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 + 0.04% per point

Provides universal damage reduction. Every invested point adds 0.04 percentage points of reduction. Defense applies independently of attack family.

OPTIONAL

GUARD

1% base + 0.05% per point

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

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.

04 COMBAT FAMILIES

Every discipline has its own Damage and Mastery tracks.

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.

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.

Hybrid damage adds together

When a skill declares multiple Damage families, their resultValue values are summed in full.

Magic Damage + Elemental Damage + the skill base damage.

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.

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.

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

Guard is an active choice

Defense is universal. Guard only joins the calculation while the character is actively defending.

A defensive skill can replace the normal Guard rule.

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.
IMPLEMENTATION REMINDER

Mastery influences clashes and attack exchanges, but the exact percentage-difference and chance formula remains a business-rule task for the Roblox combat system.

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