A’Kyria is a d100 based system that uses skills and other adjustments to make a more realistic play experience. The system is not realistic in itself as that would be too in-depth and distract from the actual play, but is close enough to realistic to make sense to most players.
The combat system is turn based, with each turn being 15 seconds. When attacking a target the result is determined by a three tiered strike where you can ‘miss’, ‘hit on armor’ or ‘hit’ your target. The ‘hit on armor’ window grows based on the armor a target is using and their skill in it.
Damage is distributed in a roll-over process, with all damage going to ‘Stun Points’ and then rolling into ‘Life Points’ based on how hard the strike occurred. This also occurs with a ‘hit on armor’ where the ‘Stun Point’ damage is deflected, but the ‘Life Point’ damage is turned into ‘Stun Point’ damage on the target. An example would be where some knight in a suit of armor is being hit with a mace or a person wearing a bullet-proof vest is shot. Neither take direct damage, but are still stunned or injured from the kinetic force.
There are two types of skills, actual skills such as alchemy, acrobatics, fencing, etc. and item familiarity. I don’t care if you are Jackie Chan or Jet Li, if you pick up a type of weapon you have never used before you will need to get used to it. This does not mean that you cannot use something, but that it will be more difficult. Both the skill in the art as well as the familiarity with an item will adjust your ability to use it. Thus an expert fencer that has never picked up a Jin Tachi sword before, will know how to fence, but the weight and balance of the blade will reduce their effectiveness. This also applies to armor types.
Magic is based on the same premise with spells and artifacts doing a variation of the result depending upon your experience with each one. Thus a spell caster could have a higher probability to get the best result with one spell, but only be able to achieve a mediocre result in another.