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SEMCS: Starting rules:

As Noted Before SEMCS is an action re-action Hp turned based text roleplay system. This system works off turns between player. Each turn has a specific name or phrase used with it and as such it is important to know these terms before we truly get started on the fun stuff.

Turn Names & Understanding

SEMCS Basic works off a total of five phases, with the first of these phases called the start phase. It is important to understand these phases and how they work, as game mechanics works specifically with what phase you are on. It is also important to know while there are Five total phases when the combat begins there is only four in play. The Start Phase only happens once in combat, scene, round or match and that is at the beginning of a fight or encounter that may need the system for its combat set up. To understand how this plays out, please read the definitions below: 

Starting Phase:

During this Phase, no one can attack. This is the phase in which it is presumed that you are drawing swords, taking up positions and or readying spells to be used in combat. It doesn’t matter at what point in a battle sequence a character enters the game. During their start phase they are coming onto the scene so are presumed to be 10 ft – 20 ft away from any harm (Unless the SM Notes otherwise. Please refer to SEMCS Advanced For these rules). During the Start Phase, a player may charge spells, move around, draw weapons and set their defences up. They may even charge offensive spells, powers, and skills, but none may attack.  This phase remains in effect until all players and NPC’s in the game have had their chance to do so. After this phase is done it will not re-occur. All players / NPC’s will then move to the Main/ Set-up phase. 

Note:

It is important to follow this rule, as it is an important game mechanic. For SM’s whom want a quick reference to Advanced rules, but with basic players a default of 4 [c]’s (counters) can be given to the defending player in defence or NPC, exempting the Start phase.:

Main / Setup Phase:

The Start-Up Phase happens when a player begins their turn. Much like a card game, on this turn, the player will plan out everything they are going to do for the next full round. Using AP, they may set attacks, set [c]’s counters, [cc]’s counter counters, and or move around.  During this phase, only the player in which turn it is may go. No other player may substitute another players set-up phase or interfere with it.

Second Phase / Counter Phase:

The Second phase is also known as the [c] or counter phase. This phase activates when a player on their Set or Main phase has Initiated an attack on another player. During this phase that player in which is being attacked may counter any incoming attacks, as long as they have set the proper action during their last main phase.

 If a player is playing in a group vs group scenario, a player within close enough range may interrupt this phase with a counter to protect the other player. Spells may also be used via those with an [I] or interrupt in order to protect the targeted player from attack. During this phase is the counter or interrupt regardless of who does it is successful it triggers the third and final player phase. It ceases any attacks that were made on the 1st as if they didn’t happen. The only thing remains from the Main set up was the set [c] or [cc] applied in their Main Phase (unless moderate or higher rules are in use.)

Third Phase / End Phase:

This is the last BASIC phase to occur. (see moderate and advance parts of the guide to understand any more phases.) During this period the Player’s who initiated the main turn may attempt a [cc] or a counter-counter.  This gives the player a chance to try to attempt to either render damage, move away, flee the battlefield or perform any last actions while their turn is left.  A player may also choose to forego this phase and reserve their [cc] to be used in assistance of nearby allies on their third phase. However, if they chose to do this, they will take any damage encored in the 2nd phase. If this phase is forgone, the player needs to mark an action in replacement such as – takes damage – or forgoes my third phase or [cc].

Damage Phase / Finalisation:

The Damage phase is not an actual phase. But at the same time, its. The Damage Phase marks the end of a players round and the beginning of another player’s Main Phase. At this stage, any damage ensued during the last full round is issued. No damage goes into play until this point. It is presumed that all actions are within motion and don’t hit until this very moment. This allows for the Attacks to be countered and the counters to be countered all settling at this one point. During this period the full list of Hp’s (if possible) should be stated including damage break down.  

Example:

Player 1: Takes 50 Damage (Tally: 5×2 + 5×2 + 5×2 +5×2 +5×2 =50 damage)

Player 1: Hp is now 100-50 Damage = 50 HP

Or in short, if players can be trusted or an SM is guiding the campaign simply noting

Player 1: Hp: 50.

Note: After Damage has been issued, no voids for the prior round can be submitted in an argument against any actions occurred.