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Aura Collingwood
Through Heaven's Eyes
"Ok be honest with me though. Are you even old enough to drink? You've gotta tell me what's on your fake...please tell me it's McLovin..."
-Gabriel Alekos

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Important Information
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Supplemental Information
Combat Guide

For the purposes of our game, a modification of Adventure Game Engine (AGE) and Dungeons and Dragons (D&D) 4th edition was put to use. This system is heavily used in our event threads and designated threads in Elysian and Past Present forums, which are moderated by our FATE account.

The system can also be used by our players in non-event threads. However, it is unlikely that FATE will be moderating these rolls. It will be up to the thread participants to determine their goal with and outcomes of these rolls. For more information on using the combat system in threads, please see the Combat Help forum in Resources and Support, but here’s a quick overview of how this works:

  • in the event thread, the character must state an intent to perform a task, an attack, or a skill.
  • the character’s player will post a check after or before their IC post if it’s necessary (see the newbie guide for more information).
  • the event moderator will narrate the result of how well or poorly the character performed based on your dice roll and the next poster will react.
The same thing will happen with character stats, which we’ll use to give power, skills, and basic characteristics to our characters. The numbers you’ll receive from your ability modifier rolls will go into sections as you see fit, distributed among Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. You can also purchase extra modifiers with points you receive from participating in events, writing developments, or just plain being active. The maximum modifier for any skill is 4. Your character can also earn modifiers and foci as the game progresses. If you have a suggestion for a focus that isn’t among those listed in the section on stats and foci below, please feel free to bring it up and we’ll consider it for addition to the list.
Foci are specific skills that your character may have in addition to the six main ability modifiers. They signify an added expertise in a particular area and can give a +2 bonus to bolster any relevant checks. If you are making a check for swimming and you have the swimming foci, for example, you would add your STR modifier +2 to the roll. (our rolling code only allows for one bonus number, so add the sum of all of your modifiers together before creating the roll code)

Strength (STR) represents how strong your character is, how much stuff they can carry and how much damage they can deal to their opponents; important for melee fights, hand-to-hand combat, athletic checks, etc.
  • STRENGTH FOCI: climb; jump; swim; brawl; melee: weapon focus (your pick)

Dexterity (DEX) represents hand-eye coordination, agility, reflexes, and balance; accuracy, ranged attacks, acrobatics and stealth all depend on high dexterity score; improvement of your character’s individual defense score.

  • DEXTERITY FOCI: balance; drive; escape artist; hide; pilot; ride; sleight of hand; tumble; acrobatics; calligraphy; lockpicking; traps; object manipulation; stealth; dueling; ranged: weapon focus (your pick); blasts.

Constitution (CON) represents the character’s health and stamina; it’s the key ability for endurance-based checks and for increasing HP.

  • CONSTITUTION FOCI: concentration; drinking; rowing; running; stamina.

Intelligence (INT) describes how well your character learns and reasons; it contributes to the strength of a character’s magic, magical defense, arcana, and lore skills.

  • INTELLIGENCE FOCI: computer use; craft; decipher script; demolitions; disable device; forgery; investigate; knowledge; navigate; research; repair; healing; cartography; engineering; evaluation; arcane lore; military lore; natural lore; religious lore; cultural lore; musical lore; historical lore.

Wisdom (WIS) measures practicality, perception, self-discipline, intuition, and empathy, as well as offering checks in insight and MP.

  • WISDOM FOCI:gamble; listening; profession; sense motive; survival; treat injury; courage; faith; boost morale; search; self-discipline; empathy; purification; smelling; tracking; spot; perceive, willpower.

Charisma (CHR) measures the character’s personality, leadership, and ability to persuade; it strengthens your defense and offers checks in diplomacy, intimidation, street smarts, and ability to break enchantments.

  • CHARISMA FOCI: bluff; diplomacy; disguise; gather information; animal handling; intimidate; perform; bargaining; deception; etiquette; leadership; persuasion; seduction; break enchantment; street smarts.

Defense (DEF) = 3d6+DEX+CHR: This is the target number the enemy has to overcome in order to succeed on attack roll against your character. The higher it is, the harder you are to hit in the individual attack.

