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Valor Core Rulebook v0.8.3
Valor Core Rulebook v0.8.3
Introduction
anime, the main characters are significantly smart, and spiritually gifted they are.
more powerful than a group of minor
Attributes are the core of your characters
warriors. Be it through training or special
abilities, and skills and techniques all key
powers, the heroes are generally on an
into the base attributes in one way or
entirely different level of power than any
another.
normal inhabitant of the world.
Finally, it is important to determine Assigning Attributes:
where your character fits in with the rest of
the party. While many anime series have a At 1st level when creating a character, you
singular hero who is the main character and start with 25 Attribute Points to be divided
does all the important fighting, tabletop
among your 5 Attributes. No Attribute can be
games are different in that theyre
brought above 8 points at 1st level, and no
cooperative. There are many series in the
Attribute can be below 0.
general action genre that are based around
a team instead of an individual, and the
Strength: Strength is the power of your
Valor system is designed for that style of
body, the strength of your punches, and
play. While its not necessary to have
your hardiness and resistance to attack.
characters in your party that are good at
Strength is used for the following:
different abilities present, its usually a good
Additional Hit Points
idea to attempt to create a character that
Determines Muscle
can fit in with a group dynamic and can
Higher Physical Attack
contribute to the group or fill a gap or
Higher Defense
weakness that the other characters may
Some skills
have.
Thats not to say you cannot build a
Agility: Agility is your gracefulness, ability
character that will have some conflict or
overlap in the group, of course. Many series to dodge and strike a foe successfully, and
the speed at which you move. Agility is used
are based around this. However, as the
game is at its core a group activity, it is best for the following:
Determines Dexterity
to coordinate with the other players to make
Determines Speed
a character that will work well with everyone
Higher precision damage
involved, even if there will be some clashing
at first. When making a character, always
Some skills
remember that you arent the only one
playing, its a cooperative game and if your Spirit: Spirit is the strength of ones soul,
character cant get along with the other
their mystic power and their ability to focus
characters in some way, it detracts from
and utilize their aura. Spirit is used for the
everyones ability to have fun and enjoy the following:
game.
Determines Aura
All characters start with a concept.
Higher Energy
While the various skill options can give all
Higher Resistance
kinds of suggestions, the system is
Higher spiritual damage
intentionally designed to be vague enough
Some skills
on the details so that your character can be
whatever you want it to be. Its your
character make it something you really
want to play.
Combat Statistics
Muscle: Muscle is your ability to hit
enemies with brute force techniques. Muscle
is used with techniques that inflict physical Combat Statistics determine how much
damage, and other abilities that rely on raw damage you can take, how often you can
use your techniques, and how much damage
power over finesse.
you deal to your target.
Calculating Muscle:
Hit Points: Hit points are the amount of
Add Character Level and Strength
together; divide by two (rounding up). punishment you can take before you are
incapacitated or killed. When your hit points
Dexterity: Dexterity is your ability to move reach 0 you are incapacitated, you can take
and react quickly to enemy movements or no further actions until you are restored to
Aggravated Wounds
Berserker
As your health decreases, you throw yourself Your different forms restrict the use of your
into battle with reckless abandon, attacking skills.
your foes with all your might.
Level Progression: Fixed
Value: +2 SP
Value: +2 SP
Effect: Whenever you drop below 40% HP, Effect: Choose one of your skills. It counts
you enter a rage. During the rage, the only as a Tier 1 Advanced Skill for purposes of
actions you may take are a move action to when it applies.
bring you closer to the closest enemy on the Special: You may take the flaw multiple
field and a medium or, if necessary, slow
times, applying it to a different skill each
action to use the strongest damage core
time. If the skill you choose has a value of 2
technique available to you at the time. If you SP, then this flaws value is reduced to +1
cannot do both in the same action, using the SP.
technique receives higher priority. If you
cannot reach a target with your move
Fragile
action, you must spend your medium action
on a move action to try to move within
You have difficulty rolling with punches and
range of your target.
staying on your feet.
Special: While Berserk, rolls to attack are
made at +2, rolls to defend are made at -2, Level Progression: Medium
Attack increases by 10, and Defense is
Value: +2/+1
reduced by 10.
Effect: Maximum HP is reduced by 30. For
each additional flaw level, HP is reduced by
Damage Vulnerability
a further 15.
You are particularly vulnerable to a specific
type of damage.
Irresolute
Feeble
You are weak and have difficulty with
powerful attacks.
Level Progression: Slow
Value: +2/+1
Effect: Muscle is reduced by 1. Level up:
Muscle is reduced by a further 1.
Form Restriction
Malevolent Spirit
You are inhabited by a malevolent spirit that
is constantly attempting to break free and
bend you to its will.
Value: +5 SP
+1 SP.
Effect: You may use the Dark Power limit
with your Techniques. When you first obtain Mystic Vulnerability
this flaw, the Spirit has a Resolve score
equal to 3 plus half your Character Level.
You are vulnerable to spiritual and magic
Every time you take damage and are at 40% attack.
HP or less after the damage, or any time you
use a technique with the Dark Power Limit, Level Progression: Medium
make an opposed Resolve check against the Value: +4/+2 SP
spirit. If you succeed, you retain control over Effect: Your Resistance is reduced by 8.
your body, and the spirits Resolve increases Level up: Resistance is reduced by a further
by 1. If you fail, the spirit takes control of
4.
your body and immediately gains 4 Resolve.
Once the spirit has control of your body, the Non-proficient
GM has total control of your actions in
battle; you may attack enemies or allies
You are incapable of performing a particular
indiscriminately. After each turn, you may
task.
make an opposed Resolve check against the
spirit. If you fail, the spirit retains control,
Value: +1 SP
but its Resolve decreases by 1. If you
Effect: Select a certain out-of-combat action
succeed, you regain control as normal, and that requires an attribute check, such as
the spirits Resolve returns to 3 plus half
bluffing, a specific knowledge, or swimming.
your level.
