The Tower - Comprehensive Rules
Sept 1, 2019 11:13:17 GMT -8
Post by King V on Sept 1, 2019 11:13:17 GMT -8
Introduction
The Tower is a combat focused rpg based on elements from the webcomic Tower of God. Players participate as Chosen Regulars who advance from floor to floor, passing tests given on each floor to determine whether nor not they are worthy of climbing. There are 134 floors in total, and upon reaching the top, the player becomes a Ranker and gains anything they want as a reward. The Tower is played in 2 different phases, Free Time and Test Time. During Free Time, players are free to explore the floor and spend activities to perform various actions to increase their stats, upgrade skills and items, etc. During Test Time, all players typically gather to participate in a special game on the floor to pass on to the next floor. Failing a Test means that the player will not advance to the next floor, and is disqualified from the game.
Combat
Combat is turn-based, with each participating member sending their actions in turn order. Turn order is determined based on speed. In the case of a speed tie, the player always has priority, otherwise the priority will be determined randomly. On each turn, every character gains one Attack Action and one Move Action. A character can use their Attack Action to attack another character at Close Range (within 1 meter), and can use their Move Action to move a distance equal to their speed. These actions can be performed in any order, i.e. you can move, attack, then move again as long as the distance you move is not greater than your speed. All attacks inflict physical damage by default.
Attack Actions can be used to perform other physical actions such as Grabbing and Throwing other characters and items. If a character is grabbed by another character, that character must contest the grab with a higher atk to break free. If an item a character is holding is grabbed by another character, that character must contest to grab with a higher atk, otherwise their item will be taken from them. Any character which is grabbed will take halved damage from the grabber. Grabbed characters cannot move or dodge, and other characters cannot take damage for them at close range. At the end of each turn, if a character has not broken out of the grab, the attack requirement for breaking out will be lowered by the grabbed character's attack.
Thrown items will travel a distance equal to the thrower’s atk, if the item hits another character it will deal physical damage to them equal to the item’s attack power (if the item has no attack power, it deals damage equal to its weight instead). Thrown characters will travel a distance equal to the difference between the thrower’s atk and the character’s atk. If a willing character is thrown, that character will travel a distance equal to the thrower’s atk instead. A character must first be grabbed before they can be thrown. All thrown characters will take damage equal to the difference between the thrower’s atk and the character’s atk if the thrower’s atk is higher, when the character impacts a solid surface.
During combat, characters can react to certain actions by acting in response to them. Any character can react to an attack or skill targeting another character at Close Range by redirecting that attack or skill to themselves. As long as both characters are at Close Range, this can be done any number of times.
Stats
A character's stats describe their capabilities in terms of numbers. A character can only possess 5 different types of stats, and cannot acquire more different types of stats when they already have 5.
Attack (atk) – How much damage is dealt when a character attacks, and a character’s carrying capacity. A character’s inventory space is equal to 5 + 1/5th of that character’s attack, rounded down. If a character’s attack is reduced to 0 or below, that character immediately drops all weapons they are wielding and all items they are carrying. A character with 0 attack or below cannot wield weapons or carry items.
Health (hp) – How much damage a character can take before being knocked out. Once a character reaches 0hp or below, they will be knocked out and cannot move or act. When a character is knocked out, all debuffs and abnormal status conditions are removed from them. When a character’s hp is restored from 0 or below, that character is revived, all of their shinsu is restored, and all of their skill cooldowns are reset to 0. A character who has been revived cannot move or act until the next turn. Characters do not recover health between battles, but they will recover all of their health at the start of each Free Time. The first time a character is dropped to 0hp or below while they are alive, they can only be knocked out. After a character has been knocked out, if they receive damage equal to their maximum hp, they will die.
Speed (spd) – How fast a character moves and how fast a character acts in combat. Speed can be divided into Movement Speed and Priority Speed. Movement Speed affects the distance a character can travel when moving. Priority Speed affects what place a character moves in turn order. Effects that increase or decrease one type of speed do not affect the other. Effects that increase or decrease the speed stat affect both. When a character’s speed is reduced to 0 or below, that character collapses on the ground and can no longer move or dodge. A character with 0 speed or below cannot react to other actions or skills.
Shinsu (shi) – A character’s magical capabilities. Characters must unlock Shinsu Control to gain the ability to increase their shinsu stat. At each multiple of 10 shinsu beyond the first, a character gains the ability to use an additional magical skill per turn (i.e. 1-19 = 1 magical skill per turn, 20-29 = 2 magical skills per turn, 30-39 = 3 magical skills per turn, etc). A maximum of 10 magical skills per turn can be gained from increasing shinsu.
Crystal (CRY) – A character’s affinity with divine forces. Characters must collude with a Divine Entity to gain the ability to increase their CRY.
Psychic (PSI) – A character’s miscellaneous supernatural abilities. At the end of each turn, a character recovers PSI equal to 1/10th of their base psychic stat, rounded down. (Not available yet for players)
Martial (KI) – A character’s attunement with their life energy. At the end of each turn, a character recovers KI equal to 1/10th of their base martial stat, rounded down. (Not available yet for players)
Unknown (UNK) - Unknowable knowledge and incomprehensible abilities that a character has obtained. At the end of each turn, a character recovers all UNK used during the turn. (Unavailable)
Transcendence (TRA) - A character's power that exceeds the mortal realm and enters the realm of the divine and all powerful. TRA does not recover until the end of the battle. (Unavailable)
Oblivion (OBV) - A character's ability to erase anything and everything from existence. OBV does not recover until the end of the battle. (Unavailable)
Eldritch (ELD) - A character's affinity with ancient powers that are lay dormant outside of any physical realm. At the end of each turn, if characters within the area have not lost enough stats to equal a character's ELD stat, all characters without ELD or CHO will randomly lose stats to compensate for the difference. Stats lost this way do not recover for the rest of the battle. At the end of each turn, a character recovers all ELD used during the turn. (Unavailable)
Comprehension (COM) - A character's ability to understand what happens around them. At the end of each turn, a character recovers COM equal to 1/10th their base COM stat, rounded down. (Unavailable)
Corruption (COR) – The extent to which a character has been corrupted by forces outside of their comprehension. COR does not recover until the end of the battle. (Unavailable)
Ethereal (ETH) – A character’s affinity with spiritual forces. (Unavailable)
Digital (DIG) – A character’s ability to interfere with information and the digital realm. DIG does not recover until the end of the battle. (Unavailable)
Chaos (CHO) – A character’s affinity with the primordial chaos from which all things originated. At the end of each turn, if characters within the area have not lost enough stats to equal a character's CHO stat, all characters without CHO will randomly lose stats to compensate for the difference. Stats lost this way do not recover for the rest of the battle. At the end of each turn, a character recovers all CHO used during the turn. (Unavailable)
Positions
Before combat begins, each character may choose to take a position. Positions provide a variety of benefits to the characters who take them. Taking a position during combat if no position has been taken, or switching positions during combat will both require the character to do nothing else on the turn that they do so. Characters can only take 1 position at a time.
Standard Positions
Standard positions are positions that any character can use without any prerequisites.
Fisherman – The frontal position of subduing enemies and the primary attacker of the team.
Gain 1 additional attack per turn. Take halved damage from physical sources. Half the character’s attack is added to the damage dealt when attacking with a weapon at close range.
Spear Bearer – The back position of sniping enemies with projectiles.
Throwing distance is doubled. All ranged attacks, skills, and projectiles ignore damage reduction and deal piercing damage. All ranged attacks and skills, and throwing range have their range doubled.