Health (HP) = 3d6+CON+STR: when this number hits 0, the character is knocked out; they can be revived by a character with healing abilities if the character is within the range of the one who’d been knocked out.

Magic (MP) = 3d6+INT+WIS: is for awakened characters only; when this number hits 0, the transformed character will de-transform and be unable to use their magic for the remainder of that event. To lower magic score, subtract the score assigned to the spell your character uses if it connects. For example, if a character uses the spell with the score of 5 and it hits, subtract that number from the total of your MP.

Armor Class (AR): Everyone has some form of armor with them at all times, even if it’s just the clothes on their backs. At the starting level, AR is worth 1 point (i.e. all characters begin with an AR of 1). AR is subtracted from the damage your character is dealt. For example, if you take a hit worth 6 damage, by subtracting your AR (1), you lose 5 HP instead of 6. AR will increase upon awakening, gaining armor, and leveling up.

When it comes to individual armor, you are welcome to design your own. Sailor suit? Oriental body armor? Fantasy armor? There’s a lot to choose from, but be sure you know your armor’s limits and whether it’ll fit your character’s strength. Remember, it does add extra weight, no matter its protective properties, and your character is only so strong. Alternatively, you may choose to ask a staff member to design your armor for you. Your AR stats, however, will be at the discretion of our staff team.

All characters will begin at level 1, which affords them a 1d6 to perform their ability checks. You can increase levels by awakening, participating in events, earning development points, and gaining extra members in your planetary court. The last one negates itself if a member of a planetary court goes inactive.

  • Level 1: all characters at the start of the game; Humans (1d6)
  • Level 2: Senshi, Warriors, Royals, Advisors, Legends (2d6)
  • Level 3: Super Senshi, Solar Warriors, Star Royals, Specialists, Paragons (3d6)
  • Level 4: Eternal Senshi, Galaxy Warriors, Cosmic Royals, Guardians, Apotheoses (4d6)

Our events are run by an event moderator. The event moderator will direct the event thread(s) and play the obstacles/opponents your characters will face. The event moderator will also keep track of your thread’s narrative and action time. Keep in mind that rounds last 3 days, and you must post in this 3 day window for your action(s) to count for that round. However, if everyone posts in that round before the 3 day deadline, the next round may begin sooner as needed. There is no penalty for missing a round, but remember that you may miss out on items, buffs, and other good stuff!


During narrative time, you may post in any order - no posting order is adhered to. Actions and checks will be applied in the order they happen. Narrative time is for exploring your environment and looking for things to help you when action time is declared. For the most part, the event moderator will have minimal involvement. They will alert the start of new rounds and reply to checks as needed. Should a check be called for, the event moderator does a check of their own to generate a target number and narrates how well or poorly the check had gone (or has it ready in case of an encounter). Otherwise, the event moderator doesn’t interfere until it’s time to declare action time and face the problem or opponent.


Action time begins when the event moderator asks everyone to ROLL FOR INITIATIVE, which establishes the following pattern:

  • The players are asked to make a #d6+DEX check when they’re asked to roll for initiative;

  • Once everyone takes a turn, the event moderator will arrange them into order from highest to lowest rolls, adding in enemies should it be a combat encounter or a post with the start of puzzle encounter if it should be such. This order decides which actions will be applied first (highest initiative roll) and which will be applied last (lowest initiative roll);

  • The next round begins and it's time for everyone to take action against the enemy. They may take a combination of actions necessary to complete it, such as attack the opponent, move from place to place, and so on. They may also choose to do nothing. Once their actions are complete (an aim+attack would be a full turn, for example), their turn is over. There is still no posting order;

  • The process is repeated until everyone, including the opponent of the moment, has taken a turn. Don’t forget to roll checks as needed after your IC posts (if you have any questions about when to roll a check or what check to roll, please feel free to ask!);

  • Once everyone has taken a turn, the round is over. Fate will do a quick recap to say which actions hit in which order (according to initiative rolls) and begin the next round. Rounds will continue this way until the enemy is either defeated or escapes, and then we will return to narrative time.
You need to roll for initiative just once when asked. Otherwise, repeat the turns until the opponent is defeated or the puzzle is solved. This will lead to return of narrative time, as declared by the event moderator. It is at this time that you will wrap up the event thread.