When making a check to perform this action,
Special: While dominated, you get a +2
subtract 6 from the roll. This flaw only
bonus to all attack rolls, and +10 to Attack. applies to actions that could significantly
Every time you gain a level that increases
impede your ability to progress, it cannot
the base resolve of the spirit, its current
apply to minor things such as cooking or arts
Resolve increases by one. While dominated, and crafts, all those should be fleshed out as
you cannot use Overdrives to improve your a purely character-driven concept.
chances of breaking free from the spirits
Special: You can take this Flaw multiple
control. The spirit, however, is free to spend times, choosing a different action each time.
your Valor to use Overdrives as normal.
Allies can Overdrive to help you break free Oblivious
as normal. As a free action, you can
surrender to the spirits will at any time. If
You have difficulty staying grounded in
you do so, however, the spirits Resolve
reality and interpreting or understanding the
immediately rises to 5 plus your Resolve.
world around you.
Mode Restriction
Your different mods restrict the use of your
skills.
Effect: At the start of every battle, you must not need to spend a Fast Action to do so;
be holding back at least one tier. You cannot they automatically recognize your Character
stop holding back until the end of the first
Level immediately upon coming near you.
turn.
Level Up: You have to hold back another
Uncoordinated
tier at the start of battle. You must stop
holding back tier by tier, at a rate of one per You are clumsy and accident-prone.
turn.
Special: You do not receive a Valor bonus
Level Progression: Slow
when you stop holding back after the first
Value: +2/+1 SP
round of combat. After that round, Valor
Effect: Dexterity is reduced by 1.
bonuses for holding back resolve as normal. Level Up: Dexterity is reduced by a further
You cannot take this Flaw above level 3.
1.
Slow
Violent
Slow Healing
Your wounds heal slowly.
Weak Attacker
You are unskilled in basic combat.
Value: +1 SP
Effect: You recover 2 less hit points per
Character Level every ten minutes.
Slow to Act
Weak Aura
Value: +1 SP
Effect: When rolling Initiative, reduce the
roll by 3.
Uncontrolled Aura
Weak Defender
4.
Weak-Willed
Your Valor is weak and you have difficulty
getting started in battle.
Level Progression: Slow
Value: +4/3 SP
Effect: You start every battle with 1 less
Valor.
Level Up: Valor penalty is increased by 1.
SKILLS
Active Skills
Feint
Through skilled combat technique you can
trick your foe into leaving an opening for you
to exploit.
Level Progression: Fixed
Cost: 6 SP
Speed: Fast
You can jump exceptionally high, allowing
Effect: Make an opposed Dexterity or
you to strike at airborne enemies and leap
Intuition check against a target. If you
over large obstacles.
succeed, you gain +2 to your next attack roll
against the target and you may apply bonus Level Progression: Fixed
damage from the Sneak Attack skill to your Cost: 4 SP
next attack against that target.
Speed: Fast
Special: This does not stack with anything Effect: Expend 2 Energy. You are then
else that allows you to add your Sneak
considered to be Flying (as per the Fly skill)
Attack damage to an attack.
until the start of your next turn.
Special: You do not gain a Speed bonus
when using this skill.
Fly
You can remain aloft for long periods of time, Mode Shift
soaring through the skies with ease.
By entering a different stance or shifting into
Level Progression: Slow
a different form entirely, your Attributes
Cost: 6/2 SP
change.
Speed: Fast
Level Progression: Fixed
Effect: You may expend 4 energy to begin Cost: 4 SP
flying, as well as an additional 4 energy each Speed: Fast
round to remain aloft. While flying, your
Effect: When buying this skill, create an
speed increases by 1, and you cannot be
alternate set of secondary attributes by
attacked by melee attacks. If an enemy is
freely rearranging your current set. As a Fast
also flying, then they can attack you with
Action, you can switch between these modes
melee attacks. If any enemy is not flying,
during battle.
you may freely move through the space they Special: Attack attributes are rearranged
occupy, as long as you dont stop on it. You accordingly. You may buy this skill multiple
are unaffected by rough terrain while flying, times; each time allows you to make another
and it takes no action to remain aloft while Secondary Attribute set. If you have an
flying. If you are Immobilized, you cannot
alternate form, each purchase of the skill
take flight.
only functions in a single form.
Level Up: +1 Speed while flying.
Inspire
You have the ability to inspire an ally to
greatness.
Nullify
You negate ongoing effects on the
battlefield.
Jump
Passive Healing
Outside of battle, you can quickly mend the You can lock a target's techniques or skills so
injuries of your allies.
they cannot be used.
Level Progression: Fixed
Cost: 4 SP
Speed: Special
Effect: Expend 5 Energy. Restore one ally to
full health.
Special: You cannot use this skill during
battle. Application takes about five minutes.
Portal
You can create portals that allow
instantaneous transportation between two
or more points.
Seal
Swift Step
Companion Skills
Companion skills allow you to gain a
companion who can aid you in combat.
Companion
Sense Malice
Your companion can inherently detect malice
or evil in others.
Hidden Companion
Protect Master
Mount
You can ride your companion to move
around the battlefield at high speed.
Level Progression: Fixed
Cost: 3 SP
Effect: If you are adjacent to your
companion, then you may make a fast
action to ride them as a mount. The
Companion is removed from the battle and
cannot be targeted while you are riding it,
and you now use the Companions Speed
instead of your own. As a fast action, you
may stop riding the Companion, and it reenters the battle in a space adjacent to you.
Special: You cannot use any other
Companion skills while riding your
Companion as a mount.