Scout – An upfront position of probing enemy lines and exploring the darkness.
Movement speed is doubled. The ability to dodge once per turn. The ability to see in the dark and control a number of Observers equal to a character's rank (F = 2, E = 3, D = 4, etc).
Light Bearer – Analyzes data and directs the battle from above in a Lighthouse.
The ability to control a number of Lighthouses equal to a character’s rank (F = 3, E = 4, D = 5, etc).
Wave Controller – Controls the flow of battle with powerful shinsu techniques.
Cooldowns for all magical skills are halved, rounded up. All physical attacks deal magical damage instead. The ability to use 1 additional magical skill per turn, and the ability to spend 5 additional shinsu on magical skills. The effects of this position are negated if you have 0 shinsu.
Special Positions
In order to unlock a special position, a character must first satisfy a set of prerequisites, or spend enough time training to unlock the position.
Guide – Using their ability to navigate paths, guides grant knowledge of various paths and can sometimes even predict the future.
The ability to see a character’s intent (what actions that character plans on taking that turn). The ability to read the flow of shinsu, determining how much shinsu is being used on any given magical skill. The ability to Avoid Fate once per turn, setting all damage from a single source to 1.
Defender – A position focused on defense and protecting others on the team.
Take halved damage from all attacks and skills. The ability to block attacks, halving damage taken; can only be done if the character does not attack on the same turn.
Anima – A position utilizing control of animals, summoning and commanding animals and divine sea creatures.
Half the character’s stats are added to all animals the character controls, rounded up. Cooldowns for all anima skills are halved, rounded up.
Magic Swordsman – A very generically powerful position that tries to do everything by itself.
+2 additional attacks per turn, take halved damage from all sources, all attacks deal magical damage and 1/2x your base shinsu is added to damage dealt
Quad Elemental Magician – A very generically powerful position that tries to do everything by itself.
+5 max controllable bangs, +10 shinsu cap, +30 shinsu resistance
Solo Fighter – A very generically powerful position that tries to do everything by itself.
The ability to wield 1 additional weapon, the ability to block 2 times per turn with any weapon reducing damage dealt by the weapon’s attack power, doubled movement speed, and the ability to react move once per turn (consumes a Move Action to instantly move a distance equal to your movement speed in response to any other attack or skill)
Skills
Skills do not consume a character’s Move Action or Attack Action, and can be used at any time during the turn and in any order. However, skills have their own sets of restrictions depending on the type of skill being used.
Passive – Passive skills are always in effect, unless a character is knocked out or has died.
Physical – A character can use 1 physical skill per turn, and can use Attack Actions to perform additional physical skills on each turn. Once a physical skill is used, a character must wait a number of turns equal to the physical skill’s cooldown before that physical skill can be used again. All physical skills deal physical damage by default. Physical skills are restricted to actions that a character can physically perform within a short amount of time.
Magical – Magical skills require shinsu to use. A character can use up to 10 shinsu on a magical skill, and cannot use less than 1 shinsu. The same magical skill can be used multiple times as long as enough shinsu is used on the skill. Once an amount of shinsu is used on a magical skill, that shinsu is consumed and becomes unavailable to use. After a number of turns equal to the magical skill’s cooldown, the amount of shinsu used on that skill will be restored. All magical skills deal magical damage by default. Magical skills have no restrictions to their effects.
Spell – A character must establish a Contract with the Guardian or an alternate method to unlock the ability to cast spells. Casting a spell can be done once per turn. Once a spell is cast, a character must wait a number of turns equal to the spell’s cooldown before that spell can be cast again. Spells must be cast on a character, object, or area, and there must be a condition that can be met for the spell’s effect to end. If two spells are cast on the same entity, the stronger or the most recent one will overwrite all previous spells. Any spell which deals damage deals magical damage by default.
Psychic – Psychic skills require PSI to use. A character can use 1 PSI to activate a psychic skill, then the psychic skill cannot be used again for the rest of the turn. More PSI can be consumed to enhance the effect of some psychic skills. After a number of turns equal to the psychic skill’s cooldown has passed, the psychic skill can be used again. A character can use up to 10 psychic skills per turn. All psychic skills deal magical damage by default. Psychic skills have no restrictions on their effects.
Martial – Martial skills require KI to use. A character can use 1 KI to activate a martial skill, and the same martial skill can be used multiple times each turn as long as the character has the KI necessary to activate it. More KI can be consumed to enhance the effect of some martial skills. A character can use any number of martial skills per turn, but each additional martial skill beyond the first costs 2x as much KI to use (the 2nd martial skill costs 2x KI, the 3rd martial skill costs 4x KI, the 4th martial skill costs 8x KI, etc). All martial skills deal physical damage by default. Martial skills are restricted to actions that a character can physically perform.
Unknown - Unknown skills can be activated and remain active until they are deactivated. Unknown skills can be activated and deactivated at any time, ignoring turn order. Only 1 unknown skill can be active at any time. Unknown skills require UNK to activate, and other characters cannot know any of an unknown skill's effects. After an unknown skill is deactivated, a number of turns equal to its cooldown must pass before it can be activated again. Any number of unknown skills can be activated per turn. All unknown skills deal physical damage by default.
Transcendent - Transcendent skills can be activated and remain active until they are deactivated. Transcendent skills can only be activated or deactivated on your turn, or at the start of any turn. Only 1 transcendent skill can be active at any time. Transcendent skills require TRA to activate. After a transcendent skill is activated, a number of turns equal to its cooldown must pass before it can be activated again. Only 1 transcendent skill can be activated per turn. All transcendent skills deal magical damage by default.
Oblivion - Oblivion skills erase all non-character entities and effects that would affect the skill in any way (anything that is erased by an oblivion skill is restored at the end of the battle). Oblivion skills require OBV to use. After a number of turns equal to the oblivion skill's cooldown has passed, the oblivion skill can be used again. A character can use up to 10 oblivion skills per turn. Damage dealt by oblivion skills have neither physical nor magical properties.
Eldritch - Eldritch skills can be used by spending a fixed percentage of a character's ELD, then the eldritch skill cannot be used again for the rest of the turn. After a number of turns pass equal to the cooldown of the eldritch skill, the eldritch skill can be used again. A character can use up to 4 eldritch skills per turn. All eldritch skills deal physical damage by default.
Comprehension - Comprehension skills require COM to use. A character can use the same comprehension skill multiple times in 1 turn as long as they possess enough COM to use the skill. A character can use any number of comprehension skills per turn. All comprehension skills deal magical damage by default.
Corruption - Corruption skills require COR to use. Whenever a character is struck by a Corruption skill, any 5th stat they possess is erased and replaced with COR instead, and all skills of that type that they possessed are transformed into Corruption type skills. Corruption skills function in the same way as the original skill type before they were corrupted. Corruption skills deal the same type of damage as the original skill type before it was corrupted.
Ethereal - Ethereal skills require ETH to use. A character can use any amount of ETH on an Ethereal skill. All ETH used this way cannot be regained, except through special means. Any number of Ethereal skills can be used in one turn, and the same Ethereal skill can be used multiple times as long as the user possesses enough ETH to activate the skill. Ethereal skills deal soul damage by default, damage reduction against "all sources" does not affect soul damage.
Digital - Digital skills can be activated and remain active until they are deactivated. Digital skills can only be activated or deactivated on your turn, or at the start of any turn. Any number of Digital skills can be active at the same time, and Digital skills require DIG to activate. After a Digital skill has been activated, a number of turns equal to its cooldown must pass before it can be activated again. Any number of Digital skills can be activated per turn, as long the user has enough DIG to activate them. All Digital skills deal magical damage by default.
