The Tower - Rules
Sept 12, 2018 10:32:06 GMT -8
Post by King V on Sept 12, 2018 10:32:06 GMT -8
Setting
Legends speak of a tower built in the middle of nowhere, rising up into the stars. Everything you could possibly want is at the top of the tower, riches, glory, and power that transcends fate. A benign king rules from atop the tower, giving aid to the poor and the needy with his immense power and influence. However, all is not well, for a new wave is coming, one that could change the tower forever.
The Tower is a season that will be played over the span of 1-2 years. This season is heavily inspired from the manhwa Tower of God, and may even feature some similar characters, however the storyline will be completely original. Due to the nature of The Tower as a season, only one ‘session’ will be hosted per week, and these will typically be ‘tests’ which advance players to the next floor. Since The Tower has over 100 floors, the season is expected to last for at least a year or two. The remaining time of the week will be spent on ‘free time’, which can be used to explore floors, interact with players and NPCs, and perform specific free time activities. Free time will be subjected to the mastermind’s personal availability, some days will have a long period where I am here and can answer questions, and other days I may not be present at all.
The Tower will be a season which primarily features combat, but will not have a specific focus on combat unless players decide to do so. Each floor can be cleared without fighting at all, but being strong combat-wise will grant players a significant advantage. The Tower will use a combat system similar to the one used in A Saint’s Peril, but with some additional rules and modifications.
Combat
Combat will be turn-based, all actions will be sent in at once for each turn and then they will be acted out according to speed priority. One square meter is equal to one space in this game, which is how much ground 1 speed can cover. When attack drops to 0, all weapons and items your character is carrying will automatically be dropped. When speed drops to 0, your character will collapse onto the ground and become immobilized. You can choose to take attacks in place of other characters, but you cannot take attacks if you are collapsed or pinned onto the ground. Pinning, throwing, or performing any non-damaging physical action to another character requires either that character’s consent or a higher attack stat than them and will take up all of your attacks for the turn.
Attack
How much damage your character’s attacks do and how much your character is capable of carrying. Your inventory space is equal to 1/5 of your attack rounded down +5. Higher grade weapons may have an attack requirement to wield them.
Health
How much damage your character can take before being knocked out. Once your character reaches 0hp, you will be knocked out. If your character reaches a negative hp value equal to your total hp, you will die. You do not recover health between battles, but you will recover all of your health at the start of any given free time.
Speed
How fast your character moves, and how much your character’s actions take priority during combat. If your character has a high speed, they will act before characters which have low speed during combat.
Shinsu
Your character’s magical capabilities, how much damage your character’s magical attacks do, and how many magical skills your character can use at the same time. At certain thresholds of shinsu, an additional Bang can be created, allowing your character to use multiple magical skills simultaneously. More powerful magical skills may have a shinsu requirement to learn them. At 0-19 shinsu you can use 1 magical skill per turn, at 20 shinsu you can use 2, at 30 you can use 3, etc. (physical skills are always only once per turn)
Using magical skills will consume however much shinsu you use for the skill. Shinsu that is consumed this way will be temporarily unavailable to use for a number of turns equal to the skill's cooldown. This means that you can use the same skill multiple times as long as you have enough shinsu available. You can only use a maximum of 10 shinsu on a single skill at a time.
Spells
Spells are magical skills that are tied to the laws of the Tower itself. Spells do not require shinsu to use, but some may have an additional requirement that must be met. You can only use 1 Spell per turn. Characters do not start with the ability to use Spells, and instead must acquire the ability to use them with a Contract with the Guardian or through other means.
Positions
Each character can choose to take a position before combat begins, switching positions during combat will require not moving or attacking for one turn. Not taking a position has no inherent drawbacks, but you will not have access to any benefits the position brings. It will still take 1 turn to take a position if you choose not to take one when combat begins.
Fisherman – The frontal position of subduing enemies and the primary attacker of the team.
Gain 1 additional attack per turn. Take half damage from physical attacks. Half your attack is added to any weapon you use.
Spear Bearer – The back position of sniping enemies with projectiles. Deals heavy damage to single targets.