Companion Sense
Your companion can detect enemies using
senses you may lack.
Level Progression: Fixed
Cost: 2 SP
Effect: While your Companion is above 0
HP, you can activate this ability by
expending 2 energy. While Companion Sense
is active, you can identify the square any
invisible or otherwise concealed targets and
suffer no attack roll penalties when
attacking them. You can keep Companion
Sense active by expending an additional 1
energy each round. The expenditure of this
energy requires no action.
Special: You must have the Companion skill
to take this skill.
Illusory Assailant
You can use illusions to make the world
arround you appear different.
Pierce Illusion
You can see through illusions even without
making an active effort to do so.
Attacker
You are an aggressive fighter capable of
striking powerful blows.
Level Progression: Slow
Cost: 6/3 SP
Effect: Attack increases by 6.
Level Up: Attack increases by a further 3.
Fast Healing
Your wounds heal faster than normal.
Bravado
Discrete Aura
Darksight
You can see in the dark.
Dextrous
Nimble Movement
yourself to attack.
4.
Self-Sustaining
Perceptive
Your intuition is remarkably sharp.
Level Progression: Slow
Cost: 5/3 SP
Effect: +1 Intuition.
Level up: +1 Intuition.
Proficiency
Sprinter
You are swift of feet, able to cover long
distances quickly.
Level Progression: Slow
Cost: 4/2 SP
You are skilled in certain out-of-combat areas Effect: Your Speed increases by 1.
such as swimming or stealth.
Level up: Speed increases by a further 1.
Level Progression: Fixed
Tireless
Cost: 1 SP
Effect: Select a certain out-of-combat action You never seem to run out of energy.
that requires an attribute check, such as
bluffing, a specific knowledge, or swimming. Level Progression: Medium
When making a check to perform this action, Cost: 4/2 SP
add 3 to the roll.
Effect: Maximum EN increases by 8.
Special: You can take this Skill multiple
Level up: Maximum EN increases by a
times, choosing a different action each time. further 6.
Resistant
Tough
Versatile Fighter
You are more adept at using techniques in
battle.
Level Progression: Medium
Cost: 6/3 SP
Effect: You gain an additional 4 Technique
Points with which to build your techniques.
Level up: You gain a futher 2 Technique
Points.
Situational Skills
Daredevil
As you take damage, an adrenaline rush sets
in, continuously prodding you to new
heights.
Level Progression: Fixed
Cost: 4 SP
Effect: While HP is below 40%, every time
you dodge an attack, gain 1 Valor.
Defensive Stance
Situational Skills only activate under certain Instead of moving, you prepare to defend
yourself from attack.
conditions.
Bounce Back
You recover quickly from mental setbacks.
Level Progression: Fixed
Cost: 6 SP
Effect: Valor increases by 2 every round
instead of 1, as long as your Valor is below
0.
Desperation
Crisis
Danger Sense
Energy Burn
Offensive Stance
Reckless Attack
You can leave yourself wide open in order to
deal devestating blows.
Protector
You have sworn to protect a person
important to you.
Level Progression: Fixed
Cost: 5 SP
Effect: Designate one person. If that person
takes damage and is at 40% or less HP after
the damage, gain 1 Valor.
Special: You can buy this skill multiple
times. Each time applies to a different
person. You cannot buy this skill without
appropriate in-game justification that goes
beyond the level of normal friendship and
without the GMs explicit approval. You can
only gain Valor from this skill once per
round.
Quick to Act
You have honed your reflexes to the point
Support Skills
These skills allow you to use your stronger
secondary attributes to attack and defend
when you might otherwise use a weaker
secondary attribute. These skills do not
affect the person targeting you or the
person you are targeting, they only apply to
your own attack or defense.
Acrobatic Dodge
You can nimbly dodge attacks that might
otherwise be impossible to avoid.
Level Progression: Fixed
Cost: 5 SP
Attack Prediction
Brute Force
Pattern Reader
Precision
Through careful precision, you can throw
your attacks with great accuracy to ensure
their success.
Level Progression: Fixed
Cost: 5 SP
Effect: When using attacks that do not
inflict precision damage, you can still use
your Dexterity to attack. When substituting
Dexterity for Muscle, your attacks damage
is reduced by 3. When substituting for
Intuition or Aura, damage is reduced by 6.
Resolute Defense
You can throw off attacks with the sheer
force of your will.
Cost: 5 SP
Effect: When defending against attacks that
do not inflict physical damage, you can use
your Muscle to defend. When substituting
Muscle for Dexterity, your defense is rolled
at -1. When substituting for Intuition or Aura,
your defense is rolled at -2.
Reaction Skills
These skills are used to react to certain
conditions.
Afterimage
You move so quickly you leave an image of
yourself behind.
Level Progression: Fixed
Cost: 4 SP
Effect: When moving with the Swift Step
skill, you may spend 2 energy to leave a
clone of yourself at your location before
movement, as per the Clone Core.
Special: At the beginning of your next turn,
this clone vanishes.
Clash
Cover
You can throw yourself in front of an ally,
taking a hit that was meant for them.
Level Progression: Medium
Cost: 6/2 SP
Effect: Once per round, you may take
damage instead of an adjacent ally. Cover is
used after dice have been rolled and the
attack is determined to have hit. The person
using Cover is automatically hit by the
technique.
Level up: You can use Cover once more per
round.
Special: If you have prepared a
Counterattack or Clash, you may activate
that action when you use the Cover skill.
Cover can be used to defend against
techniques with an area of effect. It is
Final Attack
With a final defiant surge of strength you
can make one last attack before you lose
consciousness.
Level Progression: Fixed
Cost: 6 SP
Effect: If an enemy technique reduces you
enough HP to incapacitate you, you can
instantaneously use any one tech, ignoring
all energy costs and limits before falling
unconscious as normal. Ultimate Techniques
cannot be used in this manner.
