
Braver: Deal 3 Attack Damage to a Single Target.Darkness: Deal an Attack for 5 damage to a Single Target, but sacrifice -2 of your own HP. The damage to self cannot be mitigated by resistances or temporary HP.Berserk: Deal an Attack for 4 Damage to a Single Target, but take a -2 penalty on the next Defense Phase.Falcon Slash: Deal 1 Attack Damage twice in a row to a Single Target or 1 Attack Damage once to Two different targets.Jump: Skip your Main Action and Bonus Action this turn, then on the next use your Main Action to deal 9 Attack Damage to a Single Target.Decimate (1 Use): Deal 3 Attack Damage to three different enemies.Bleed: Inflict Bleeding on the Enemy of choice, which deals 3 Flat Attack Damage each Round, including the Round this is used. Bleed cannot be increased in Damage by traits or buffs.Rage: Increase the Attack Damage you deal by +2 but also gain a weakness to All-Damage equal to 2. Ends when voluntarily dismissed as a (Bonus Action) or when dispelled. (Bonus Action)Soul Eater: Deal 1 attack Damage to an enemy and restore the damage you deal as HP to Self or an Ally.Execute: Deal 2 Attack Damage to a Single Target, but if the target is below half of their maximum HP, deal 5 Attack Damage instead.Riposte: Gain a +1 Bonus to your Defense Roll. If you successfully reduce damage from an Attack with your Defense roll, deal 2 Attack Damage to the attacker. (Reaction)Action Surge (1 Use.): Gain a Second Main Command use this turn. ((Bonus Action.))No Mercy (2 Uses): Your Attack Commands will deal +2 bonus Damage for 1 round. (Bonus Action)
Healing Commands:
Cure: Restore 3 HP to an Ally or Self.Curaga (2 Uses): Restore 5 HP to Self or an Ally.Medica: Restore 1 HP to three different allies or self.Esuna (Two Uses): Cure One Negative Status on an Ally or Self. Heal +2 HP otherwise. (Bonus Action)Barrier: Grant an Ally or Self +3 Temporary HP.Prayer: Increase the amount of healing for Healing Commands by +2, but gain a weakness to All-Damage equal to 2. Ends when voluntarily dismissed as a Bonus Action or when Dispelled. (Bonus Action)Temperance (2 Uses): Gain a +2 bonus to Healing Commands for one round. (Bonus Action)Healaga (1 Use): Heal ALL Allies including Self for +2 HP.Kardia: Deal 1 Unaspected Magical Damage to a target and restore the damage you deal as HP to an Ally or Self. Damage scales with Healing bonuses.Glare: Deal 3 Magic Damage to Target. Damage scales with Healing Bonuses.Benediction (1 Use): Restore all of an Ally or Self's HP.Regen: Restore +2 Flat HP to an Ally or Self each round, including the round this is used. Cannot be increased by Healing Buffs.
Defense Commands:
Cover: Cover an Ally during the Defense Phase to take all incoming damage for them, rolling a separate defense check to potentially reduce damage. (Reaction)Bodyguard: Link to an Ally for 1 round. Whenever that Ally takes damage, you take that damage instead, though the linked Ally still rolls for defense. Damage redirected by Bodyguard cannot be redirected or transferred again. (Bonus Action)Evade: Gain a +3 bonus for your Defense Roll on the Defense Phase. (Reaction)Guard Stance: Grant self +1 Temporary Hit Points. (Bonus Action)Block: Gain Resistance to All Damage by 1 during the Defense Phase. (Reaction)Reflect: Gain a +2 Bonus to Defense Rolls against Magic Damage on the Defense Phase, then deal 2 Flat Magic damage back to any enemy that targets you with Magic Damage. (Reaction)Counter: Gain a +2 Bonus to Defense Rolls against Attack Damage on the Defense Phase, then deal 2 Flat Attack Damage back to any enemy that targets you with Attack Damage. (Reaction)Second Wind (2 Uses): Restore HP of self by +3 (Bonus Action)Endure (1 Use): During the Defense Phase, brace for incoming damage. No matter what, your health cannot be brought below 1 HP that Phase. (Reaction)Phalanx (1 Use): Grant all Allies, including Self, Phalanx, which reduces All Damage taken by 2 for 1 round.