Chaos – Chaos skills can be used by spending a fixed amount of a character's CHO, then the Chaos skill cannot be used again for the rest of the turn. After a number of turns pass equal to the cooldown of the Chaos skill, the Chaos skill can be used again. A character can use up to 10 Chaos skills per turn. All Chaos skills deal physical damage by default.
Crystal – Crystal skills require CRY to use. A character can use any amount of CRY on a crystal skill. All CRY used this way does not return, and can only be returned by praying to a Divine Entity. Any number of crystal skills can be used in one turn, and the same crystal skill can be used multiple times if enough CRY is used on it. Crystal skills deal crystal damage by default, damage reduction against "all sources" does not affect crystal damage. Crystal skills drain shinsu and are capable of negating magic.
Unique – Unique skills do not follow turn priority, and can be used at any time. Once a unique skill has been used, a character must wait a number of turns equal to the skill’s cooldown before it can be used again. Any number of unique skills can be used per turn. Unique skills which deal damage deal physical damage by default.
Contract – Identical to unique skills, but can only be acquired through a Contract with the Guardian.
Hybrid Skills - It is possible to combine two different types of skills to create a hybrid skill. Hybrid skills have the properties of both skill types it is composed of and can be used as either type of skill, but all of the same restrictions will apply. i.e. A hybrid Physical/Magical skill can be used 10 times per turn as a magical skill if shinsu is spent on it, and once per turn as a physical skill without spending shinsu on it, additional bangs and using Attack Actions can both allow the user to use the skill additional times. If a hybrid skill specifies that shinsu must be used, if it is not used as a magical skill, it will be treated as though the maximum possible amount of shinsu the character could innately use was used on it. If an effect would affect the hybrid skill in any way, i.e. skill negation, the effect must be able to affect both types of skills otherwise it will have no effect on the hybrid skill.
Items
Items are objects which players can pick up and interact with. All items have a weight value indicated at the side of the item’s name. A character can only carry a number of items with weight equal to or lower than their inventory space (5 + 1/5x attack). A character must be carrying an item for it to be considered wielded. If an item is stored or has been dropped, a character must use their Attack Action to pick up the item. Dropping an item does not use any action.
Items may have attack, hp, and speed values, and may have skills. Items with stats and skills must act on their own turn, items without a speed stat can act on their controller’s turn. Items with stats follow the same stat rules as with characters, except when an item drops to 0hp, it becomes broken and cannot be revived through restoring its hp. Broken items must be repaired at a Workshop or similar facility. Items which possess skills can only use 1 skill per turn by default.
Items with stats must be deployed at the start of the battle, otherwise they will be treated as stored in one’s inventory and will require a character to use their Attack Action to deploy them.
Special Examples:
Lighthouse – Any character using a lighthouse must be capable of controlling one or more lighthouses. Whenever a single lighthouses uses a skill, any number of lighthouses being controlled by the same character in the same area as that lighthouse can contribute to that skill. All lighthouses contributing to a skill are treated as if they had used a skill for the turn. Lighthouses can use skills on their controller’s turn instead of on their own turns. Lighthouses can be treated as computers, it is possible to search for information on them and to connect with or locate other machines with them.
Observer – Observers can use skills on their controller’s turn instead of on their own turns. Observers can be treated as cameras, and have photograph and video/audio recording functions. Observers can be used to check the stats of any entity, and can be used to see in the dark.
[F grade - 250 total stats, E grade - 500 total stats, D grade - 1,000 total stats, C grade - 3,000 total stats, B grade - 10,000 total stats, A grade - indefinite total stats]
Weapons
Weapons are items which either set a character’s attack to a specific value, or grant a character additional attack. A weapon’s attack power is equal to the attack power that a weapon sets a character to, or equal to the amount of additional attack a weapon grants. Weapons which are more powerful when thrown have higher attack power, while weapons which are more powerful at close range have lower attack power. Whenever a character attacks with a weapon, they deal damage based on the attack power of the weapon instead of their own attack. A character wielding a weapon can still attack normally, dealing damage equal to their own attack. Characters can only wield 1 weapon at a time. All weapons deal physical damage by default.
Special Examples:
Ignition Weapons – Weapons with the ability to Ignite once per battle with a massive gamechanging effect.
Spirit Weapons – Similar to ignition weapons, spirit weapons can be evoked once per battle, and can be evoked at the start of the turn ignoring speed priority.
Miscellaneous Combat Effects
Dodging – Dodging is a special action which can be taken when a character is targeted with any attack or skill. Dodging an attack or skill negates all damage and all effects of 1 instance of damage in that attack or skill. If there are multiple instances of damage in an attack or skill, and an effect indicates that the entire attack or skill must be dodged, the entity dodging gains dodges equal to the number of instances of damage or non-damaging effects in that attack or skill that can be used to dodge that attack or skill, dodges gained this way do not persist beyond the action they were gained in. Projectiles such as thrown weapons can be dodged, but other actions such as grabs cannot be dodged. Attack Actions and Move Actions cannot be used to dodge.
Blocking – Blocking is a special action which can be taken when a character is targeted with any attack or skill. Blocking halves the damage taken from the attack or skill, rounded up, by default. Actions or skills which do not directly deal damage cannot be blocked, i.e. the damage taken after being thrown and hitting the ground cannot be blocked. If there are multiple instances of damage in an attack or skill, and an effect indicates that the entire attack or skill must be blocked, the entity blocking gains blocks equal to the number of instances of damage in that attack or skill that can be used to block that attack or skill, blocks gained this way do not persist beyond the action they were gained in. Attack Actions and Move Actions cannot be used to block.
Resisting – Resisting is a special action which can be taken before any action or skill. Resisting decreases the damage dealt by the next attack or skill a character would receive by 1, and negates all abnormal status conditions the attack or skill would have inflicted. If there are multiple instances of abnormal status conditions in an attack or skill that is resisted, all instances of abnormal status conditions are negated, but instances of damage beyond the first are not reduced. Attack Actions and Move Actions cannot be used to resist.
Buffs – Buffs are effects from skills and items which increase a character’s stats or grant them benefits such as the ability to use additional attacks, skills, actions, etc. If a single item or skill grants multiple effects to a single character, those effects are all part of the same buff. If a single item or skill grants multiple effects among different characters, those effects are each separate buffs. If an effect has both beneficial and detrimental effects, as long as the effect has at least one beneficial effect, it is considered a buff. Whenever a buff is removed, all effects of that buff are removed, including detrimental effects.
Debuffs – Debuffs are effects from skills and items which decrease a character’s stats or grant them detrimental effects, but are not given proper names as abnormal status conditions. If a single item or skill grants multiple effects to a single character, those effects are all part of the same debuff. If a single item or skill grants multiple effects among different characters, those effects are each separate debuffs. If an effect has any beneficial effects, it is not considered a debuff. Debuffs cannot be removed by effects that remove abnormal status conditions, debuffs cannot be negated by effects that negate abnormal status conditions, and vice versa. Whenever a debuff is removed, all effects of that debuff are removed.
Influence – A character can exert influence over another entity by afflicting it with buffs, debuffs, or statuses. The level of influence a character has over an entity is determined by the number of different buffs, debuffs, or statuses that entity is afflicted with by that character. Effects that interact with influences interact with all buffs, debuffs, and statuses afflicted on the specified entity. Influence level does not have any effect on gameplay, but may be referenced by specific skills/items or during tests and events.