Interrupt Attack
You can attack a foe as he tries to pass you,
stopping them in their tracks.
Level Progression: Fixed
Cost: 6 SP
You can throw your opponent off balance as
Effect: Expend a Medium Action and declare you dodge their attack, setting you up for a
a damage core technique. Whenever an
better attack.
enemy moves out of a space that can be
targeted by the prepared technique, you
Level Progression: Fixed
may immediately use the prepared
Cost: 6 SP
technique against them. If the technique
Effect: Any time you succeed a defense roll
hits, their Speed is reduced by 2 for that
using Dexterity, you may make an opposed
action in addition to the normal effects of
Dexterity roll against your attacker. If you
the technique resolving.
succeed, then until the end of your next
Special: You may prepare as many interrupt turn, you get a +2 bonus to all attack rolls
attacks as you wish. You cannot perform
against that target.
more than one reaction in response to a
Special: If you have the Sneak Attack skill,
technique.
you may apply the bonus damage to attacks
made this way.
Mobile Cover
You can take hits for allies at a great
distance.
Level Progression: Fixed
Cost: 5 SP
Speed: Move
Effect: You may expend a move action to
prepare to Cover. Whenever any ally within
your movement range is attacked, you may
move adjacent to them as part of the use of
the cover ability.
Special: If you possess the Swift Step skill,
you may instead expend a Fast Action for
this, and use Swift Step in order to adjust
your position accordingly. If desired, you
may also expend a Move Action to set a
Swift Step. The energy cost is paid when the
Mobile Cover skill is used.
Mobile Dodge
Prepared
You are able to counter attacks upon
entering combat.
Level Progression: Fixed
Cost: 6 SP
Effect: When you enter combat, set a
Deflect, Clash, Counterattack , or Interrupt
Attack action. You must pay the cost for the
technique you prepare immediately upon
entering battle. The technique is considered
to have been used once at the start of battle
for the purposes of cooldown, ammunition,
and other related limits. If the limits prevent
you from using the technique at the start of
the battle, you cannot use it with the
Prepared skill.
Shrug Off
Irresolute attacks cannot bring you down.
Acceleration
As your will increases, you become faster
and more agile.
Level Progression: Fixed
Cost: 5 SP
Effect: When your Valor reaches 3, and for
every 2 points of Valor you gain thereafter,
gain +1 to Dexterity.
Analysis
Resolute Aura
As your Valor increases, your aura grows to
new strengths.
Level Progression: Fixed
Cost: 5 SP
Effect: When your Valor reaches 3, and for
every 2 points of Valor you gain thereafter,
gain +1 to Aura.
Unstoppable
You can remain standing even when you
would otherwise be rendered unconscious.
Fighting Spirit
Advanced Skills
As your Valor increases, the Strength of your These skills are exceptionally powerful, but
attacks grows as well.
they only function when the character has
entered an alternate form, using a
Level Progression: Fixed
Transformation technique.
Cost: 6 SP
Effect: Attack increases by 2 for every point Change Attributes
of Valor.
Your alternate form fights completely
Hardened Defense
differently than you normally do.
As your Valor increases, your ability to shrug Level Progression: Fixed
off attacks increases.
Tier: 1st
Cost: 3 SP
Damage Feedback
round.
Defense Shift
Your defensive capabilities are highly
different in your alternate form.
Level Progression: Fixed
Tier: 1st
Cost: 2 SP
Effect: When in your alternate form, your
defense and resistance are swapped.
Free Flight
You can stay in the air effortlessly.
Determinator
Your determination to win allows you to
quickly focus in combat.
Level Progression: Fixed
Tier: 3rd
Cost: 8 SP
Effect: Valor increases by 2 every round
instead of 1.
Special: Does not stack with the Bounce
Back skill.
Energy Regeneration
Your energy recharges at a rapid rate.
Level Progression: Slow
Tier: 1st
Cost: 4/2 SP
Effect: EN recovers by 2 every combat
round.
Level up: EN recover increases by 2 per
Overpowering Attack
Cost: 4 SP
Effect: You can freely move through
enemies and obstacles, as long as you end
your movement on an unoccupied space.
Regeneration
Your wounds knit and heal rapidly on their
own.
Level Progression: Slow
Tier: 2nd
Cost: 6/4 SP
Effect: HP recovers by 5 every combat
round.
Level up: HP recovery increases by 5 per
round.
Teleportation
Your warp from one place to another
instantly whenever you move.
Level Progression: Fixed
Tier: 2nd
Telepathy
You can speak directly to the minds of
others.
Level Progression: Fixed
Cost: 2 SP
Effect: You can communicate telepathically
through words, feelings, and images with
any sentient creature within range. If you do
not share a common language, you can still
communicate to a degree, but must
communicate through pictures and feelings
instead.
Mind Reading
You can read the surface thoughts of a
target.
Level Progression: Fixed
Cost: 3 SP
Effect: By spending 2 Energy and winning
an opposed Intuition check, you can read
the surface thoughts of any sentient
creature within your field of vision.
Mind Reading
You can read the surface thoughts of a
target.
Techniques
Since Beast Fang Slash is tapping into Hiiros albeit more limited. Deciding whether
spiritual power to launch the attack, it is
function or power is more important in the
instead a Spiritual attack. Since Hiiro has a technique is important to building a good
Spirit of 5, his attack is 10, which is added to technique - if you want to deal a lot of
the base damage of the Damage Core Hiiro damage you need a high damage core but if
has selected. If it were a physical attack, he you want to have a high range you need to
would instead add 16, as his strength is 8, spend points on mods so it can be used at a
but because hes making an attack at range, distance.
making it a physical attack isnt viable.