Support Commands:
Rally (1 Use): Grant ALL allies and self +1 to damage and healing for one round and +1 Temporary HP for one round.Cheer: Grants self or ally a stack of Cheer, granting a +3 Bonus to All-Damage for their next damage dealing Command. A stack is removed each time a Command that deals damage is used.Enchant: Grant an Ally or Self a +2 bonus to Damage dealt when using Attack Commands as bonus Magic Damage.Inspiration: Allow an Ally or Self to Reroll their Defense Roll. (Only one re-roll per target per round.) (Reaction)Bestow Healing: Grant an Ally or Self a +2 bonus to Healing Commands until the end of Combat.Bestow Strength: Grant an Ally or Self +2 to Attack Damage until the end of Combat.Bestow Magic: Grant an Ally or Self +2 to Magic Damage until the end of Combat.Bestow HP: Grant an Ally a +2 to their Max HP until the end of Combat. The target is healed for the same amount.Blur: Increase self or ally's Defense Rolls by +2 until the End of Combat.Protect: Reduce self or ally's Damage taken by 1 until the end of Combat.
Traits (Pick 2):
Traits aren't final. If you can come up with your own trait, and it's balanced I will happily add it in!
Magic Traits:
Mage: All Magic Damage from Magic Commands are 1 points more potent.Fragile Mage: All Magic Damage from Magic Commands are 2 points more potent, but your total HP is reduced by -2. (Cannot be taken with Mage)Spell Blade: Bonuses to Magic Damage are also granted to Attack Commands as bonus Magic Damage. Additionally, Spark can be triggered with Attack Commands, but only if you do not also have Relentless. (The Bonus must specifically be for Magic Damage, Spellblade does not include bonuses from All Damage such as Cheer or Crits.)Spark: When casting a Magic Command, gain a stack of Spark which increases Magic Damage from Magic Commands by +1. Stacks up to 3 times for +3 Magic Damage. You can gain 1 stack of Spark per round, and the stack is gained after the Player Round ends. ((Cannot be taken with Mage or Fragile Mage.))Magic Arc: When using a Single Target Magic Command, you can target an additional enemy for Half Damage.Dual Cast: You may deal 1 Magic Damage as a Bonus Action each round. (This counts as a Magic Command for the purposes of traits and buffs.)Hexer: When using a Magic Command you inflict a stack of Vulnerability which increases the damage that target takes by +1 for each stack. A target can only be inflicted once each round from Hexer. (Max of 3 stacks per target.)
Attack Traits:
Strong: All Attack Damage from Attack Commands are 1 point more potent.Glass Cannon: All Attack Damage from Attack Commands are 2 points more potent, but your total HP is reduced by -2. (Cannot be taken with Strong)Relentless: Each time you deal damage with an Attack Command, Gain a stack of Relentless, which gives a +1 bonus to Attack Damage from Attack Commands. This can stack up to +3. You can only get one stack per round, and the stack is gained after the Player Round ends. ((Cannot be taken with Strong or Glass Cannon.))Cleave: Whenever you use a Single Target Attack Command, you can target an additional enemy for Half Damage.Extra Attack: You may deal 1 Attack Damage as a Bonus Action each round. (This counts as an Attack Command for the purposes of traits and buffs.)Heavy Hitter: When you use a Single Target Attack Command and deal 6 or more damage in a single instance (After buffs are applied), deal +2 more damage.Combo: Deal -1 Less Attack Damage with Attack Commands, however your Attack Commands repeat themselves on each target for half potency.
Defense Traits:
Tough: Gain +2 total HPBulwark: Gain a +2 bonus to all Defense Rolls.Thrill of Battle: ALL sources of incoming healing are increased by +1.Fortify: When you use Defend or a Defense Command gain +1 Temporary HP. This Temporary HP can only be gained once per round.Won't Give Up: When you are brought below half of your maximum HP you gain 2 resistance to All Damage as long as you are below half of your Max HP.Vitality: Restore a flat +1 HP to self per turn.Guardian: Whenever you redirect damage with Cover or Bodyguard, restore +1 HP after.Sentinel: You can use two Reactions per Defense Phase, rather than just one. (This can include using Cover twice on two different targets.)
Healer Traits:
Healer: All Healing from Healing Commands are 1 points more potent.Fragile Healer: All Healing from Healing Commands are 2 points more potent, but your total HP is reduced by -2. (Cannot be taken with Healer)Renewing Touch: When using a Single Target Healing Command, the Ally healed will restore an additional 1 Flat HP for 3 Rounds.Overshield: Whenever you directly heal an ally or self they gain +1 Temporary HP. This Temporary HP can only be gained once per target, per round.Emergency Triage: When Healing an Ally that is below Half HP, that Ally regains +2 more HP.Blessings: When you use a Single Target Healing Command on an Ally, that Ally gains Blessings, which increases All Damage dealt by +1 for 1 round.Generosity: When you use a Single Target Main Action Healing Command on an Ally, heal yourself or another ally for half the potency of that command.Fairy: You may Heal self or an ally for 1 HP as a Bonus Action each round.