The ability to throw weapons as projectiles with a range equal to double your attack. All ranged attacks and skills ignore damage reduction and deal piercing damage to their targets. All ranged skills have their range doubled.
Scout – An upfront position of probing the enemy lines and exploring the darkness.
Movement speed is doubled. The ability to see clearly in the dark using observers. The ability to evade one attack or skill per turn, negating all damage and additional effects.
Light Bearer – Analyzes data and directs the battle from above in a Lighthouse.
The ability to control Lighthouses. Lighthouses are floating vehicles which have their own health and speed, Lighthouses can also be outfitted with weapons and support devices which can assist in combat (barrier generators for blocking attacks and pressure fields for stopping enemy movement are some conventional devices built into most Lighthouses). Lighthouses are also able to communicate with other members of a team, the light bearer is critical for the communication and command structure of any team.
Wave Controller – Controls the flow of battle with powerful shinsu techniques.
Cooldowns for all shinsu based skills are halved, rounded up. Any physical attacks you use deal magical damage instead. Half your shinsu is added to your passive magical damage (not to skills).
Guide – A special position. Using their ability to navigate paths, guides can give players knowledge of various paths and sometimes even predict the future.
The ability to foresee certain events in the future. The ability to act with knowledge of what will happen during a turn before it occurs.
Defender – A special position focused entirely on defense and protecting others on the team.
Takes half damage from all attacks and skills. The ability to block attacks, halving damage taken, can only be done if you do not attack on the same turn. The ability to redirect any attacks to yourself.
Anima – A special position utilizing control of animals. Ability to summon and command animals and divine sea creatures.
Half your character’s stats are distributed among all animals you control and added to them. Cooldowns for all animal based shinsu skills are halved.
Items and Skills
Items
Items are classified based on their grade, which will be indicated by a set of parentheses next to the item. I.E. Needle (E) or Pocket (A). An item’s grade will represent its average power level and upgrade limit based on what floor you’re on. For example, F grade items have an average power level for floors 0-20, E grade items have an average power level for floors 20-30, etc.
Most weapons have a set attack value, indicated by the line “Sets your attack to X”, which will override your normal attack value when using the weapon. Some positions such as Fisherman will allow you to leverage your attack value on top of the weapon’s attack value, but using a weapon generally means conforming to its attack value.
Special items such as lighthouses, weapon and armor inventories, etc. will be given hp/spd values instead of weight values. These items float alongside you as you do battle, and will not take up space in your inventory.
Skills
Skills are classified based on whether they deal physical or magical damage, which will be indicated by a set of parentheses next to the skill. I.E. (Magical), (Physical) or (Passive). All magical skills are considered shinsu based skills, as well as whatever other attribute is indicated in the skill description. Magical damage does not interact with physical damage reduction, and vice versa.
Free Time
Activities
During the time in-between sessions or floor tests, each player can conduct up to 3 activities with their free time. Certain activities may only become available on specific floors when the facilities to perform the activities are available. Activities have a variety of functions, but mostly serve to make your character stronger, improving stats, improving skills, upgrading weapons/items, etc. Most activities will be outlined in their corresponding room descriptions.
Random events may also occur during free time. When an event occurs, depending on the event, it can consume one or more of your activities for the designated free time period (you will be notified when an event consumes an activity). Please note that the likelihood of bad events may increase in proportion to the number of enemies you have made within the Tower.
Ascension
Contract with the Guardian
After advancing to a specific floor and ascending to the next rank, all regulars will have the opportunity to make a contract with one of the tower’s Guardians. A Contract with a Guardian can provide one of many benefits to the regular who makes one, with an exception. Irregulars who have made their way into the tower of their own volition are despised by the Tower’s Guardians, and thus cannot establish a contract. The benefits of making a Contract with the Guardian include:
+1 to the stat growth multiplier of all stats (max. 5)
+3 to the stat growth multiplier of 1 stat (max. 5)
The ability to use +5 maximum shinsu on magical skills and effects (max. 30)
The removal of a limitation or curse due to family or events within the Tower
A unique passive ability based on rank (position buffs, compression and expansion, and other abilities of this nature fall under this category, PM Mastermind for more details)
The ability to create and use Spells
When making a Contract with the Guardian, please select 1 of the benefits listed to be added to your character.
Legends speak of a tower built in the middle of nowhere, rising up into the stars. Everything you could possibly want is at the top of the tower, riches, glory, and power that transcends fate. A benign king rules from atop the tower, giving aid to the poor and the needy with his immense power and influence. However, all is not well, for a new wave is coming, one that could change the tower forever.
The Tower is a season that will be played over the span of 1-2 years. This season is heavily inspired from the manhwa Tower of God, and may even feature some similar characters, however the storyline will be completely original. Due to the nature of The Tower as a season, only one ‘session’ will be hosted per week, and these will typically be ‘tests’ which advance players to the next floor. Since The Tower has over 100 floors, the season is expected to last for at least a year or two. The remaining time of the week will be spent on ‘free time’, which can be used to explore floors, interact with players and NPCs, and perform specific free time activities. Free time will be subjected to the mastermind’s personal availability, some days will have a long period where I am here and can answer questions, and other days I may not be present at all.
The Tower will be a season which primarily features combat, but will not have a specific focus on combat unless players decide to do so. Each floor can be cleared without fighting at all, but being strong combat-wise will grant players a significant advantage. The Tower will use a combat system similar to the one used in A Saint’s Peril, but with some additional rules and modifications.
Combat
Combat will be turn-based, all actions will be sent in at once for each turn and then they will be acted out according to speed priority. One square meter is equal to one space in this game, which is how much ground 1 speed can cover. When attack drops to 0, all weapons and items your character is carrying will automatically be dropped. When speed drops to 0, your character will collapse onto the ground and become immobilized. You can choose to take attacks in place of other characters, but you cannot take attacks if you are collapsed or pinned onto the ground. Pinning, throwing, or performing any non-damaging physical action to another character requires either that character’s consent or a higher attack stat than them and will take up all of your attacks for the turn.
Attack
How much damage your character’s attacks do and how much your character is capable of carrying. Your inventory space is equal to 1/5 of your attack rounded down +5. Higher grade weapons may have an attack requirement to wield them.
Health
How much damage your character can take before being knocked out. Once your character reaches 0hp, you will be knocked out. If your character reaches a negative hp value equal to your total hp, you will die. You do not recover health between battles, but you will recover all of your health at the start of any given free time.
Speed
How fast your character moves, and how much your character’s actions take priority during combat. If your character has a high speed, they will act before characters which have low speed during combat.
Shinsu
Your character’s magical capabilities, how much damage your character’s magical attacks do, and how many magical skills your character can use at the same time. At certain thresholds of shinsu, an additional Bang can be created, allowing your character to use multiple magical skills simultaneously. More powerful magical skills may have a shinsu requirement to learn them. At 0-19 shinsu you can use 1 magical skill per turn, at 20 shinsu you can use 2, at 30 you can use 3, etc. (physical skills are always only once per turn)
Using magical skills will consume however much shinsu you use for the skill. Shinsu that is consumed this way will be temporarily unavailable to use for a number of turns equal to the skill's cooldown. This means that you can use the same skill multiple times as long as you have enough shinsu available. You can only use a maximum of 10 shinsu on a single skill at a time.
Spells
Spells are magical skills that are tied to the laws of the Tower itself. Spells do not require shinsu to use, but some may have an additional requirement that must be met. You can only use 1 Spell per turn. Characters do not start with the ability to use Spells, and instead must acquire the ability to use them with a Contract with the Guardian or through other means.
Positions
Each character can choose to take a position before combat begins, switching positions during combat will require not moving or attacking for one turn. Not taking a position has no inherent drawbacks, but you will not have access to any benefits the position brings. It will still take 1 turn to take a position if you choose not to take one when combat begins.
Fisherman – The frontal position of subduing enemies and the primary attacker of the team.
Gain 1 additional attack per turn. Take half damage from physical attacks. Half your attack is added to any weapon you use.
Spear Bearer – The back position of sniping enemies with projectiles. Deals heavy damage to single targets.
The ability to throw weapons as projectiles with a range equal to double your attack. All ranged attacks and skills ignore damage reduction and deal piercing damage to their targets. All ranged skills have their range doubled.