Invisibility – An invisible character or object cannot be seen or targeted by actions and skills. An invisible character’s actions and skills cannot be dodged, blocked, resisted, or reacted to. Attacks made by, or skills used from an invisible object cannot be blocked, dodged, resisted, or reacted to. If an action is made by an invisible character using a visible object, that action is not considered invisible. If a skill is used by an invisible character using a visible object, that skill is not considered invisible. If an attack or skill is used by a visible character but uses an invisible object, that attack or skill is considered invisible.
Intangibility – An intangible character or object is treated as though they do not exist. Other characters and objects cannot interact with or affect them. Actions, skills, items, and environmental effects do not affect them. The intangible character or object similarly cannot interact with or affect any tangible characters or objects. Intangible characters cannot perform actions, use skills, or use items. Intangible characters can still use Move Actions to move.
Abnormal Status Conditions – Status conditions are lasting effects that can be inflicted on characters. Status conditions take effect at the end of each turn for a number of turns. Status conditions can stack a number of times as indicated, otherwise they do not stack. Whenever the same abnormal status condition is inflicted on a character and that status condition stacks, the number of turns which the status condition lasts is reset. The numbers and stacks for abnormal status conditions can be adjusted to scale better for the earlygame, midgame, or lategame.
Poison: -1hp per turn for 5 turns, stacks 10 times
Bleeding: -3hp per turn for 3 turns, stacks 3 times
Burning: -2hp per turn and taking 5 more damage for 3 turns, stacks 3 times
Paralysis: -5spd for 3 turns, stacks 5 times
Frozen: speed is set to 0 for 3 turns, does not stack
Stunned: the character’s next turn is skipped, does not stack
Decay: -5atk for 3 turns, stacks indefinitely
Cursed: -1atk, spd, and shi for 5 turns, stacks indefinitely
Disarmed: halved atk for 3 turns, stacks 3 times
Crippled: halved spd for 3 turns, stacks 3 times
Exhaustion: -10hp per turn and the character’s next turn is skipped, stacks indefinitely
Corrosion: -5hp per turn and -5atk and spd for 3 turns, destroys weapons and items within 1 grade when inflicted,
stacks 3 times
Suffocation: -25% max hp per turn and cannot use skills for 1 turn, stacks 4 times (additional stacks increase duration)
Immolation: -3hp per turn and taking doubled damage for 3 turns, stacks 3 times
Petrification: cannot move or take action and taking 100 less damage for 3 turns, does not stack
Asphyxiation: halved atk, spd, and shi for 3 turns, does not stack
Sealed: cannot use skills for 3 turns, does not stack
Suppressed: cannot use physical skills for 3 turns, does not stack
Drained: cannot use magical skills for 3 turns, does not stack
Pacified: cannot attack for 3 turns, does not stack
Blinded: moves and attacks randomly for 3 turns, does not stack
Dementia: changes alignments for 3 turns, does not stack
Corruption: -10hp per turn, -10atk, spd, and shi, and cannot use skills for 5 turns, stacks indefinitely
Action Timing and Instances
Each effect that deals damage counts as a separate instance of damage. Separate instances of damage count as dealing damage multiple times, effects that increase or decrease damage dealt apply separately for each instance of damage. Separate instances of damage can trigger effects that trigger upon taking or dealing damage multiple times corresponding to the number of instances of damage.
Each non-damaging effect counts as a separate instance if repeated or distributed. Separate non-damaging effects can count as applying multiple influences, and can trigger multiple effects that trigger upon non-damaging effects being applied corresponding to the number of non-damaging effects applied.
Whenever an entity uses an Attack Action to attack, a Move Action to move, performs an attack, uses a skill, or activates an item effect, this is treated as a separate action in combat. At the beginning of each action, effects that would trigger upon performing the action trigger followed by effects that that would trigger due to the action. At the end of each action, entities that would be destroyed by that action or effects that triggered due to that action are destroyed, and entities that would be ko’d or killed due to that action or effects that triggered due to that action are ko’d or killed. After that, effects that would trigger at the end of an action trigger, followed by effects that would trigger due to the action ending. Effects that would trigger at any point in an action do not cause additional actions to be created.
Actions that are performed in response to other actions are not treated as the same action, and create an additional action in combat. Special actions such as dodging, blocking, or resisting do not count as separate actions and do not create an additional action in combat. Entities with multiple layers such as barriers or armor inventories cannot have more than 1 layer broken in the duration of a single action.
Shinsu Density
In certain areas within the Tower, characters may encounter areas with high shinsu density. These areas become more and more common the further up the Tower a character goes. When shinsu density reaches certain levels, various effects will be applied to all entities within that area. All effects of lower levels of shinsu density are also applied at a higher level of shinsu density. At the end of each turn, if a character in an area with high shinsu density has lost shinsu, they can absorb 10 shinsu from the area and lower the level of shinsu density by 1, then that character regains 10 shinsu.
Characters which have a skill named "Shinsu Resistance" are unaffected by the effects of shinsu density at levels equal to or less than their shinsu resistance level.
Level 5 – Characters lose hp equal to the shinsu density level at the end of each turn
Level 10 – Weapons that are not needles, swords, spears, and hooks deal halved damage
Level 15 – Characters lose the ability to take positions
Level 20 – Magical skills are treated as though 10 less shinsu was used on them
Level 25 – Characters lose attack and speed equal to the shinsu density level
Level 30 – Weapons and items that are not needles, swords, spears, and hooks deal 0 damage and cease to function
Level 40 – Environmental effects are negated, magical skills are treated as though 30 less shinsu was used on them, and physical attacks and skills deal halved damage
Level 50 – All entities lose the ability to move and take action
Ascension
After advancing to specific floors in the Tower, characters can advance to the next rank and will be able to receive special benefits in Contracts with the Guardian or Unlocking Potential. Irregulars cannot make Contracts with the Guardian, but all characters can have their Potential Unlocked.
Contract with the Guardian - Making a contract with the guardian grants a single permanent benefit for a character. These benefits 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 (i.e. Family limitations)
A powerful Contract Skill
The ability to create and use Spells
Unlocking Potential - When a character has their potential unlocked, they are granted a single permanent benefit, similar to the Contract with the Guardian. These benefits include:
The ability to use +5 maximum shinsu on magical skills and effects (max. 30)
The removal of a limitation or curse
A powerful Unique Skill
The ability to create and use Spells
Split Second Battles
When fighting entities far more powerful than what a character can normally fight, a split second battle will occur. Split second battles can be fought optionally against entities of a similar power level.
During split second battles, each character will only be able to perform a limited number of actions each turn, i.e. attack, grab, throw, use a skill, use an item, etc. If a magical skill is used, the same magical skill can be used a second time without consuming an additional action. Reactions will always count towards the action limit, even if the action would not normally count towards it (i.e. moving does not count as an action, but reacting by moving counts as an action). Certain special actions will not count towards the action limit the first time they are performed in a turn, such as moving, dodging, blocking, resisting, skills that trigger at certain times, and abilities used through passive skills. While normal battles are fought within 5 second turns, in split second battles each turn occurs within the span of 0.1 seconds, therefore there will be no time to strategize or speak.
The number of actions each character receives will depend on that character's rank. Non-character entities who are unranked will always receive 1 action. F to D rank regulars have 1 action by default. C rank regulars have 2 actions by default. B rank regulars have 3 actions by default. A rank regulars have 4 actions by default. Rankers have 5 actions by default. High rankers have 10 actions by default.