(This counts as a Healing Command for the purposes of traits and buffs.)
Support Traits:
Dual Support: When you use a Support Command on an Ally, you can immediately use it again on a second ally for free.Twin Enchant: When you use a Support Command you may select an additional Support Command in your command deck and apply both to the Ally selected. (Twin Enchant does not interact with Dual Support or Powerlink traits.)Power Link: Whenever you use a Support Command on an Ally, you also gain the benefits of that Support Command.Hero's Rhapsody: When you use a Single Target Support Command on an Ally, that Ally gains Hero's Rhapsody, a temporary +1 bonus to all Attack Damage, Magic damage, and Healing for that round only. (Does not interact with Dual Support, only the primary target gains Hero's Rhapsody.)Inspiring Presence: Whenever you use a Support Command on an Ally, that Ally gains 1 Temporary HP. This Temporary HP can only be gained once per target, per round.
Misc Traits:
Critical Hits: When using any Command that deals direct damage or heals during the Player Phase, roll a D20. On a 12+, that command deals +2 Damage or +2 Healing.Blood Price: You can spend health to directly increase damage or healing, with a ratio of +1 HP for +1 Damage, up to +3 extra damage/healing.True Glass Cannon: Gain +1 to all direct Damage Potencies and direct Healing Potencies but lose -2 HP. ((Cannot take with any other Command boosting trait.))Slayer: You deal +3 flat Damage to enemies that are at Full HP when the Player Round starts. This damage can only occur once per Round.Overcharge: You gain one extra use of Commands that have a per battle use.Adaptable: Add an Extra Command to your Command Deck (Place the chosen Command in this trait slot.)Specialist: Choose one Attack, Magic or Healing Command in your Command Deck. That Command has +2 more potency, whether in damage or healing.
Weaknesses:
By applying a Weakness to your build, you can add an extra trait if applicable!
Fragile: Lose -2 HP.Aetheric Imbalance: Receive -1 HP less healing from all sources of healing.Soft: Gain a Weakness to All Damage equal to 1.Open Guard: Take a -2 Penalty to Defense Rolls.Second Guesser: You cannot use the same Main Action Command twice in a row.Lingering Wounds: You cannot be restored for more than +4 Total HP each round.
Example Builds:
Paladin:

| Commands: | Traits: | HP: | MP: |
|---|---|---|---|
| Provoke (1 MP) | Tanky | 20/20 | 6/6 |
| Cure (2 MP) | Block | ||
| Interrupt (3 MP) | |||
| Cover (1 MP) |
The Paladin is your Tank, redirecting stronger enemies away from your more vulnerable allies and into attacking you. With the Block trait allowing you to use the Defend Command during your Defense Phase, you'll become very reliable at redirecting damage to yourself through Provoke and negating it. Cure can provide moderate healing to allies and Interrupt is useful for stopping enemies from using Commands against your allies but be wary of the high MP costs. The Paladin's drawbacks are low MP to cast abilities and low damage output. They'll struggle to quickly deal with enemies without strong allies.
Black Mage:

| Commands: | Traits: | HP: | MP: |
|---|---|---|---|
| Fire (1 MP) | Fragile Mage | 8/8 | 6/6 |
| Thunder (1 MP) | Magic Specialist | ||
| Ice (1 MP) | |||
| Barrier (2 MP) |
The Black Mage is your high damage caster. You'll be aiming for Elemental Weaknesses to be dealing the maximum amount of damage, but even without elemental weaknesses in play the extra 2 damage to Magic from Fragile Mage and MP reductions from Magic Specialist makes it so every spell hits hard and with little MP cost. Barrier is taken to help ease damage taken either for yourself or allies. The Black Mage's drawbacks are low HP and reliance on MP to deal damage, as well as a reliance on Elemental Damage. They may be in trouble if their foes are resistant to the Magic they can cast.
White Mage:

| Commands: | Traits: | HP: | MP: |
|---|---|---|---|
| Cure (1 MP) | Fragile Healer: | 8/8 | 6/6 |
| Dispel (1 MP) | Healing Mastery | ||
| Assize (2 MP) | |||
| Bar-Status (1 MP) |
The White Mage is your Primary Healer and Status Cleanser. With Fragile Healer increasing healing power by 2 and Healing Master reducing MP Costs your basic Cure spell turns into a reliable way to bring back your party from taking hits. Assize can be used when high AoE damage is being taken but it's high MP cost is risky. Dispel and Bar Status are useful for fighting off those pesky status effects. The White Mage's drawbacks are low HP and low damage output. They're at risk if they can't be protected by a strong frontline.
Fighter:

| Commands: | Traits: | HP: | MP: |
|---|---|---|---|
| Berserk (2 MP) | Glass Cannon | 16/16 | 6/6 |
| Falcon Slash (2 MP) | Tanky | ||
| Saber (3 MP) | |||
| Dodge (1 MP) |
The Fighter is your Physical damage dealer. With Glass Cannon increasing physical damage by 2, and Tanky helping to offset the negative HP from Glass Cannon, you can get into the thick of it and deal heavy damage with even just your Basic Attack Command. Berserk is your strongest Command but due to it targeting enemies at random Falcon Slash is a more reliable but slightly less powerful alternative. Saber can increase damage dealt and Dodge can help ease damage taken. The Fighter's drawback is a lack of party utility and reliance on Physical damage. They may struggle against physically resistant opponents.
Skills:
Skills are a characters primary way of rolling to interact with the world. When a DM asks to roll a skill, you will roll a D20 plus modifier based on the level of training a character has in a Skill.There are 4 levels of training for a skill:Trained: +3
(You've been dabbling in this skill and have cursory knowledge and experience but are otherwise only a couple months more practiced than a true beginner.)Expert: +5
(You've been honing your craft in this skill for a long time, from months to even a year. Such dedication implies an interest in the skill beyond idle curiosity.)Master: +7
(A skill that has been practiced and honed over several years, you know more and are more experienced than most and many would look to you for expertise in the subject matter.)Legendary: +9
(Your one and ultimate skill, something you would of been practicing since you were old enough to do so. Legendary skills are rare, and should be something intimately tied to your character as something core to their person.)Characters may have up to the following amount of training for skills:Trained: 3
Expert: 2
Master: 1
Legendary: 1(If you are omitting from choosing a Master or Legendary Skill for Character Development purposes, you may choose an extra Expert skill for the Legendary Slot or Trained Skill for the Master slot.)The skills are as follows:Acrobatics, Athletics, Deception, Intimidation, Nature, Performance, Perception, Society, Survival, Arcana, Crafting, Diplomacy, Medicine, Occultism, Religion, Stealth, Thievery.Skills are automated and rolled through your Foundry Character Sheet.
Skills Extra Details:
Acrobatics: Measures your ability to perform tasks requiring coordination and grace.
Arcana: Measures how much you know about Arcane magic and creatures, as well as Aether in general.
Athletics: Measures your ability to perform deeds of physical prowess.
Crafting: Measures your prowess with repairing and creating items as well as measures knowledge of engineering or mechanical creations.
Deception Measures your ability to trick and mislead others using disguises, lies, and other forms of subterfuge.
Diplomacy: Measures your ability to influence others through negotiation and flattery, or find out information through friendly chats.
Intimidation: Measures your ability to bend others to your will using threats.
Medicine: Measures your ability to patch up wounds and help people recover from diseases and poisons as well as measures knowledge on diseases, injuries, poisons and other ailments.
Nature: Measures your ability to interact with Animals and Magical beasts as well as measures your knowledge about fauna, flora, geography, weather, the environment and creatures of natural origin.
Occultism: Measures your knowledge about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures such as ghosts. Occultism also governs knowledge on the Void and Voidsent.
Perception: Measures your ability to notice the environment around you, and spot details others may miss.
Performance: Measures your ability to dance, act, play an instrument, sing or otherwise perform.
Religion: Measures your knowledge of Deities, Dogma, Faith, Theology, Myths and creatures of religious significance.
Society: Measures your knowledge of local history, important personalities, legal institutions, societal structures and Spoken cultures.
Stealth: Measures your ability to avoid detection, allowing you to slip past foes, hide, or conceal an item.
Survival: Measures your ability to live in the wilderness, forage for food and build a shelter as well as tracking and hiding your trail.
Thievery: Measures your ability to steal, palm objects, disable locks & traps and pick open locks.
Possible traitsElemental Conduit: When you cast a spell with an Element, gain a stack of Elemental Conduit which grants +2 to Spell Damage. To gain further stacks of Elemental Conduit you must cast an Elemental spell different from the one you casted last round. Stacks 3 times for +6 damage. Elemental Conduit loses all stacks when you cast a repeating element or use a command without an element attached to it. You can only gain 1 stack per round.
Limit Break:
Rules: The DM may decide to allow Party Members to gain a Limit Break. The following Limit Breaks are useable by everyone:Blade-Dance: Deal 10 Untyped Damage that goes through resistances.Starstorm: Deal 5 Untyped Damage to all Enemies that goes through resistances.Healing Wind: Restore all Allies HP to Full.Hallowed Ground: Grant invincibility to all-damage to all allies for 1 round.Celestia: Grant all Allies a permanent +2 to all-damage dealt until the end of Combat.