Premise:
Spoiler (click to show/hide):
The nation of Lolistan was recently formed on a newly-discovered land mass in the middle of the ocean. The land mass, when inspected, tested as the oldest continent in the world, yet satellite images showed the occupied area to have previously been the Bermuda Triangle. Despite this strange finding, the land mass was quickly populated and declared itself an independent nation, before quickly overtaking every other nation in technology. This record-setting growth and economic development garnered the nation of Lolistan respect from across the globe as well as a healthy dose of fear and conspiracy theories. Despite quickly climbing to the highest place on the totem pole, Lolistan remains peaceful, and has yet to be involved in any wars.
This peace, however, wouldn’t last. Not due to war with another nation, but because of strange fog that started appearing seemingly randomly in areas around the nation. Most living organisms when within the gas for too long become strange and terrifying monsters. The transformation varies drastically for each organism with no consistent results. These monsters started wreaking havoc on the cities of Lolistan, causing groups to form which hunted these monsters, called “Mist Hunters”, that sought to protect the people from the denizens of the fog.
Almost a year after the fog was first sighted, the Lolistan government formed its own Mist Hunters, called “Project O.V.E.R.” and subsequently made all other Mist Hunter organizations completely illegal. Despite the short operational time, the Mist Hunter groups discovered key information; Sunglasses improve vision in the mist and protect the wearer’s eyes from the mist’s innate burning sensation, and as well as offering protection against the bright flashes that occur from converging mist. The second thing that was discovered by the Mist Hunters was that a very small number of people, upon killing a mist creature, were capable of absorbing that creature and gaining its power. This power would eventually become exhausted if used too frequently.
The general populace soon took to calling the OVER units “Buckets” in reference to their full-face metal helmets, and took to calling those who could absorb the powers of Mist Monsters “Chains” for their ability to “Link” with the powers of defeated monsters, which led to calling their harnessed abilities “Links” in reference to how they become part of the Chain.
Despite, or because of, Mist Hunting being illegal for anyone other than the Buckets, a mysterious organization started incentivizing people to hunt Mist Creatures in secret. Contact isn’t necessary, as seemingly only a few moments after a Mist Creature is dispatched, an appropriate amount of the “Loli-Coin” (otherwise known as )
will be immediately sent to the Hunter’s wallet, making Mist hunting far more profitable than most alternatives. Some individuals claim, while vehemently denying that they are secretly Mist Hunters, that there’s a way to take on special missions to fight specific Mist Monsters in order to gain even larger amounts of Loli-Coin.
The nation of Lolistan was recently formed on a newly-discovered land mass in the middle of the ocean. The land mass, when inspected, tested as the oldest continent in the world, yet satellite images showed the occupied area to have previously been the Bermuda Triangle. Despite this strange finding, the land mass was quickly populated and declared itself an independent nation, before quickly overtaking every other nation in technology. This record-setting growth and economic development garnered the nation of Lolistan respect from across the globe as well as a healthy dose of fear and conspiracy theories. Despite quickly climbing to the highest place on the totem pole, Lolistan remains peaceful, and has yet to be involved in any wars.
This peace, however, wouldn’t last. Not due to war with another nation, but because of strange fog that started appearing seemingly randomly in areas around the nation. Most living organisms when within the gas for too long become strange and terrifying monsters. The transformation varies drastically for each organism with no consistent results. These monsters started wreaking havoc on the cities of Lolistan, causing groups to form which hunted these monsters, called “Mist Hunters”, that sought to protect the people from the denizens of the fog.
Almost a year after the fog was first sighted, the Lolistan government formed its own Mist Hunters, called “Project O.V.E.R.” and subsequently made all other Mist Hunter organizations completely illegal. Despite the short operational time, the Mist Hunter groups discovered key information; Sunglasses improve vision in the mist and protect the wearer’s eyes from the mist’s innate burning sensation, and as well as offering protection against the bright flashes that occur from converging mist. The second thing that was discovered by the Mist Hunters was that a very small number of people, upon killing a mist creature, were capable of absorbing that creature and gaining its power. This power would eventually become exhausted if used too frequently.
