Spend your pool resources to enhance actions, recover, or assist allies. Each resource has specific uses and costs.
Inner power, willpower, magical energy. Used for Forging, magical abilities, and pushing beyond limits.
Team coordination, combined effort. Used to assist allies, coordinate attacks, and create combos.
Mental clarity, precision, tactical insight. Used for accuracy, critical hits, and tactical advantages.
Physical endurance, health, recovery. Used to survive damage, resist effects, and push through pain.
| Method | Spirit Recovery | Synergy Recovery | Focus Recovery | Resilience Recovery |
|---|---|---|---|---|
| Short Rest | Recover half max | Recover 2 points | Recover half max | Recover all |
| Long Rest | Recover all | Recover all | Recover all | Recover all |
| Iron Mango | No effect | No effect | Full recovery | Full recovery |
| Glow Melon | Full recovery | Full recovery | No effect | No effect |
| Golden Fig | Full recovery | Full recovery | Full recovery | Full recovery |
Standard check formula with resource enhancements:
Base Forge roll with enhancement options:
Ultra-Jump (T1→T3): -5 penalty. Cost: +6 Prism & +8 Common Shells
| Action Type | Standard Roll | Resource Enhancement | Cost & Effect |
|---|---|---|---|
| Standard Attack | 1d20 + Accuracy vs Evasion | Focus | 1 Focus: Gain Advantage |
| Heavy Attack | 1d20 -2 + Accuracy | Spirit | 2 Spirit: +1d6 elemental damage |
| Defensive Stance | +2 Armor until next turn | Resilience | 1 Resilience: +1 additional Armor |
| Assist Ally | Give +2 to ally's check | Synergy | 1 Synergy: +2 becomes +4 |
| Spell Casting | 1d20 + Spirit vs Target | Spirit | Variable: Enhance effect/damage |
Only lose "Jump Tax".
Resource Save: Spend 1 Resilience to recover half tax
All shells destroyed. Weapon Jammed.
Resource Save: Spend 3 Spirit to prevent Jam
Weapon Damage = 1. Triggers Recovery Mission.
Resource Save: Spend 5 Synergy (team) to reduce to Collapse
Keep all shells.
Bonus: Gain 2 Spirit from the experience
| Player Resource Level | Encounter Adjustment | GM Action | Expected Resource Drain |
|---|---|---|---|
| High Resources (All pools >75%) |
+25% HP to enemies +1 to enemy Accuracy |
Encourage resource use with environmental hazards | 30-50% of total pools |
| Medium Resources (Pools 40-75%) |
Standard encounter stats | Include 1-2 resource-rewarding objectives | 20-35% of total pools |
| Low Resources (Pools <40%) |
-15% HP to enemies Include healing/recovery opportunities |
Provide opportunities for Short Rests | 10-25% of total pools |
| Depleted (Any pool empty) |
Include alternative solutions to combat | Offer resource rewards for clever play | Minimal further drain |
After defeating enemies, roll for resource recovery:
| Roll | Shell Rewards | Resource Recovery | Special |
|---|---|---|---|
| 1-7 | 6 Common Shells | Each player recovers 1 point in lowest pool | - |
| 8-14 | 10 Common / 3 Prism | Each player recovers 1d4 in one pool of choice | 1 Spice Fragment |
| 15-19 | 14 Common / 6 Prism | Each player recovers 1d6+2 in one pool | 2 Spice Fragments |
| 20 | 20 Common / 10 Prism | Each player fully recovers one pool | 2 Glimmer Shells |
Raid Bosses (7-8 players) can target player resources: