SPTS GAME GUIDE

HOW THE GAME WORKS

Choose a fighter, distribute your attribute points and turn the same character into a completely different build every match.

1000 points per match 18 combat families 1 build, endless strategies
BUILD YOUR FIGHTER
1000 ATTRIBUTE
POINTS
MAGIC
BLADE
MELEE
MAGIC
BLADE
MELEE

Your points decide how this version of the character fights.

01 MATCH START

Every match begins with a fresh strategic decision.

1000

ATTRIBUTE POINTS

Spend all of them, save some, or put the entire budget into one stat. Only integer values are accepted and zero is allowed.

NO PER-STAT CAP SPENDING ALL IS OPTIONAL
1

Choose a character card

Read the fighter identity, traits, skills and transformations before committing.

2

Create a match build

Distribute the shared point budget into universal stats and relevant combat families.

3

Fight through your choices

Damage decides power. Mastery decides how reliably each declared mechanic is executed.

02 CORE STATS

Universal rules shared by every playable build.

HP

100,000 base + 15,000 per point

Determines maximum health. Every invested point adds 15,000 HP to the natural base of 100,000 HP.

SPEED

16 base + 0.5 every 15 points

Determines locomotion speed and the speed of physical attacks. Speed increases in steps: every complete group of 15 invested points adds 0.5 to the general Speed result.

DEFENSE

0% base + 0.07% per point

Provides universal damage reduction. Every invested point adds 0.07 percentage points of reduction, up to a maximum of 80%. Defense applies independently of attack family.

OPTIONAL

GUARD

1% base + 0.13% per point

Only characters with a guard or parry system receive this stat. A defensive skill may replace its Guard rule.

A DEFENSIVE SKILL PICKS ONE OF THREE "May replace its Guard rule" is not enough for two authors to write the same thing twice. These are the three ways.
INHERIT

The skill is a plain default defence and names no number of its own.

reduction = the character’s Guard
OVERRIDE

The skill declares an absolute percentage, for example 80%.

reduction = 80%, Guard ignored
SCALE

The skill declares a multiplier, for example +5× reduction.

reduction = Guard × 5

The 75% cap is on the points, not on the reduction. It is as far as buying can take you. A skill that overrides or scales is not bound by it, because it did not buy it — it spent a slot, a cooldown and a window instead. A character with no guard system has Guard 0, so inherit and scale both land on nothing: those two read the stat. Override still works, because a skill that brought its own number never needed it.

03 DAMAGE & MASTERY

Power and execution are separate investments.

POWER

DAMAGE

POINTS × 75

Every Damage result represents direct HP loss only.

120 points = 9,000 base damage
CONTROL

MASTERY

POINTS × 1

Skills declare how Mastery affects precision, clashes, reliability, range, duration, target count and other execution rules.

Low Mastery can make specific skills unreliable.

Damage always means HP loss. Poison, fear, time stop, control, mutation and other special effects belong to the skill itself.

MASTERY IS A CONTRACT, NOT A FIXED LIST

Mastery is not a set of effects the game implements once. Every skill declares what its Mastery does, and the family it belongs to decides which of those declarations make sense by default. Three layers, in this order.

1
THE AXIS

A closed vocabulary of thirteen execution axes, each with one default curve shared by every family. Thirteen numbers to balance instead of eighteen families.

2
THE FAMILY

Each family names, in its own Mastery text, which of those axes it governs. An axis it does not name has no default effect at all.

3
THE SKILL

A skill overrides the curve, or declares an axis its family does not govern. That is allowed on purpose — what is not allowed is getting the effect without saying so.

THE AXES A FAMILY CAN GOVERN
reliability18/18 precision17/18 stability13/18 duration11/18 control11/18 range10/18 targetCount9/18 clash8/18 scale7/18 efficiency3/18 recovery2/18 interruption2/18 preparation1/18

The number is how many families name that axis in their own Mastery text. Reliability is the only one all eighteen name. An axis a family does not name is not a small effect — it is no effect, until a skill declares it out loud.

Mastery moves numbers. Immunity is a layer decision. Mastery never buys permission. Six families repeat almost the same sentence: it does not automatically bypass resistance, immunity or explicit special rules. Piercing something is a job for a trait, a skill or a transformation that says so.