The general populace soon took to calling the OVER units “Buckets” in reference to their full-face metal helmets, and took to calling those who could absorb the powers of Mist Monsters “Chains” for their ability to “Link” with the powers of defeated monsters, which led to calling their harnessed abilities “Links” in reference to how they become part of the Chain.
Despite, or because of, Mist Hunting being illegal for anyone other than the Buckets, a mysterious organization started incentivizing people to hunt Mist Creatures in secret. Contact isn’t necessary, as seemingly only a few moments after a Mist Creature is dispatched, an appropriate amount of the “Loli-Coin” (otherwise known as )
will be immediately sent to the Hunter’s wallet, making Mist hunting far more profitable than most alternatives. Some individuals claim, while vehemently denying that they are secretly Mist Hunters, that there’s a way to take on special missions to fight specific Mist Monsters in order to gain even larger amounts of Loli-Coin.
Setting:
Spoiler (click to show/hide):
This RP's setting is modern in places other than the Nation that the players will be starting in, while being more advanced in the Nation being focused on. For the general aesthetic of Lolistan, think of Necron structures from Warhammer 40K, crossed with Gothic architecture. Vehicles and structures are now powered with a sort of green-colored energy that serves as a more powerful alternative renewable fuel source, called Loliphyom, and vehicles generally are dark-colored with dynamic designs and sharp edges. The people of Lolistan prize flare and eccentricity even in their day to day fashion, though this does have the tendency to lead to a lot of belts, and instead of the usual form of cursing, they instead curse by saying the names of famous painters. People also generally refer to each other as "Brother" or "Sister" unless they're trying to be rude.
This sort of behavior is very common in Lolistan, however there is a lot of diversity in dialect, so one should not assume that this behavior is a universal constant throughout Lolistan.(TL;DR NPCs will act this way, however I don't want you to feel obligated to force your character to fit this description.)
This RP's setting is modern in places other than the Nation that the players will be starting in, while being more advanced in the Nation being focused on. For the general aesthetic of Lolistan, think of Necron structures from Warhammer 40K, crossed with Gothic architecture. Vehicles and structures are now powered with a sort of green-colored energy that serves as a more powerful alternative renewable fuel source, called Loliphyom, and vehicles generally are dark-colored with dynamic designs and sharp edges. The people of Lolistan prize flare and eccentricity even in their day to day fashion, though this does have the tendency to lead to a lot of belts, and instead of the usual form of cursing, they instead curse by saying the names of famous painters. People also generally refer to each other as "Brother" or "Sister" unless they're trying to be rude.
This sort of behavior is very common in Lolistan, however there is a lot of diversity in dialect, so one should not assume that this behavior is a universal constant throughout Lolistan.(TL;DR NPCs will act this way, however I don't want you to feel obligated to force your character to fit this description.)
Sheet:
Spoiler (click to show/hide):
Name: (Character’s first and last name)
Player: (Your username)
Appearance: (Picture for the character, and a description if necessary)
Gender: (Are you a boy or a girl?)(Female recommended)
Age: (18+)
Occupation: (If applicable)
Background: (A comprehensive backstory for your character. Note: Your character discovers they're a Chain at the start of the RP.)
Personality: (A description of your character’s personality)
Skills: (Three things your character is good at)
Most Significant Individual: (An animal or person who is the absolute closest to your character at the point the RP begins. A very in-depth description of the character’s personality and known backstory would be preferred, and a picture would be nice.)
HP: 10(This stat starts at a base of 10 and each point added to it is treated as 2. This stat is reduced during battle, and when it reaches 0, your character is downed. Can be recovered through food.)
SP: 15(This stat starts at 15, each point put into it is treated as 2. Each attack and skill used reduces this stat, and when it reaches 0, your character becomes fatigued. Can be recovered with drinks.)
(All stats start at a base of 1)
Agility: 1(Used for evading attacks)
Strength: 1(Used for determining melee damage)
Precision: 1(Used for determining ranged damage)
Dexterity: 1(Used for landing attacks)
Constitution: 1(Used for reducing physical damage)
Intelligence: 1(Used for inflicting statuses and inflicting ability damage)
Wisdom: 1(Used for reducing ability damage and resisting status)
Perception: 1(Used for detection, observation, and searching)
Charisma: 1(Used for interaction with NPCs)
Luck: 1(Boosts Perception rolls outside of combat and loot rolls by 1 for each point)
Stat Points: (Players may allocate 25 Stat Points when making their Character Sheet and characters DO NOT level up, so choose wisely.)