Example: Two levels of Line Attack is a +2
mod. Since the technique is level 4, John
Step 4: Modifiers
decides to bring the Damage Core up to
Modifiers are what set one technique apart level 2, giving it a base damage of 25, which
from another. They can add special
is added to his attack of 10 for a total of 35
attributes to a technique, or change how it is damage.
used in battle.
Each Modifier has a Level adjustment
Step 6: Energy Cost and Limits
associated with it. This is how much the
All cores have a listed energy cost to
level of the technique is increased by that
determine how much a technique costs to
modifier. For example, a technique with a
use. The cost is calculated by the total level
Level 3 Damage Core and the Drain Modifier, of a technique (Core and mods) multiplied
which has a level of +3, would be a level 6 by the Cores energy cost.
technique.
Limits are drawbacks that can be applied to
Some Modifiers have a variable level - these techniques in order to make them cost less
can be taken with any value for the level of energy to utilize. Each limit reduces the
the Modifier. The higher the Modifier Level, Energy cost by a number dependent on the
the more powerful the Modifier becomes. For type and level of the limit. The Energy cost
example, the Ranged Technique modifier
of a technique cannot be reduced below 0.
allows the technique to target someone up Example: Since Beast Fang Slash is a level
to 3 spaces away at Modifier Level 1, but if 4 damage technique, it costs 2 energy +1
taken at level 3 it can target someone up to for each Technique Level, or 6 energy. John
9 spaces away.
decides to put some limits on the technique
Keep in mind that since your Core must be since Hiiro has low energy and cant afford
at least level 1, so you cant fill up your
to spend 6 energy on his techniques. First he
entire technique with just mods, you need to decides that he doesnt need to use Beast
allow at least 1 level for the Core.
Fang Slash every turn, and puts a Cooldown
Example: John wants this technique to be a 1 limit on it, bringing its energy cost down to
level 4 high damage technique, but he also 4. This is still a bit too much for John, so he
wants to give it a good range. He decides
decides he also doesnt think Hiiro can fire
that Line Attack, which hits every target
the attack more than a few times in battle.
within a straight line is more suited to how He puts a level 1 Ammo Limit on the
the attack works than ranged technique. He technique, so that Hiiro can only use the
takes two levels of Line Attack, giving it a
technique 3 times in a battle. This brings the
line of 4 spaces.
Energy cost down to 0, meaning he doesn't
have to spend any energy at all, but can
Step 5: Core Level
only fire it 3 times.
Take the total level of the technique, and
subtract the levels of the modifiers. What
Upgrading a Technique:
remains is the Core Level.
As stated earlier, higher level cores are more Every Character Level, you gain 3 +
powerful. While techniques with many levels Character Level Technique Points to upgrade
in mods tend to have greater utility,
your Techniques. You may spend a Technique
techniques built around high level cores are point to increase the level of a technique by
stronger and more effective at what they do, one. Alternately, you can spend any amount
Healing Core
You heal a target's wounds.
Mimic Core
You copy the techniques of your enemy.
Speed: Fast
Energy Cost: 1 + Technique Level
Effect: Technique restores a targets HP.
Value: 12 + 4 * Core Level
Effect: Copy a technique you have seen for Technique's Core level can not be built
the duration of the battle. Make an opposed above your Character Level.
Intuition roll against the owner of the
Summon Level: Core Level
technique you wish to mimic. If your check
succeeds, this technique is replaced with a Weaken Core
copy of the target technique until the end of
battle. As part of using Mimic technique, use Either through enchantment or exerting your
the technique that is copied immediately,
will upon another, you lower their
paying all costs. Should the Mimic fail, the
capabilities momentarily.
action that would have been used to
activate the technique is still expended. If
Speed: Fast
the Mimic Cores level is lower than the level Energy Cost: 1 + Technique Level
of the target technique, the techniques Core Effect: Technique reduces an enemys stats
level is reduced by the difference. Should
for a duration specified by the effect mod.
this bring the Core level below 1, the Mimic Requires an opposed roll of a secondary
fails. If the Mimic Cores level is higher than attribute chosen when the technique is
the technique it is duplicating, the other
created to take effect. Has no effect without
techniques Core level is increased by the
a relevant Modifier. You can add 1 level of
difference. If applicable, any limits the
Modifiers to this core without increasing the
technique possesses are also mimicked. The techniques level. This can target anyone
target must have used the technique in your within 20 spaces of the user.
presence at least once during the battle, and Value: Core Level
must be within 20 spaces of you when you
use the Mimic technique. As a Fast action,
Modifiers
you can dismiss a Mimicked technique,
replacing it with the original Mimic Core
Target Modifiers
technique. You cannot mimic an Ultimate
Technique or a technique that uses a Core
Target Modifiers affect the area you can
that is only available to NPCs.
target with your technique, allowing you to
Value: Core level
hit more than one target or attack at a
Special: You can set the Mimic Core as a
range.
Counter, Clash, Deflect, or Interrupt Strike,
and mimic a technique as use use the
Blast Radius
reaction.
Summoning Core
You create or call forth a monster to do your
bidding.
Indirect Attack
Accuracy Mod
You increase the accuracy of your attacks or
reduce that of your enemy.
Applicable to: Boost Core, Weaken Core,
Damage Core with Debilitating Strike
Effect: Effect applies to Attack rolls. Mod
Level (rounded up) applies. Lasts until your
next attack.
Level: +1
Spring Attack
You mow through your enemies as you
move, rushing through and attacking them
all.
Defense Mod
Effect Modifiers
Dexterity Mod
You increase your Dexterity or reduce the
Dexterity of your enemy.