The number of actions characters receive may be adjusted based on the strength of the enemy, especially if the enemy is a Family Head.
The Tower is a combat focused rpg based on elements from the webcomic Tower of God. Players participate as Chosen Regulars who advance from floor to floor, passing tests given on each floor to determine whether nor not they are worthy of climbing. There are 134 floors in total, and upon reaching the top, the player becomes a Ranker and gains anything they want as a reward. The Tower is played in 2 different phases, Free Time and Test Time. During Free Time, players are free to explore the floor and spend activities to perform various actions to increase their stats, upgrade skills and items, etc. During Test Time, all players typically gather to participate in a special game on the floor to pass on to the next floor. Failing a Test means that the player will not advance to the next floor, and is disqualified from the game.
Combat
Combat is turn-based, with each participating member sending their actions in turn order. Turn order is determined based on speed. In the case of a speed tie, the player always has priority, otherwise the priority will be determined randomly. On each turn, every character gains one Attack Action and one Move Action. A character can use their Attack Action to attack another character at Close Range (within 1 meter), and can use their Move Action to move a distance equal to their speed. These actions can be performed in any order, i.e. you can move, attack, then move again as long as the distance you move is not greater than your speed. All attacks inflict physical damage by default.
Attack Actions can be used to perform other physical actions such as Grabbing and Throwing other characters and items. If a character is grabbed by another character, that character must contest the grab with a higher atk to break free. If an item a character is holding is grabbed by another character, that character must contest to grab with a higher atk, otherwise their item will be taken from them. Any character which is grabbed will take halved damage from the grabber. Grabbed characters cannot move or dodge, and other characters cannot take damage for them at close range. At the end of each turn, if a character has not broken out of the grab, the attack requirement for breaking out will be lowered by the grabbed character's attack.
Thrown items will travel a distance equal to the thrower’s atk, if the item hits another character it will deal physical damage to them equal to the item’s attack power (if the item has no attack power, it deals damage equal to its weight instead). Thrown characters will travel a distance equal to the difference between the thrower’s atk and the character’s atk. If a willing character is thrown, that character will travel a distance equal to the thrower’s atk instead. A character must first be grabbed before they can be thrown. All thrown characters will take damage equal to the difference between the thrower’s atk and the character’s atk if the thrower’s atk is higher, when the character impacts a solid surface.
During combat, characters can react to certain actions by acting in response to them. Any character can react to an attack or skill targeting another character at Close Range by redirecting that attack or skill to themselves. As long as both characters are at Close Range, this can be done any number of times.
Stats
A character's stats describe their capabilities in terms of numbers. A character can only possess 5 different types of stats, and cannot acquire more different types of stats when they already have 5.
Attack (atk) – How much damage is dealt when a character attacks, and a character’s carrying capacity. A character’s inventory space is equal to 5 + 1/5th of that character’s attack, rounded down. If a character’s attack is reduced to 0 or below, that character immediately drops all weapons they are wielding and all items they are carrying. A character with 0 attack or below cannot wield weapons or carry items.
Health (hp) – How much damage a character can take before being knocked out. Once a character reaches 0hp or below, they will be knocked out and cannot move or act. When a character is knocked out, all debuffs and abnormal status conditions are removed from them. When a character’s hp is restored from 0 or below, that character is revived, all of their shinsu is restored, and all of their skill cooldowns are reset to 0. A character who has been revived cannot move or act until the next turn. Characters do not recover health between battles, but they will recover all of their health at the start of each Free Time. The first time a character is dropped to 0hp or below while they are alive, they can only be knocked out. After a character has been knocked out, if they receive damage equal to their maximum hp, they will die.
Speed (spd) – How fast a character moves and how fast a character acts in combat. Speed can be divided into Movement Speed and Priority Speed. Movement Speed affects the distance a character can travel when moving. Priority Speed affects what place a character moves in turn order. Effects that increase or decrease one type of speed do not affect the other. Effects that increase or decrease the speed stat affect both. When a character’s speed is reduced to 0 or below, that character collapses on the ground and can no longer move or dodge. A character with 0 speed or below cannot react to other actions or skills.
Shinsu (shi) – A character’s magical capabilities. Characters must unlock Shinsu Control to gain the ability to increase their shinsu stat. At each multiple of 10 shinsu beyond the first, a character gains the ability to use an additional magical skill per turn (i.e. 1-19 = 1 magical skill per turn, 20-29 = 2 magical skills per turn, 30-39 = 3 magical skills per turn, etc). A maximum of 10 magical skills per turn can be gained from increasing shinsu.
Crystal (CRY) – A character’s affinity with divine forces. Characters must collude with a Divine Entity to gain the ability to increase their CRY.
Psychic (PSI) – A character’s miscellaneous supernatural abilities. At the end of each turn, a character recovers PSI equal to 1/10th of their base psychic stat, rounded down. (Not available yet for players)
Martial (KI) – A character’s attunement with their life energy. At the end of each turn, a character recovers KI equal to 1/10th of their base martial stat, rounded down. (Not available yet for players)
Unknown (UNK) - Unknowable knowledge and incomprehensible abilities that a character has obtained. At the end of each turn, a character recovers all UNK used during the turn. (Unavailable)
Transcendence (TRA) - A character's power that exceeds the mortal realm and enters the realm of the divine and all powerful. TRA does not recover until the end of the battle. (Unavailable)
Oblivion (OBV) - A character's ability to erase anything and everything from existence. OBV does not recover until the end of the battle. (Unavailable)
Eldritch (ELD) - A character's affinity with ancient powers that are lay dormant outside of any physical realm. At the end of each turn, if characters within the area have not lost enough stats to equal a character's ELD stat, all characters without ELD or CHO will randomly lose stats to compensate for the difference. Stats lost this way do not recover for the rest of the battle. At the end of each turn, a character recovers all ELD used during the turn. (Unavailable)
Comprehension (COM) - A character's ability to understand what happens around them. At the end of each turn, a character recovers COM equal to 1/10th their base COM stat, rounded down. (Unavailable)
Corruption (COR) – The extent to which a character has been corrupted by forces outside of their comprehension. COR does not recover until the end of the battle. (Unavailable)
Ethereal (ETH) – A character’s affinity with spiritual forces. (Unavailable)
Digital (DIG) – A character’s ability to interfere with information and the digital realm. DIG does not recover until the end of the battle. (Unavailable)
Chaos (CHO) – A character’s affinity with the primordial chaos from which all things originated. At the end of each turn, if characters within the area have not lost enough stats to equal a character's CHO stat, all characters without CHO will randomly lose stats to compensate for the difference. Stats lost this way do not recover for the rest of the battle. At the end of each turn, a character recovers all CHO used during the turn. (Unavailable)
Positions
Before combat begins, each character may choose to take a position. Positions provide a variety of benefits to the characters who take them. Taking a position during combat if no position has been taken, or switching positions during combat will both require the character to do nothing else on the turn that they do so. Characters can only take 1 position at a time.
Standard Positions
Standard positions are positions that any character can use without any prerequisites.
Fisherman – The frontal position of subduing enemies and the primary attacker of the team.
Gain 1 additional attack per turn. Take halved damage from physical sources. Half the character’s attack is added to the damage dealt when attacking with a weapon at close range.
Spear Bearer – The back position of sniping enemies with projectiles.
Throwing distance is doubled. All ranged attacks, skills, and projectiles ignore damage reduction and deal piercing damage. All ranged attacks and skills, and throwing range have their range doubled.
Scout – An upfront position of probing enemy lines and exploring the darkness.