Scout – An upfront position of probing the enemy lines and exploring the darkness.
Movement speed is doubled. The ability to see clearly in the dark using observers. The ability to evade one attack or skill per turn, negating all damage and additional effects.
Light Bearer – Analyzes data and directs the battle from above in a Lighthouse.
The ability to control Lighthouses. Lighthouses are floating vehicles which have their own health and speed, Lighthouses can also be outfitted with weapons and support devices which can assist in combat (barrier generators for blocking attacks and pressure fields for stopping enemy movement are some conventional devices built into most Lighthouses). Lighthouses are also able to communicate with other members of a team, the light bearer is critical for the communication and command structure of any team.
Wave Controller – Controls the flow of battle with powerful shinsu techniques.
Cooldowns for all shinsu based skills are halved, rounded up. Any physical attacks you use deal magical damage instead. Half your shinsu is added to your passive magical damage (not to skills).
Guide – A special position. Using their ability to navigate paths, guides can give players knowledge of various paths and sometimes even predict the future.
The ability to foresee certain events in the future. The ability to act with knowledge of what will happen during a turn before it occurs.
Defender – A special position focused entirely on defense and protecting others on the team.
Takes half damage from all attacks and skills. The ability to block attacks, halving damage taken, can only be done if you do not attack on the same turn. The ability to redirect any attacks to yourself.
Anima – A special position utilizing control of animals. Ability to summon and command animals and divine sea creatures.
Half your character’s stats are distributed among all animals you control and added to them. Cooldowns for all animal based shinsu skills are halved.
Items and Skills
Items
Items are classified based on their grade, which will be indicated by a set of parentheses next to the item. I.E. Needle (E) or Pocket (A). An item’s grade will represent its average power level and upgrade limit based on what floor you’re on. For example, F grade items have an average power level for floors 0-20, E grade items have an average power level for floors 20-30, etc.
Most weapons have a set attack value, indicated by the line “Sets your attack to X”, which will override your normal attack value when using the weapon. Some positions such as Fisherman will allow you to leverage your attack value on top of the weapon’s attack value, but using a weapon generally means conforming to its attack value.
Special items such as lighthouses, weapon and armor inventories, etc. will be given hp/spd values instead of weight values. These items float alongside you as you do battle, and will not take up space in your inventory.
Skills
Skills are classified based on whether they deal physical or magical damage, which will be indicated by a set of parentheses next to the skill. I.E. (Magical), (Physical) or (Passive). All magical skills are considered shinsu based skills, as well as whatever other attribute is indicated in the skill description. Magical damage does not interact with physical damage reduction, and vice versa.
Free Time
Activities
During the time in-between sessions or floor tests, each player can conduct up to 3 activities with their free time. Certain activities may only become available on specific floors when the facilities to perform the activities are available. Activities have a variety of functions, but mostly serve to make your character stronger, improving stats, improving skills, upgrading weapons/items, etc. Most activities will be outlined in their corresponding room descriptions.
Random events may also occur during free time. When an event occurs, depending on the event, it can consume one or more of your activities for the designated free time period (you will be notified when an event consumes an activity). Please note that the likelihood of bad events may increase in proportion to the number of enemies you have made within the Tower.
Ascension
Contract with the Guardian
After advancing to a specific floor and ascending to the next rank, all regulars will have the opportunity to make a contract with one of the tower’s Guardians. A Contract with a Guardian can provide one of many benefits to the regular who makes one, with an exception. Irregulars who have made their way into the tower of their own volition are despised by the Tower’s Guardians, and thus cannot establish a contract. The benefits of making a Contract with the Guardian include:
+1 to the stat growth multiplier of all stats (max. 5)
+3 to the stat growth multiplier of 1 stat (max. 5)
The ability to use +5 maximum shinsu on magical skills and effects (max. 30)
The removal of a limitation or curse due to family or events within the Tower
A unique passive ability based on rank (position buffs, compression and expansion, and other abilities of this nature fall under this category, PM Mastermind for more details)
The ability to create and use Spells
When making a Contract with the Guardian, please select 1 of the benefits listed to be added to your character.