Applicable to: Boost Core, Weaken Core,
Damage Core with Debilitating Strike
Effect: Effect applies to Dexterity. Lasts
until the next time you make an opposed roll
with your Dexterity.
Level: +1
Evasion Mod
Intuition Mod
Muscle Mod
You increase your Muscle or reduce the
Muscle of your enemy.
Speed Mod
You enhance your movement, or decrease
the movement of your enemy.
Applicable to: Boost Core, Weaken Core,
Damage Core with Debilitating Strike
Effect: Effect applies to Speed. Mod Level
Persistent Effect
Direct Assault.
Your attack is so powerful other modes of
defense are meaningless.
Applicable to: Damage Core
Effect: The target cannot use any Support
Skills when defending against this
technique.
Drain
As you attack, you siphon the health or
energy from your target and add it to your
own.
Applicable to: Damage Core
Effect: Half of the damage inflicted by this
technique is added to the users HP.
Sapping Strike
Alteration Modifiers
Alteration Modifiers are Mods that add
special effects to the technique.
Accurate Strike
Dash
Dexterous Strike
Aura Strike
Constricting Damage
When immobilizing a target, you can
constrict their bindings, causing them harm.
Applicable to: Immobilize Core
Effect: Every round that the target spends
immobilized, at the start of their turn, they
take damage that is not modified by
defense.
Damage: 3 per Mod Level
Drop Attack
Your Technique knocks a target out of the air.
Applicable to: Damage Core, Weaken Core
Effect: If the target is flying when they are
hit by this technique, they immediately stop
flying and take an additional 10 damage.
Level: +1
Energy Damage
Your Technique damages the target's energy
reserves.
Damage Shift
Explosive Strike
Free Immobilize
You are not tied to your target when you
immobilize them, allowing you to move
freely.
Applicable to: Immobilization Core using
Aura or Intuition
Effect: After immobilizing a target, can
move independently of them as normal.
Level: +1
Multi-Heal
You can mend the wounds of multiple allies
simultaneously.
Applicable to: Healing Core
Effect: When using this technique, you can
distribute the recovered HP between any
number of targets within range.
Level: +1
Muscular Strike
Your attack makes use of your strength.
Applicable to: Damage Core
Effect: This Technique uses opposed Muscle
rolls to determine whether or not it hits.
Level: +1
High Barrier
Nullification Resistant
Intuitive Strike
Selective Barrier
Cooldown Limit
Your technique takes some time to recharge
or reposition before it can be used again.
Ammunition Limit
Companion Limit
Form Limit
Health Limit
Injury Limit
You cannot use your Technique until you
have sustained a suitable amount of
damage.
Mode Limit
Landbound Limit
Movement Limit
Immobile Limit
Your Technique requires stationary
positioning to use effectively.
Applicable to: Damage cores
Effect: You cannot move before using this
Technique.
Cost Reduction: 3
Special: You cannot use this limit in
conjunction with the Slow limit.
Node Limit
This Technique must be channeled through
an Attack Node.
Applicable to: All cores
Effect: This technique must be targeted
through an Attack Node. You cannot take
this limit unless you have the Attack Node
Skill.
Cost Reduction: 2
Push Limit
This technique can push the enemy away,
but not bring them closer.
Applicable to: Any technique with the
Reposition mod
Effect: When moving the enemy with this
technique, their final location must be
farther away from you than where they
were.
Cost Reduction: 1
Reload Limit
You must manually reload or refocus
whenever you use the Technique before you
can use it again.
Applicable to: Barrier Core, Boost Core,
Damage Core, Healing Core, Nullify Core,
Weaken Core
Effect: After using this technique, you
cannot use this technique again until you
spend a Fast action reloading the technique.
You cannot combine this technique with
Cooldown Limit or a level 3 Ammunition
Limit.
Cost Reduction: 4
Time Limit
Your Technique only functions for a limited
time before the effect ends.
Applicable to: Transformation Core,
Summoning Core, Domination Core
Effect: Effect automatically ends after a
certain number of turns.
Time Until Effect Ends: 5 turns at limit
level 1, -1 for each additional limit level.
Cost reduction: 4 per Limit Level
Special: Cannot take Limit above level 5.
Upkeep Limit
Your Technique costs energy to maintain.
Applicable to: Barrier Core, Transformation
Core, Summoning Core, Domination Core,
Illusion Core
Effect: Form consumes EN every round that
Vitality Limit
You cannot use your Technique if you have
taken too much damage.
Applicable to: All cores
Effect: This technique cannot be used if
your HP is below 40%.
Cost Reduction: 4
Valor Limit
Speed: Medium
Energy Cost: 4 + 2 * Technique Level
Effect: Technique greatly reduces an
enemys HP.
Damage: 24 + 8 * Core Level
Special: An Ultimate Damage Core
technique gets 2 levels of Mods at no cost. If
combined with a Special Attack Modifier, the
base damage is reduced to 15 + 5 * core
level and attack is not halved when
calculating damage. Each level of an
Ultimate Damage Core technique that is not
used for a Core level counts as two levels for
the purpose of mods.
Ultimate Limits
Ultimate Cores
Ultimate Attack
Final Limit
Using this Technique drains the last of your
strength to use.
Ultimate HP Limit
You lose large portions of health when you
use this Technique.