Movement speed is doubled. The ability to dodge once per turn. The ability to see in the dark and control a number of Observers equal to a character's rank (F = 2, E = 3, D = 4, etc).
Light Bearer – Analyzes data and directs the battle from above in a Lighthouse.
The ability to control a number of Lighthouses equal to a character’s rank (F = 3, E = 4, D = 5, etc).
Wave Controller – Controls the flow of battle with powerful shinsu techniques.
Cooldowns for all magical skills are halved, rounded up. All physical attacks deal magical damage instead. The ability to use 1 additional magical skill per turn, and the ability to spend 5 additional shinsu on magical skills. The effects of this position are negated if you have 0 shinsu.
Special Positions
In order to unlock a special position, a character must first satisfy a set of prerequisites, or spend enough time training to unlock the position.
Guide – Using their ability to navigate paths, guides grant knowledge of various paths and can sometimes even predict the future.
The ability to see a character’s intent (what actions that character plans on taking that turn). The ability to read the flow of shinsu, determining how much shinsu is being used on any given magical skill. The ability to Avoid Fate once per turn, setting all damage from a single source to 1.
Defender – A position focused on defense and protecting others on the team.
Take halved damage from all attacks and skills. The ability to block attacks, halving damage taken; can only be done if the character does not attack on the same turn.
Anima – A position utilizing control of animals, summoning and commanding animals and divine sea creatures.
Half the character’s stats are added to all animals the character controls, rounded up. Cooldowns for all anima skills are halved, rounded up.
Magic Swordsman – A very generically powerful position that tries to do everything by itself.
+2 additional attacks per turn, take halved damage from all sources, all attacks deal magical damage and 1/2x your base shinsu is added to damage dealt
Quad Elemental Magician – A very generically powerful position that tries to do everything by itself.
+5 max controllable bangs, +10 shinsu cap, +30 shinsu resistance
Solo Fighter – A very generically powerful position that tries to do everything by itself.
The ability to wield 1 additional weapon, the ability to block 2 times per turn with any weapon reducing damage dealt by the weapon’s attack power, doubled movement speed, and the ability to react move once per turn (consumes a Move Action to instantly move a distance equal to your movement speed in response to any other attack or skill)
Skills
Skills do not consume a character’s Move Action or Attack Action, and can be used at any time during the turn and in any order. However, skills have their own sets of restrictions depending on the type of skill being used.
Passive – Passive skills are always in effect, unless a character is knocked out or has died.
Physical – A character can use 1 physical skill per turn, and can use Attack Actions to perform additional physical skills on each turn. Once a physical skill is used, a character must wait a number of turns equal to the physical skill’s cooldown before that physical skill can be used again. All physical skills deal physical damage by default. Physical skills are restricted to actions that a character can physically perform within a short amount of time.
Magical – Magical skills require shinsu to use. A character can use up to 10 shinsu on a magical skill, and cannot use less than 1 shinsu. The same magical skill can be used multiple times as long as enough shinsu is used on the skill. Once an amount of shinsu is used on a magical skill, that shinsu is consumed and becomes unavailable to use. After a number of turns equal to the magical skill’s cooldown, the amount of shinsu used on that skill will be restored. All magical skills deal magical damage by default. Magical skills have no restrictions to their effects.
Spell – A character must establish a Contract with the Guardian or an alternate method to unlock the ability to cast spells. Casting a spell can be done once per turn. Once a spell is cast, a character must wait a number of turns equal to the spell’s cooldown before that spell can be cast again. Spells must be cast on a character, object, or area, and there must be a condition that can be met for the spell’s effect to end. If two spells are cast on the same entity, the stronger or the most recent one will overwrite all previous spells. Any spell which deals damage deals magical damage by default.
Psychic – Psychic skills require PSI to use. A character can use 1 PSI to activate a psychic skill, then the psychic skill cannot be used again for the rest of the turn. More PSI can be consumed to enhance the effect of some psychic skills. After a number of turns equal to the psychic skill’s cooldown has passed, the psychic skill can be used again. A character can use up to 10 psychic skills per turn. All psychic skills deal magical damage by default. Psychic skills have no restrictions on their effects.
Martial – Martial skills require KI to use. A character can use 1 KI to activate a martial skill, and the same martial skill can be used multiple times each turn as long as the character has the KI necessary to activate it. More KI can be consumed to enhance the effect of some martial skills. A character can use any number of martial skills per turn, but each additional martial skill beyond the first costs 2x as much KI to use (the 2nd martial skill costs 2x KI, the 3rd martial skill costs 4x KI, the 4th martial skill costs 8x KI, etc). All martial skills deal physical damage by default. Martial skills are restricted to actions that a character can physically perform.
Unknown - Unknown skills can be activated and remain active until they are deactivated. Unknown skills can be activated and deactivated at any time, ignoring turn order. Only 1 unknown skill can be active at any time. Unknown skills require UNK to activate, and other characters cannot know any of an unknown skill's effects. After an unknown skill is deactivated, a number of turns equal to its cooldown must pass before it can be activated again. Any number of unknown skills can be activated per turn. All unknown skills deal physical damage by default.
Transcendent - Transcendent skills can be activated and remain active until they are deactivated. Transcendent skills can only be activated or deactivated on your turn, or at the start of any turn. Only 1 transcendent skill can be active at any time. Transcendent skills require TRA to activate. After a transcendent skill is activated, a number of turns equal to its cooldown must pass before it can be activated again. Only 1 transcendent skill can be activated per turn. All transcendent skills deal magical damage by default.
Oblivion - Oblivion skills erase all non-character entities and effects that would affect the skill in any way (anything that is erased by an oblivion skill is restored at the end of the battle). Oblivion skills require OBV to use. After a number of turns equal to the oblivion skill's cooldown has passed, the oblivion skill can be used again. A character can use up to 10 oblivion skills per turn. Damage dealt by oblivion skills have neither physical nor magical properties.
Eldritch - Eldritch skills can be used by spending a fixed percentage of a character's ELD, then the eldritch skill cannot be used again for the rest of the turn. After a number of turns pass equal to the cooldown of the eldritch skill, the eldritch skill can be used again. A character can use up to 4 eldritch skills per turn. All eldritch skills deal physical damage by default.
Comprehension - Comprehension skills require COM to use. A character can use the same comprehension skill multiple times in 1 turn as long as they possess enough COM to use the skill. A character can use any number of comprehension skills per turn. All comprehension skills deal magical damage by default.
Corruption - Corruption skills require COR to use. Whenever a character is struck by a Corruption skill, any 5th stat they possess is erased and replaced with COR instead, and all skills of that type that they possessed are transformed into Corruption type skills. Corruption skills function in the same way as the original skill type before they were corrupted. Corruption skills deal the same type of damage as the original skill type before it was corrupted.
Ethereal - Ethereal skills require ETH to use. A character can use any amount of ETH on an Ethereal skill. All ETH used this way cannot be regained, except through special means. Any number of Ethereal skills can be used in one turn, and the same Ethereal skill can be used multiple times as long as the user possesses enough ETH to activate the skill. Ethereal skills deal soul damage by default, damage reduction against "all sources" does not affect soul damage.
Digital - Digital skills can be activated and remain active until they are deactivated. Digital skills can only be activated or deactivated on your turn, or at the start of any turn. Any number of Digital skills can be active at the same time, and Digital skills require DIG to activate. After a Digital skill has been activated, a number of turns equal to its cooldown must pass before it can be activated again. Any number of Digital skills can be activated per turn, as long the user has enough DIG to activate them. All Digital skills deal magical damage by default.