Links:
(You start with none)
Equipment:
Clothing: (Your character’s starting outfit, it adds +1 to a stat of your choice.)
Sunglasses: (Grants a passive +50% Perception at night and in The Mist, and negates Perception Debuffs from The Mist. Provide a picture or description of your character's Sunglasses.)
Belts: (Each Belt grants your character a Trait, and your character can wear up five. Belts can be obtained from the shop.)
Choker: (A character’s Choker is what grants them their unique Trait, and each player can message me with their ideas to finalize that unique Trait for their sheet. Each character starts with one.)
Jacket: (Jackets grant a passive stat bonus of 25% and can be removed/destroyed/lost to activate a one-time effect. Obtained from the Shop.)
Weapon: (See explanation below, then return here and add an in-depth description of your weapon’s name and personality)
Inventory:
Loli-Coin: (Your starting amount is equal to 5+2d4)
Name: (Character’s first and last name)
Player: (Your username)
Appearance: (Picture for the character, and a description if necessary)
Gender: (Are you a boy or a girl?)(Female recommended)
Age: (18+)
Occupation: (If applicable)
Background: (A comprehensive backstory for your character. Note: Your character discovers they're a Chain at the start of the RP.)
Personality: (A description of your character’s personality)
Skills: (Three things your character is good at)
Most Significant Individual: (An animal or person who is the absolute closest to your character at the point the RP begins. A very in-depth description of the character’s personality and known backstory would be preferred, and a picture would be nice.)
HP: 10(This stat starts at a base of 10 and each point added to it is treated as 2. This stat is reduced during battle, and when it reaches 0, your character is downed. Can be recovered through food.)
SP: 15(This stat starts at 15, each point put into it is treated as 2. Each attack and skill used reduces this stat, and when it reaches 0, your character becomes fatigued. Can be recovered with drinks.)
(All stats start at a base of 1)
Agility: 1(Used for evading attacks)
Strength: 1(Used for determining melee damage)
Precision: 1(Used for determining ranged damage)
Dexterity: 1(Used for landing attacks)
Constitution: 1(Used for reducing physical damage)
Intelligence: 1(Used for inflicting statuses and inflicting ability damage)
Wisdom: 1(Used for reducing ability damage and resisting status)
Perception: 1(Used for detection, observation, and searching)
Charisma: 1(Used for interaction with NPCs)
Luck: 1(Boosts Perception rolls outside of combat and loot rolls by 1 for each point)
Stat Points: (Players may allocate 25 Stat Points when making their Character Sheet and characters DO NOT level up, so choose wisely.)
Links:
(You start with none)
Equipment:
Clothing: (Your character’s starting outfit, it adds +1 to a stat of your choice.)
Sunglasses: (Grants a passive +50% Perception at night and in The Mist, and negates Perception Debuffs from The Mist. Provide a picture or description of your character's Sunglasses.)
Belts: (Each Belt grants your character a Trait, and your character can wear up five. Belts can be obtained from the shop.)
Choker: (A character’s Choker is what grants them their unique Trait, and each player can message me with their ideas to finalize that unique Trait for their sheet. Each character starts with one.)
Jacket: (Jackets grant a passive stat bonus of 25% and can be removed/destroyed/lost to activate a one-time effect. Obtained from the Shop.)
Weapon: (See explanation below, then return here and add an in-depth description of your weapon’s name and personality)
Inventory:
Loli-Coin: (Your starting amount is equal to 5+2d4)
Weapon:
Spoiler (click to show/hide):
Circulating the black markets is a strange Biomechanical device which resembles Mercury in the sense that it’s metallic and liquid at the same time. This device, however, is capable of shapeshifting into any object that it consumes, mimicking the object down to even the smallest detail, and when purchased, it comes with the capability of transforming into a select accessory and a weapon of the player’s choice. This entity also has its own personality and knows the english language, allowing it to carry intelligent conversation with the owner. The device’s only limitation is that it cannot transform into complex objects, organic objects, or objects which are too large for its body mass.