Applicable to: Any Ultimate Core or
Transformation Core
Effect: You lose HP when you use this
technique
HP Lost: 10% of total HP per Limit Level
Cost reduction: 10 * Limit Level
Combat
The Valor system is based around the tensided die (d10). A d10 roll is used to resolve
Delay: A character can delay their turn,
any kind of conflict, from attacking to the
acting at a lower point in the turn order. If a
use of skills and abilities.
character elects to delay their action, the
next person in the turn order acts. After that
Valor requires opposed rolls between two
action, the delaying character may either
interacting characters whenever a conflict
take their turn or delay again. If multiple
arises. The higher roll, after the appropriate
characters delay, once the end of the turn
modifiers are added, is the successful player.
order is reached, the character with the
Thus, if you wish to attack someone, you
lowest Agility Roll must act, followed by the
and the defender both roll, if you succeed
next lowest in ascending order until all
your attack hits, if your opponent succeeds
actions have been completed. If you delay,
they dodge the attack.
your place in the turn order is dropped to
the point you delayed to until the end of the
Movement and Battle Mapping: All
battle.
movement takes place on a square or
hexagonal grid. You can move vertically or
Terminology in Battle:
horizontally in any direction on the grid for
Round = one full cycle of everyone acting.
as many squares as you have Move.
Turn = one persons set of actions
Movement along diagonals is treated
identically to other movement. You may
Surprise Attacks: Through use of stealth
move through (but may not end your
or subtlety, it is possible to attack before the
movement on) spaces occupied by allies,
other team is prepared. This allows each
you may not move through spaces occupied
person taking part in the Surprise Attack
by enemies.
take a full turn as part of a Surprise Round.
All defense rolls made during the Surprise
Rough Terrain: Some terrain is rough,
Round by surprised characters are made at
flavor text flavor text. When moving through
a -2 penalty, and Sneak Attack damage may
rough terrain, each space counts as two
be surprised. Valor does not increase at the
spaces for purposes of move distance. This
end of the Surprise Round.
does not affect the range of techniques or
flying characters.
Attacking: All attacks by default can be
made against any adjacent enemy.
Turn Order: At the beginning of combat, all
Techniques with the Ranged Mod can be
players and enemies roll a d10 and add their
made against any enemy within the
Agility score. The turn order resolves starting
appropriate range, diagonally or otherwise.
with the highest result, moving in order
There are no penalties imposed for using a
down the line until the lowest score has
ranged attack when obstructed by other
acted. After the final action, the turn
characters, but sizable obstacles can provide
resolves, every character gains 1 Valor, the
cover bonuses that make dodging easier.
order resets, and the next turn begins. This
repeats until the battle ends. Ties go to
When attacking, the attacker and defender
highest Initiative bonus, tied Initiative bonus
roll an opposed secondary attribute check. If
rolls off
the attacker wins, or the roll is a tie, the
technique hits. Which secondary attribute is
A character is not required to act on their
used depends on the type of technique
turn; there are a number of other options
being used. For Damage Core techniques,
available.
the secondary attribute corresponding to the
type of damage being inflicted is used
Defend: A defending character can use a
physical damage attacks roll Muscle,
Valor.
Second Wind: As a Free Action during
your turn in combat, so long as you
are not incapacitated, you can recover
hit points equal to 10 multiplied by
your Resolve. These hit points are lost
at the end of the encounter. It is
possible to die from hit point loss in
this manner.
Exceed Limitations: As a Free Action
during your turn in combat, so long as
you are not incapacitated, you can
recover energy equal to 4 multiplied
by your resolve. This energy is lost at
the end of the encounter.
Unbreakable: As a free action during
your turn in combat if you are
incapacitated, you can recover hit
points enough to set your hit point
total at 1. These hit points are lost at
the end of the encounter. It is possible hazardous to pass through or stand in, and
to die from hit point loss in this
can cause ongoing damage so long as the
manner.
character remains within it. Functionally, this
Perfect Strike: As a reaction after any is the same as the Persistent Effect mod for
Damage Cores, any time a character passes
roll you make, add 10 to the roll.
Teamwork: As a reaction after any roll through or begins their turn in dangerous
terrain, they take the corresponding
an ally makes, add 5 to the roll.
Shrug Off: As a free action during your damage. Damage from dangerous terrain is
calculated by damage core, and can have an
turn in combat, end all adverse
assigned terrain level based on the level of
effects currently affecting you. This
damage core that is used. Unless specified
includes the effects from Weaken,
by the GM, flight will generally allow a
Immobilization, and Seal Cores.
character to bypass the damaging effect
Furthermore, no effects of this type
can affect you until the beginning of completely.
your next turn.
Non-Combat Actions
completely unnecessary.
Battle Damage
battle.
Skills
Extended Teleportation
Increased Size
You are larger than normal.
succeed.
Revive
You can restore vitality to your minions,
causing them to keep fighting or summon
more minions at will.
Level Progression: Slow
Cost: 8/3 SP
Speed: Medium
Effect: A defeated Soldier allied with the
NPC is restored to full HP.
Level Up: One more Minion can be revived
by a use of the skill. In place of reviving one
Soldier, two Minions can be revived. Each
Soldier or pair of Minions revived costs 1 per
Target Character Level EN.
Multiple Immobilization
You can immobilize a number of targets at
once.
Applicable to: Immobilize Core
Effect: You can keep multiple opponents
immobilized simultaneously through the
expenditure of the required action.
Maximum targets: 1 additional target per
mod level.
NPC Techniques
Limits
Sacrifice Limit
Cores
Domination Core
The enemy bends the mind of the target to
their will, controlling them utterly.
Constructing NPCs
Modifiers
Soldiers:
HP x
Sphere of Command
All secondary attributes (Mus, Dex, Aura,
You can grant power to your underlings from Resolve, Int) -1
SP: normal
great distances.
TP: normal
Attack from Primary Attributes is calculated every target inside the space the swarm
at 1 * attribute instead of 2 * attribute
occupies.
There should be an equal number of soldiers When a swarm reaches 40% HP, its radius
as there are PCs in a standard encounter.
decreases by one, and all its secondary
attributes are reduced by one.
Minions:
As Soldiers
Experience and PC Progression
HP 1
SP: normal
As your PCs fight more battles and
TP: normal
experience more, they become stronger. The
Valor fixed at 0
system is built to progress the PCs in power
Attack from Primary Attributes is calculated
every two or three sessions, and the
at * attribute instead of 2 * attribute
encounters can be planned accordingly.
There should be twice as many minions as
Below are charts on how to distribute
there are PCs in a standard encounter.
experience to your PCs and the rate at which
Minions are treated as having the Negation
it should be given. Experience is by no
skill for purposes of area of effect spells that
means required in a game, it's just a tool
normally deal half-damage. They can only be
presented to allow GMs to track character
defeated on a successful hit.
progression if they so desire.
Elites:
Constructed as PCs
There should be half as many standard
enemies as there are PCs in a standard
encounter.
The harder a task is, generally the greater Also, depending on how heroic an action is,
number or more rolls it requires to
it should grant more or less Valor. For
successfully complete. The difficulty level is example, consistently calling the names of
assigned based on how hard it would be for attacks or being particularly in-character, for
an average person of equivalent level (10+1 example, might net a character +1 Valor,
every 2 levels) to complete it.
whereas delivering a dramatic I will defeat
you monologue may net +2 or even more
Minor tasks are generally worth 25
Valor.
experience per difficulty level
Use Valor as an encouragement for more
Moderate tasks are generally worth
dramatic role-play. Valor is useful for most
50 experience per difficulty level
Difficult tasks are generally worth 100 characters either in terms of a disposable
resource to fuel their techniques or as
experience per difficulty level
something to boost their characters
capabilities. Use it to encourage your
Leveling Characters Up: Normally,
players to act like anime heroes.
characters level up at the end of a gaming
session. However, as this system is meant to
Increasing Valor: There are many actions
duplicate shounen conventions, dont be
players can take to increase their Valor. Here
afraid to be creative with this.
are a few examples; in general, if something
If you know the PCs have enough experience
seems incredibly heroic it should give a
to level up in-combat, dont be afraid to let
Valor bonus.
them do so in the middle of battle if the
Buying techs during a battle.
battle is ferocious enough. Assuming the
Calling the names of their attacks in
players have a good idea of what they
battle.
wanted to do for their next level anyway,
Giving a dramatic monologue to an
this wont slow the game down too much
enemy.
(especially at higher levels where they know
Protecting non-combatants.
the system better) and, if done sparingly,
can have a great dramatic effect on battle.
Confronting a rival.
Players are also able to save Skill Points and
Holding back.
Technique Points between levels, which
Using Heroics.
neednt be spent at a new level. These
points are available whenever they want, so Decreasing Valor: By the same token,
using leftover resources in harsh battles if
certain actions can lower the Valor of a
theyre needed should be encouraged.
character. Here are some suggestions as to
actions that will lower Valor.
Attacking someone while they are in
the middle of a monologue.
The Valor mechanic is meant to represent a
Attacking someone while they are
characters fighting spirit, and is the most
transforming or using a technique.
role-play oriented stat available. While it
Harming innocents.
does slowly rise, and there are abilities that
can bring it higher, any character can,
Campaign-Specific Mechanics
through the proper role-play, drive their
Valor higher. Note that in most cases, these
Certain campaigns require certain
bonuses are intended for battles against
mechanics that aren't necessary for all
Standard or Boss enemies.
games. These mechanics are strictly here for
If something can be done repeatedly, it
GMs who need them, you should not under
shouldnt be constantly giving Valor
any circumstance feel obligated to add
bonuses. However, repetition of the same
these mechanics if it doesn't fit in your
action and a general style of play that
involves it should warrant progressive Valor game.
bonuses every few combat rounds.
Elements
Elemental Flaws
Elemental Vulnerability
You are particularly vulnerable to certain
elements.
Level Progression: Slow
Value: +2/+1 SP
Effect: From a certain element, Defense or
Resistance (whichever is applicable) is
reduced by 10.
Level up: Defense or Resistance is reduced
by a further 5.
Elemental Skills
Elemental Resistance
You are resistant to an element.
Changelog
v0.8.0
First beta release.
v0.8.1
-Guts now increases HP in addition to Strength.
-Rewrote rules for Attack on minions/soldiers.
-Altered Interrupt Attack to be more viable and less cheesy.
-Battle Analysis improved.
-Transformation Core moved to Ultimates.
-Accuracy Limit increased to 3 per limit level.
-Magic Damage renamed to Mental Damage.
-Added Drop Limit, Push Limit, Pull Limit.
-Added Offensive Stance skill.
-Split Attack Mod into Mystic and Might.
-Revamped Counterattack.
-Revamped Clone Core and Invisibility.
-Attacker, Iron Defense, and Resistant skills reduced to Slow level progression.
-Added the special skills Free Flight, Free Swift Step, Extended Swift Step, Teleportation,
and Extra Actions.
v0.8.2
-Changed Overdrives, Battle Analysis, and Exploit Weakness from +10 to +5.
-Chain Attack mod added.
-Companion skills added.
-Lots of effects changed from range 10 to range 20.
-Accurate Strike now costs 2 per level.
-Swarms re-introduced.
v0.8.3
-Special Skills renamed to Advanced Skills, and moved back into the Skills chapter.
-Added skills Mount, Abundant Creation, and a number of Advanced Skills.
-Replaced Overwhelming Strike with the more balanced Direct Assault.
-Revamp of alternate forms and ultimate techs. Added a number of new skills, flaws, and
limits accordingly.
-Renamed Mobile Limit to Movement Limit and Movement Limit to Immobile Limit.
-Move renamed to Speed.
-Persistent Effect rules simplified.
-Lots of other minor revisions.
-Replaced Illusion Core with the Illusion Skills.
-Turned Nullify Core and Seal Core into active skills.