Chaos – Chaos skills can be used by spending a fixed amount of a character's CHO, then the Chaos skill cannot be used again for the rest of the turn. After a number of turns pass equal to the cooldown of the Chaos skill, the Chaos skill can be used again. A character can use up to 10 Chaos skills per turn. All Chaos skills deal physical damage by default.
Crystal – Crystal skills require CRY to use. A character can use any amount of CRY on a crystal skill. All CRY used this way does not return, and can only be returned by praying to a Divine Entity. Any number of crystal skills can be used in one turn, and the same crystal skill can be used multiple times if enough CRY is used on it. Crystal skills deal crystal damage by default, damage reduction against "all sources" does not affect crystal damage. Crystal skills drain shinsu and are capable of negating magic.
Unique – Unique skills do not follow turn priority, and can be used at any time. Once a unique skill has been used, a character must wait a number of turns equal to the skill’s cooldown before it can be used again. Any number of unique skills can be used per turn. Unique skills which deal damage deal physical damage by default.
Contract – Identical to unique skills, but can only be acquired through a Contract with the Guardian.
Hybrid Skills - It is possible to combine two different types of skills to create a hybrid skill. Hybrid skills have the properties of both skill types it is composed of and can be used as either type of skill, but all of the same restrictions will apply. i.e. A hybrid Physical/Magical skill can be used 10 times per turn as a magical skill if shinsu is spent on it, and once per turn as a physical skill without spending shinsu on it, additional bangs and using Attack Actions can both allow the user to use the skill additional times. If a hybrid skill specifies that shinsu must be used, if it is not used as a magical skill, it will be treated as though the maximum possible amount of shinsu the character could innately use was used on it. If an effect would affect the hybrid skill in any way, i.e. skill negation, the effect must be able to affect both types of skills otherwise it will have no effect on the hybrid skill.
Items
Items are objects which players can pick up and interact with. All items have a weight value indicated at the side of the item’s name. A character can only carry a number of items with weight equal to or lower than their inventory space (5 + 1/5x attack). A character must be carrying an item for it to be considered wielded. If an item is stored or has been dropped, a character must use their Attack Action to pick up the item. Dropping an item does not use any action.
Items may have attack, hp, and speed values, and may have skills. Items with stats and skills must act on their own turn, items without a speed stat can act on their controller’s turn. Items with stats follow the same stat rules as with characters, except when an item drops to 0hp, it becomes broken and cannot be revived through restoring its hp. Broken items must be repaired at a Workshop or similar facility. Items which possess skills can only use 1 skill per turn by default.
Items with stats must be deployed at the start of the battle, otherwise they will be treated as stored in one’s inventory and will require a character to use their Attack Action to deploy them.
Special Examples:
Lighthouse – Any character using a lighthouse must be capable of controlling one or more lighthouses. Whenever a single lighthouses uses a skill, any number of lighthouses being controlled by the same character in the same area as that lighthouse can contribute to that skill. All lighthouses contributing to a skill are treated as if they had used a skill for the turn. Lighthouses can use skills on their controller’s turn instead of on their own turns. Lighthouses can be treated as computers, it is possible to search for information on them and to connect with or locate other machines with them.
Observer – Observers can use skills on their controller’s turn instead of on their own turns. Observers can be treated as cameras, and have photograph and video/audio recording functions. Observers can be used to check the stats of any entity, and can be used to see in the dark.
[F grade - 250 total stats, E grade - 500 total stats, D grade - 1,000 total stats, C grade - 3,000 total stats, B grade - 10,000 total stats, A grade - indefinite total stats]
Weapons
Weapons are items which either set a character’s attack to a specific value, or grant a character additional attack. A weapon’s attack power is equal to the attack power that a weapon sets a character to, or equal to the amount of additional attack a weapon grants. Weapons which are more powerful when thrown have higher attack power, while weapons which are more powerful at close range have lower attack power. Whenever a character attacks with a weapon, they deal damage based on the attack power of the weapon instead of their own attack. A character wielding a weapon can still attack normally, dealing damage equal to their own attack. Characters can only wield 1 weapon at a time. All weapons deal physical damage by default.
Special Examples:
Ignition Weapons – Weapons with the ability to Ignite once per battle with a massive gamechanging effect.
Spirit Weapons – Similar to ignition weapons, spirit weapons can be evoked once per battle, and can be evoked at the start of the turn ignoring speed priority.
Miscellaneous Combat Effects
Dodging – Dodging is a special action which can be taken when a character is targeted with any attack or skill. Dodging an attack or skill negates all damage and all effects of 1 instance of damage in that attack or skill. If there are multiple instances of damage in an attack or skill, and an effect indicates that the entire attack or skill must be dodged, the entity dodging gains dodges equal to the number of instances of damage or non-damaging effects in that attack or skill that can be used to dodge that attack or skill, dodges gained this way do not persist beyond the action they were gained in. Projectiles such as thrown weapons can be dodged, but other actions such as grabs cannot be dodged. Attack Actions and Move Actions cannot be used to dodge.
Blocking – Blocking is a special action which can be taken when a character is targeted with any attack or skill. Blocking halves the damage taken from the attack or skill, rounded up, by default. Actions or skills which do not directly deal damage cannot be blocked, i.e. the damage taken after being thrown and hitting the ground cannot be blocked. If there are multiple instances of damage in an attack or skill, and an effect indicates that the entire attack or skill must be blocked, the entity blocking gains blocks equal to the number of instances of damage in that attack or skill that can be used to block that attack or skill, blocks gained this way do not persist beyond the action they were gained in. Attack Actions and Move Actions cannot be used to block.
Resisting – Resisting is a special action which can be taken before any action or skill. Resisting decreases the damage dealt by the next attack or skill a character would receive by 1, and negates all abnormal status conditions the attack or skill would have inflicted. If there are multiple instances of abnormal status conditions in an attack or skill that is resisted, all instances of abnormal status conditions are negated, but instances of damage beyond the first are not reduced. Attack Actions and Move Actions cannot be used to resist.
Buffs – Buffs are effects from skills and items which increase a character’s stats or grant them benefits such as the ability to use additional attacks, skills, actions, etc. If a single item or skill grants multiple effects to a single character, those effects are all part of the same buff. If a single item or skill grants multiple effects among different characters, those effects are each separate buffs. If an effect has both beneficial and detrimental effects, as long as the effect has at least one beneficial effect, it is considered a buff. Whenever a buff is removed, all effects of that buff are removed, including detrimental effects.
Debuffs – Debuffs are effects from skills and items which decrease a character’s stats or grant them detrimental effects, but are not given proper names as abnormal status conditions. If a single item or skill grants multiple effects to a single character, those effects are all part of the same debuff. If a single item or skill grants multiple effects among different characters, those effects are each separate debuffs. If an effect has any beneficial effects, it is not considered a debuff. Debuffs cannot be removed by effects that remove abnormal status conditions, debuffs cannot be negated by effects that negate abnormal status conditions, and vice versa. Whenever a debuff is removed, all effects of that debuff are removed.
Influence – A character can exert influence over another entity by afflicting it with buffs, debuffs, or statuses. The level of influence a character has over an entity is determined by the number of different buffs, debuffs, or statuses that entity is afflicted with by that character. Effects that interact with influences interact with all buffs, debuffs, and statuses afflicted on the specified entity. Influence level does not have any effect on gameplay, but may be referenced by specific skills/items or during tests and events.