Rather than collecting stronger weapons, the player’s relationship with their Biomechanical weapon is what determines how effective it is in battle. With each relationship level that the weapon gains, its weapon dice will improve. Relationship can be improved by feeding the weapon, keeping its mood at max, and holding friendly conversation with it. Your Weapon has five mood levels:
Full Synchro: This means that your weapon is completely synchronized with the wielder, and knows exactly what they are doing, when they want to do it. While in this state, the player’s weapon dice is duplicated.
Happy: This means that your weapon is completely feeling the flow, and is operating at maximum efficiency, giving it +25% Status Chance, and the +25% Dexterity bonus from the previous mood.
Content: Your weapon has no complaints, but also couldn’t find anything to complain about. In this state, your weapon grants +25% Dexterity to attacks which use it.
Indifferent: Your weapon isn’t content, but isn’t bothered enough to complain right now. In this state, your weapon gains no buffs or debuffs.
Slightly Perturbed: Your weapon could point to any number of things that bother it slightly, and may be making it known right now. Your weapon may try to grope your character during or outside of battle.
Annoyed: Your weapon is very upset. Your weapon as a chance to try to grapple and molest the user during and outside of battle.
Berserk: When your weapon reaches this state, its personality is completely overwritten and it rapes the player. Upon successfully raping the player, the weapon returns to the Indifferent State and regains its normal personality.
Feeding your weapon, letting your weapon do lewd things to you, and victory in battle all improve the mood of your weapon. Similarly, not being fed at regular intervals, not speaking to it for long durations(Three posts), or losing a battle, all cause your weapon’s mood to drop by one level.
Relationship level starts at 1 and increases by .1 for each time the player feeds it while Indifferent or Content and .3 each time the player allows it to lewd them(Up to twice per-day). The relationship level determines how strong the Biomechanical weapon’s dice is, each level raising its strength, capping at 7.
7: 1d8
6: 1d7
5: 1d6
4: 1d5
3: 1d4
2: 1d3
1: 1d2
During battle, the weapon can be transformed once per-turn before attacking. While the weapon is taking the form of a melee weapon, it passively grants the player the ability to move +1 space if it would put an enemy into attack range. While taking the form of a ranged weapon, the attack dice is reduced by d1(To a minimum of d2) and the player gains the ability to attack an extra time, once per-turn, if their first attack misses.
Circulating the black markets is a strange Biomechanical device which resembles Mercury in the sense that it’s metallic and liquid at the same time. This device, however, is capable of shapeshifting into any object that it consumes, mimicking the object down to even the smallest detail, and when purchased, it comes with the capability of transforming into a select accessory and a weapon of the player’s choice. This entity also has its own personality and knows the english language, allowing it to carry intelligent conversation with the owner. The device’s only limitation is that it cannot transform into complex objects, organic objects, or objects which are too large for its body mass.
Rather than collecting stronger weapons, the player’s relationship with their Biomechanical weapon is what determines how effective it is in battle. With each relationship level that the weapon gains, its weapon dice will improve. Relationship can be improved by feeding the weapon, keeping its mood at max, and holding friendly conversation with it. Your Weapon has five mood levels:
Full Synchro: This means that your weapon is completely synchronized with the wielder, and knows exactly what they are doing, when they want to do it. While in this state, the player’s weapon dice is duplicated.
Happy: This means that your weapon is completely feeling the flow, and is operating at maximum efficiency, giving it +25% Status Chance, and the +25% Dexterity bonus from the previous mood.
Content: Your weapon has no complaints, but also couldn’t find anything to complain about. In this state, your weapon grants +25% Dexterity to attacks which use it.
Indifferent: Your weapon isn’t content, but isn’t bothered enough to complain right now. In this state, your weapon gains no buffs or debuffs.
Slightly Perturbed: Your weapon could point to any number of things that bother it slightly, and may be making it known right now. Your weapon may try to grope your character during or outside of battle.
Annoyed: Your weapon is very upset. Your weapon as a chance to try to grapple and molest the user during and outside of battle.
Berserk: When your weapon reaches this state, its personality is completely overwritten and it rapes the player. Upon successfully raping the player, the weapon returns to the Indifferent State and regains its normal personality.
Feeding your weapon, letting your weapon do lewd things to you, and victory in battle all improve the mood of your weapon. Similarly, not being fed at regular intervals, not speaking to it for long durations(Three posts), or losing a battle, all cause your weapon’s mood to drop by one level.