04 COMBAT FAMILIES

Every discipline has its own Damage and Mastery tracks.

All eighteen families share the same multipliers. Damage ×75 and Mastery ×1, without exception. A family is not a number, it is a vocabulary: what changes between two of them is which fiction they cover, which Mastery axes they govern, and which families they combine with.

SELECTED FAMILY

Energy

Generic projected or internal energy systems such as chakra, ki, aura, spiritual force, natural energy and other energy-based power sources.

DAMAGE × 75

Determines direct HP damage caused by energy attacks, including blasts, spheres, waves, constructs and energy-infused strikes.

MASTERY × 1

May govern energy formation, concentration, stability, range, duration, clashes, projectile control, resource efficiency and failure chance when declared by the skill.

MASTERY GOVERNS
clashcontroldurationefficiencyrangestabilityreliability
05 BUILD LAB

Use the real JSON rules to test an investment.

Energy damage 9,000

resultValue

120 × 75
Match budget used 12%
06 COMBAT RULES

How hybrid skills, clashes and defenses stay readable.

Every family costs the same

All eighteen share Damage ×75 and Mastery ×1. A family is a vocabulary, not a coefficient.

What differs is which Mastery axes it governs.

Hybrid damage adds together

When an effect declares multiple Damage families, their resultValue values are summed in full.

Splitting points across two tracks is what pays for it.

Masteries keep separate jobs

Multiple Masteries do not become one giant number. The skill declares what each family controls.

Magic controls casting; Elemental controls the fire itself.

Clash is not universal

Only eight families name clashes. The other ten never clash unless a skill of theirs declares it.

Melee, Blade, Weapon, Ranged, Gun, Energy, Elemental, Cosmic.

Multi-hit uses one total

By default, family Damage is added once and the final total is distributed across every hit.

A skill can explicitly override this and apply scaling per hit.

Immunity needs an explicit bypass

Mastery never defeats resistance or immunity on its own, however high it goes.

Only a trait, special rule, skill or transformation can bypass it.

Guard is optional and replaceable

Defense is universal. Guard belongs only to characters with a guard or parry system, and a defensive skill inherits, overrides or scales it.

The 75% cap limits points, not a skill.

Skills own special effects

The stat system supplies measurable power and control without hiding unique mechanics inside generic stats.

Poison, summons, time stop and healing remain skill rules.
THE PAIR BELONGS TO THE EFFECT

The family that decides how much and the family that decides how well are two separate fields, and one skill can hold several pairs.

A THROWN KUNAI
DAMAGEBlade
MASTERYRanged

The blade does the cutting, the throw decides whether it lands.

A FIREBALL, ON IMPACT
DAMAGEMagic + Elemental
MASTERYMagic

Both damage tracks add up in full. You paid points into both, and the shared budget already charged you for it.

THE BURN IT LEAVES
DAMAGEElemental
MASTERYElemental

Same skill, different pair. If the fire is just fire, the magic never touches the burn.

IMPLEMENTATION REMINDER

Only eight of the eighteen families name clashes at all: Melee, Blade, Weapon, Ranged, Gun, Energy, Elemental and Cosmic. The other ten never clash by default, and a skill of theirs that wants to has to declare it.

07 CHOOSE A CHARACTER

The game presents playable creations as cards, not a wall of text.

08 BOSS ENCOUNTERS

Bosses use the same combat language, then add encounter intelligence.

A boss sheet contains

Character foundationIdentity, archetype, traits, skills, weapons and transformations.
Chosen statsThe boss receives a complete build instead of distributing points during the match.
Boss logicCombat profile, targeting, skill usage, reactions and counterplay.
Encounter structurePhases, transitions, arena changes, scaling and victory conditions.
ENCOUNTER FORMATS
DuelRaidSurvivalEndurancePuzzleMulti BossEventCustom

Phases, reactions, targeting, counterplay, skill priorities and arena rules define how the fight actually behaves.

Browse bosses

THE COMPLETE LOOP

CHOOSE. BUILD. FIGHT. ADAPT.

Pick a card Spend points Enter the match Try a new build