Invisibility – An invisible character or object cannot be seen or targeted by actions and skills. An invisible character’s actions and skills cannot be dodged, blocked, resisted, or reacted to. Attacks made by, or skills used from an invisible object cannot be blocked, dodged, resisted, or reacted to. If an action is made by an invisible character using a visible object, that action is not considered invisible. If a skill is used by an invisible character using a visible object, that skill is not considered invisible. If an attack or skill is used by a visible character but uses an invisible object, that attack or skill is considered invisible.
Intangibility – An intangible character or object is treated as though they do not exist. Other characters and objects cannot interact with or affect them. Actions, skills, items, and environmental effects do not affect them. The intangible character or object similarly cannot interact with or affect any tangible characters or objects. Intangible characters cannot perform actions, use skills, or use items. Intangible characters can still use Move Actions to move.
Abnormal Status Conditions – Status conditions are lasting effects that can be inflicted on characters. Status conditions take effect at the end of each turn for a number of turns. Status conditions can stack a number of times as indicated, otherwise they do not stack. Whenever the same abnormal status condition is inflicted on a character and that status condition stacks, the number of turns which the status condition lasts is reset. The numbers and stacks for abnormal status conditions can be adjusted to scale better for the earlygame, midgame, or lategame.
Poison: -1hp per turn for 5 turns, stacks 10 times
Bleeding: -3hp per turn for 3 turns, stacks 3 times
Burning: -2hp per turn and taking 5 more damage for 3 turns, stacks 3 times
Paralysis: -5spd for 3 turns, stacks 5 times
Frozen: speed is set to 0 for 3 turns, does not stack
Stunned: the character’s next turn is skipped, does not stack
Decay: -5atk for 3 turns, stacks indefinitely
Cursed: -1atk, spd, and shi for 5 turns, stacks indefinitely
Disarmed: halved atk for 3 turns, stacks 3 times
Crippled: halved spd for 3 turns, stacks 3 times
Exhaustion: -10hp per turn and the character’s next turn is skipped, stacks indefinitely
Corrosion: -5hp per turn and -5atk and spd for 3 turns, destroys weapons and items within 1 grade when inflicted,
stacks 3 times
Suffocation: -25% max hp per turn and cannot use skills for 1 turn, stacks 4 times (additional stacks increase duration)
Immolation: -3hp per turn and taking doubled damage for 3 turns, stacks 3 times
Petrification: cannot move or take action and taking 100 less damage for 3 turns, does not stack
Asphyxiation: halved atk, spd, and shi for 3 turns, does not stack
Sealed: cannot use skills for 3 turns, does not stack
Suppressed: cannot use physical skills for 3 turns, does not stack
Drained: cannot use magical skills for 3 turns, does not stack
Pacified: cannot attack for 3 turns, does not stack
Blinded: moves and attacks randomly for 3 turns, does not stack
Dementia: changes alignments for 3 turns, does not stack
Corruption: -10hp per turn, -10atk, spd, and shi, and cannot use skills for 5 turns, stacks indefinitely
Action Timing and Instances
Each effect that deals damage counts as a separate instance of damage. Separate instances of damage count as dealing damage multiple times, effects that increase or decrease damage dealt apply separately for each instance of damage. Separate instances of damage can trigger effects that trigger upon taking or dealing damage multiple times corresponding to the number of instances of damage.
Each non-damaging effect counts as a separate instance if repeated or distributed. Separate non-damaging effects can count as applying multiple influences, and can trigger multiple effects that trigger upon non-damaging effects being applied corresponding to the number of non-damaging effects applied.
Whenever an entity uses an Attack Action to attack, a Move Action to move, performs an attack, uses a skill, or activates an item effect, this is treated as a separate action in combat. At the beginning of each action, effects that would trigger upon performing the action trigger followed by effects that that would trigger due to the action. At the end of each action, entities that would be destroyed by that action or effects that triggered due to that action are destroyed, and entities that would be ko’d or killed due to that action or effects that triggered due to that action are ko’d or killed. After that, effects that would trigger at the end of an action trigger, followed by effects that would trigger due to the action ending. Effects that would trigger at any point in an action do not cause additional actions to be created.
Actions that are performed in response to other actions are not treated as the same action, and create an additional action in combat. Special actions such as dodging, blocking, or resisting do not count as separate actions and do not create an additional action in combat. Entities with multiple layers such as barriers or armor inventories cannot have more than 1 layer broken in the duration of a single action.
Shinsu Density
In certain areas within the Tower, characters may encounter areas with high shinsu density. These areas become more and more common the further up the Tower a character goes. When shinsu density reaches certain levels, various effects will be applied to all entities within that area. All effects of lower levels of shinsu density are also applied at a higher level of shinsu density. At the end of each turn, if a character in an area with high shinsu density has lost shinsu, they can absorb 10 shinsu from the area and lower the level of shinsu density by 1, then that character regains 10 shinsu.
Characters which have a skill named "Shinsu Resistance" are unaffected by the effects of shinsu density at levels equal to or less than their shinsu resistance level.
Level 5 – Characters lose hp equal to the shinsu density level at the end of each turn
Level 10 – Weapons that are not needles, swords, spears, and hooks deal halved damage
Level 15 – Characters lose the ability to take positions
Level 20 – Magical skills are treated as though 10 less shinsu was used on them
Level 25 – Characters lose attack and speed equal to the shinsu density level
Level 30 – Weapons and items that are not needles, swords, spears, and hooks deal 0 damage and cease to function
Level 40 – Environmental effects are negated, magical skills are treated as though 30 less shinsu was used on them, and physical attacks and skills deal halved damage
Level 50 – All entities lose the ability to move and take action
Ascension
After advancing to specific floors in the Tower, characters can advance to the next rank and will be able to receive special benefits in Contracts with the Guardian or Unlocking Potential. Irregulars cannot make Contracts with the Guardian, but all characters can have their Potential Unlocked.
Contract with the Guardian - Making a contract with the guardian grants a single permanent benefit for a character. These benefits 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 (i.e. Family limitations)
A powerful Contract Skill
The ability to create and use Spells
Unlocking Potential - When a character has their potential unlocked, they are granted a single permanent benefit, similar to the Contract with the Guardian. These benefits include:
The ability to use +5 maximum shinsu on magical skills and effects (max. 30)
The removal of a limitation or curse
A powerful Unique Skill
The ability to create and use Spells
Split Second Battles
When fighting entities far more powerful than what a character can normally fight, a split second battle will occur. Split second battles can be fought optionally against entities of a similar power level.
During split second battles, each character will only be able to perform a limited number of actions each turn, i.e. attack, grab, throw, use a skill, use an item, etc. If a magical skill is used, the same magical skill can be used a second time without consuming an additional action. Reactions will always count towards the action limit, even if the action would not normally count towards it (i.e. moving does not count as an action, but reacting by moving counts as an action). Certain special actions will not count towards the action limit the first time they are performed in a turn, such as moving, dodging, blocking, resisting, skills that trigger at certain times, and abilities used through passive skills. While normal battles are fought within 5 second turns, in split second battles each turn occurs within the span of 0.1 seconds, therefore there will be no time to strategize or speak.
The number of actions each character receives will depend on that character's rank. Non-character entities who are unranked will always receive 1 action. F to D rank regulars have 1 action by default. C rank regulars have 2 actions by default. B rank regulars have 3 actions by default. A rank regulars have 4 actions by default. Rankers have 5 actions by default. High rankers have 10 actions by default.
The number of actions characters receive may be adjusted based on the strength of the enemy, especially if the enemy is a Family Head.