Relationship level starts at 1 and increases by .1 for each time the player feeds it while Indifferent or Content and .3 each time the player allows it to lewd them(Up to twice per-day). The relationship level determines how strong the Biomechanical weapon’s dice is, each level raising its strength, capping at 7.
7: 1d8
6: 1d7
5: 1d6
4: 1d5
3: 1d4
2: 1d3
1: 1d2
During battle, the weapon can be transformed once per-turn before attacking. While the weapon is taking the form of a melee weapon, it passively grants the player the ability to move +1 space if it would put an enemy into attack range. While taking the form of a ranged weapon, the attack dice is reduced by d1(To a minimum of d2) and the player gains the ability to attack an extra time, once per-turn, if their first attack misses.
Combat:
Spoiler (click to show/hide):
Combat takes place on a grid, which characters move around for a specific amount of spaces, given in their stats. Diagonal Movement and attacking starts by taking 1 move or distance, then increases to 2 for each additional diagonal space. Each attack has range listed in the stats. Attacks described at being connected to the character, such as slashing a sword or thrusting a spear, are considered melee, while attacks which launch or fire a projectile are considered ranged.
Melee
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Weapon Dice+Strength-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Strength=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is a Glancing Blow.
Ranged
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Weapon Dice+Precision-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Precision=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is a Glancing Blow.
Abilities
1: Attacker: Intelligence + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Intelligence-Wisdom=Damage
3B: If attack is Critical: Intelligence*2+Precision=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is successful.
Charisma
1: Initiator: Charisma + [Modifiers influencing hit] + 1d20=Initiation Roll
2: Resistor: Charisma + [Modifiers influencing hit] + 1d20=Resolve Roll
3: If Initiation Roll is equal to or higher than Resolve Roll, the check is a success. If Resolve Roll is higher, the Initiation is a failure. Characters cannot be seduced into harming themselves, giving up their equipped items, giving up their money, or giving up items for free.
Detection
1: Initiator: Perception + [modifiers influencing detection check] + 1d20 Diceroll=Detection
2: Target: Dexterity + [Modifiers influencing hide check] + 1d20 Diceroll=Stealth
3: If Detection roll > Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins the Detection check failed.
Combat takes place on a grid, which characters move around for a specific amount of spaces, given in their stats. Diagonal Movement and attacking starts by taking 1 move or distance, then increases to 2 for each additional diagonal space. Each attack has range listed in the stats. Attacks described at being connected to the character, such as slashing a sword or thrusting a spear, are considered melee, while attacks which launch or fire a projectile are considered ranged.
Melee
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Weapon Dice+Strength-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Strength=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is a Glancing Blow.
Ranged
1: Attacker: Dexterity + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Weapon Dice+Precision-Constitution=Damage
3B: If attack is Critical: Weapon Diceroll*2+Precision=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is a Glancing Blow.
Abilities
1: Attacker: Intelligence + [Modifiers influencing hit] + 1d20=Hit Roll
2: Defender: Agility + [Modifiers influencing hit] + 1d20=Evade Roll
3A: If Hit Roll > Evade Roll, determine damage: Intelligence-Wisdom=Damage
3B: If attack is Critical: Intelligence*2+Precision=Damage
4: If Hit < Evade, attack misses.
5: If Hit = Evade, attack is successful.
Charisma
1: Initiator: Charisma + [Modifiers influencing hit] + 1d20=Initiation Roll
2: Resistor: Charisma + [Modifiers influencing hit] + 1d20=Resolve Roll
3: If Initiation Roll is equal to or higher than Resolve Roll, the check is a success. If Resolve Roll is higher, the Initiation is a failure. Characters cannot be seduced into harming themselves, giving up their equipped items, giving up their money, or giving up items for free.
Detection
1: Initiator: Perception + [modifiers influencing detection check] + 1d20 Diceroll=Detection
2: Target: Dexterity + [Modifiers influencing hide check] + 1d20 Diceroll=Stealth
3: If Detection roll > Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins the Detection check failed.
Movement and Sprinting:
Spoiler (click to show/hide):
A character can move 1 space for every 10 Agility they have(Minimum 1). A character can move an extra space for every 5 Agility(Minimum 1) they have if they Sprint instead of attacking or Guarding.