During your turn, you may take up to 1 major action and 1 minor action, unless you have purchased extra actions in the site shop. You may also forgo your major action/s to take an extra minor action instead. It is also permissible to forgo either the major or minor entirely and only perform one of either action in a round. Below are some examples of actions that can be taken, though you may also take actions that are not listed here.


ALL-OUT ATTACK: You attack one adjacent enemy in hand-to-hand combat, throwing the full weight of your Strength behind the attack even though your ability to react to counterattacks will suffer. If you hit, you do +1 damage, but whether or not this attack hits, you suffer -1 to your Defense until your next turn.

CHARGE: You may charge toward the enemy and make a Melee Attack against an adjacent enemy. You gain a +1 bonus to your attack roll. Formula would then be [*roll]#d6+Strength or Fight or Accuracy Ability +1[/*roll]

PREPARE: You pick one major action that you prepare to execute and then end your turn instead of performing a major action. Any time until your next turn, you can interrupt another character and take your prepared action immediately. If you don't use it by your next turn, the action is lost. You cannot take the prepared action if you've already taken a major action on your turn.

DEFEND: you concentrate on defending yourself this round. Until the beginning of your next turn, you gain a +2 bonus to your DEF.

MINOR HEAL: You provide some quick first aid to an injured ally. You must be adjacent to your ally (within sight distance) and must have bandages READY (see minor actions). This is a TN 5 Intelligence (Healing) check. If you are successful, your ally gets back an amount of Health equal to your highest roll + your Intelligence. A character cannot benefit from another MINOR HEAL until additional damage is taken. As long as you can realistically and logically FIND bandages you can perform MINOR HEAL. Bandages give you a +2 to your INT when rolling for the TN of 5.

MELEE ATTACK: You attack one adjacent enemy in hand-to-hand combat.

RANGED ATTACK: You fire or throw a gun or missile weapon or throw an object at one visible enemy within range. You must AIM your weapon first.

TACKLE: You grab an adjacent enemy and pin them down, immobilizing them. You make a STR check to see if you can pin them; the enemy will make a DEX check to see if they can slip from your grasp. You must make additional STR checks for every round you wish to pin them for a minor action. Releasing your tackle is a free action.

FLEE: You move away from the attacking opponent, leaving their range. Your attacker can still choose to pursue you but will have to reenter your range.


ACTIVATE: This action allows you to start using certain powers or items such as fighting styles, potions, or transformations.

AIM: You take the measure of your opponent and plan your next strike. If your next action is a melee attack or ranged attack, you gain a +1 bonus on your attack roll.

GUARD UP: You put your skill to use balancing action and defense. Add +1 or +2 (your choice) to your Defense until the end of this round. However, you suffer the amount you choose as a penalty to all checks you make, even opposed checks, for the remainder of the current round as well. (This is the key difference between the Guard Up and Defend actions. Guard Up only lasts until the end of the round, where Defend lasts until the beginning of your next turn.) If you choose this minor action, you must do it before any major action you take this turn. You can't follow up Guard Up action with a Defend action.

MOVE: If you need to move around the enemy or follow them. a DEX check can determine the speed/distance covered in the round.

SUSTAIN TACKLE: You continue your tackle from a previous round on the same enemy. You make another STR check, and they will make another DEX check. Releasing a tackle is a free action.

PRESS THE ATTACK: You stand ready to pursue an enemy if they should fall back or flee your blows. Declare an adjacent enemy combatant when you take this action. Until the beginning of your next turn, if that enemy moves away from you, you may immediately follow in direct pursuit at no cost of action. You are free to forego some or all of the movement of this action when your enemy triggers it , if you wish to change your mind.

READY: You can unsheathe a weapon, pull out a potion, or otherwise ready an item that is stowed. As part of this action, you can put away something already in hand. You could thus put away your bow and draw a sword, for example.


CAST/SPECIAL ABILITY: You attempt to cast a spell, which requires a casting roll. This may be a major action, minor action, or free action depending on the spell and the stunts used.

RELOAD: You reload a missile weapon. This may be a major action, minor action, or free action depending on the weapon used, your talents, and the stunts used.

To compile this guide, we drew information from a variety of sources. Thanks to the staff team of Past Lives who introduced us to the AGE combat system, and to Dungeons & Dragons 4th edition and their wiki page.

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