A character can move 1 space for every 10 Agility they have(Minimum 1). A character can move an extra space for every 5 Agility(Minimum 1) they have if they Sprint instead of attacking or Guarding.
Critical:
Spoiler (click to show/hide):
When a unit rolls a natural 20 for an attack, the hit is guaranteed and the Weapon Damage rolled is doubled, then the attack’s status effect, if applicable, is guaranteed. If the attack does not have a status effect, the status becomes Impact.
Natural 20s for other rolls mean the attempted action is immediately successful, however if both participants roll a natural 20, the higher roll is the successful roll.
When a unit rolls a natural 20 for an attack, the hit is guaranteed and the Weapon Damage rolled is doubled, then the attack’s status effect, if applicable, is guaranteed. If the attack does not have a status effect, the status becomes Impact.
Natural 20s for other rolls mean the attempted action is immediately successful, however if both participants roll a natural 20, the higher roll is the successful roll.
Stealth:
Spoiler (click to show/hide):
A character can enter stealth by using certain skills. While a character is Stealthed, other characters within the area[Outside of battle] or who have that character within their ZOC will roll Perception Checks to detect that character. Once a character successfully detects the stealthed character, that character immediately becomes visible to all other characters on the battlefield. Attacking while Stealthed results in the attack gaining +25% Dexterity, a +1 Crit modifier.
A character can enter stealth by using certain skills. While a character is Stealthed, other characters within the area[Outside of battle] or who have that character within their ZOC will roll Perception Checks to detect that character. Once a character successfully detects the stealthed character, that character immediately becomes visible to all other characters on the battlefield. Attacking while Stealthed results in the attack gaining +25% Dexterity, a +1 Crit modifier.
Cover:
Spoiler (click to show/hide):
On some maps, there will be obstacles to turn into cover. Based on the substance that the object is made of, those obstacles will have an HP value, and the player hiding behind that object gains a second Defense Check, in the form of a Cover Check. The Cover Check only applies to ranged attacks, and will be rolled first. If successful, the cover check will cause the enemy’s attack to strike the cover instead.
On some maps, there will be obstacles to turn into cover. Based on the substance that the object is made of, those obstacles will have an HP value, and the player hiding behind that object gains a second Defense Check, in the form of a Cover Check. The Cover Check only applies to ranged attacks, and will be rolled first. If successful, the cover check will cause the enemy’s attack to strike the cover instead.
Guard:
Spoiler (click to show/hide):
A character may choose not to attack on their turn, in which case they can Guard. Guarding restores 10% of a character’s HP and Stamina, cures status effects, and reduces incoming damage by 50%. A character that is guarding turns incoming critical hits into standard hits.
A character may choose not to attack on their turn, in which case they can Guard. Guarding restores 10% of a character’s HP and Stamina, cures status effects, and reduces incoming damage by 50%. A character that is guarding turns incoming critical hits into standard hits.
ZOC:
Spoiler (click to show/hide):
Zone of Control, or ZOC, determines how far ability effects that affect other characters in battle reach. This range starts at 1, and increases by 1 for every 3 Wisdom.
Zone of Control, or ZOC, determines how far ability effects that affect other characters in battle reach. This range starts at 1, and increases by 1 for every 3 Wisdom.
Pressure:
Spoiler (click to show/hide):
Pressure is a separate control area that matches a character’s melee range when they have a melee weapon. Enemies within that melee area have their movement range reduced to 1.
Pressure is a separate control area that matches a character’s melee range when they have a melee weapon. Enemies within that melee area have their movement range reduced to 1.
Determination:
Spoiler (click to show/hide):
Each time a character misses an attack, that character gains a “Determination” Stack. Each Determination Stack grants +1 Dexterity. If that character lands an attack while they have Determination Stacks, all Determination Stacks are consumed.
Each time a character misses an attack, that character gains a “Determination” Stack. Each Determination Stack grants +1 Dexterity. If that character lands an attack while they have Determination Stacks, all Determination Stacks are consumed.
Discord Server(Required for Combat)
Spoiler (click to show/hide):
https://discord.gg/7XmbJHq
https://discord.gg/7XmbJHq