Season Zobo Rules
Apr 19, 2020 7:18:24 GMT -8
Post by The City [EclipseZwolf] on Apr 19, 2020 7:18:24 GMT -8
Season Zobo Rules
Welcome to the Rules! This page goes over the systems in use within Season Zobo.
Player Stats
There are four stats that all players have. Each of these ranges from 10 to 110. This number will be used in more specific calculations, but each stat will also have a level based on how high the stat is. The range for the stats is as follows
- Level 1 = 10-30
- Level 2 = 30-50
- Level 3 = 50-70
- Level 4 = 70-90
- Level 5 = 90-110
The combined level of your stats will determine your character level. So adding all your stats together and dividing by four will give you your Character Level based on the above number splits. Stats that rise above 110 will become EX stats and have different effects. You will suffer sanity damage when you encounter a monster above your level as you attempt to keep your cool.
- Fortitude: Your physical might/durability. Determines your HP(Health Points) and success rate when working on physical tasks.
- Prudence: Your mental strength. Determines your SP(Sanity Points) and your success rate when working on mental tasks.
- Temperance: Your emotional strength. Determines your general Work success rate and specifically your success rate for social tasks.
- Justice: Your fervor to move forward. Determines how many actions(Move/Attack) you get per turn of combat
To quickly dive into each stat and how it determines the other items.
- Fortitude
○ Your Fortitude(10 - 110) converts exactly to your HP. 34 Fortitude = 34 HP.
○ Physical Success modifier is based on Fortitude level. So if your Fortitude is Level 3 you would get +3 to any die roll on physical tasks.
○ Your HP is your health and is affected by Red, Black, and Pale Damage types. If it hits 0, you die.
- Prudence
○ Your Prudence(10 - 110) converts exactly to your SP. 34 Prudence = 34 SP.
○ Mental Success modifier is based on Prudence level. So if your Prudence is Level 3 you would get +3 to any die roll on mental tasks
○ Your SP is your sanity and is affected by White and Black Damage types. If it hits 0, you go insane.
- Temperance
○ Your Temperance(10-110) converts into your general success rate for all die roll interactions. Specifically you get your Temperance level added to any die roll.
○ Social Success modifier is based on Temperance level. So if your Temperance is Level 3 you would get +3 to any die roll on social tasks.
- Justice
○ Your Justice(10-110) converts into how many actions you get in combat per turn. You can take AT MOST 5 of any one action a turn by default.
§ 10-30: 2 Actions
§ 30-40: 3 Actions
§ 40-50: 4 Actions
§ 50-60: 5 Actions
§ 60-70: 6 Actions(Max Atk or Mov per turn 5)
§ 70-80: 7 Actions(Max Atk or Mov per turn 5)
§ 80-90: 8 Actions(Max Atk or Mov per turn 5)
§ 90-100: 9 Actions(Max Atk or Mov per turn 5)
§ 100-110: 10 Actions(Max Atk or Mov per turn 5)
The Battle System
This particular battle system is named after the season, the Zobo system. Combat operates on a grid and moves in a turn by turn format. Instead of each character having their own turn, everyone gets to perform a set number of actions at the same time each overall turn.
Combat Actions
In Combat, you will PM the mastermind a list of actions from this list for your turn. The number of actions you get per turn is based on your JUSTICE stat and any special modifiers. Anything in [] is a variable you fill in. Directions are Up Down Left Right and are in regards to the eye in the sky map view provided by the MM.
- Basic Moves - These are moves all players have access too
in combat.
○ Attack [Direction] :: Causes you to Attack in the specified direction with your current weapon
○ Move [Direction] :: Causes you to Move one grid space in the specified direction.
○ Delay [X] :: Causes you to take no Action. You may Delay as much as you like, but if everyone Delay's, Wind's Up, and/or are out of actions then the Turn Ends, regardless of whether you had actions left! So delay for the perfect moment, but don't hold for too long!
○ Wind Up [X] :: (Used Exclusively with Slow Weapons) :: You wind up your weapon in preparation to attack. These store wind up charges that are expended when you attack. This is treated like a Delay and will not prevent the turn from ending.
○ Flurry [X] [Direction] :: (Used Exclusively with Fast Weapons) :: You expend X of your attack actions in a single action, allowing you to land multiple hits at once.
- Special Moves - There are actions outside the basic five in combat. These are not generally available and become accessible when equipped with certain weapons or gear or unlocked via death.
○ [Will be revealed as they are unlocked]
The Grid
- Each battleground will have an associated grid size based on the location. (EX: 10x10, 20x20, etc)
- Each Grid space can be occupied by one of the following:
○ One or More players[Up to 4 Players may stack on a space]
○ One Monster or its parts[Monsters may take up multiple grid spaces if large enough]
○ Debris[Rubble or general blockades. Can be attacked and Destroyed]
○ Structural Items[Larger parts of the overall construction. Only destructible by extreme impact]
Flow of Combat
- Combat Starts with everyone being placed on the grid. Once placed combat moves to the 'Start of Turn'
§ Grid Placement: Typically people will start stacked up by the entrance they arrived in, but in larger boss encounters players will have some options on where they can be at the start of a fight.
- Start of Turn
○ Mastermind will Queue up Enemy Movement and Attacks[hidden from players]
§ The mastermind may indicate 'tells' from the monster when doing this as a way for players to predict the monsters attacks!
○ Players will PM the mastermind with how they use their Moves and Attacks for the turn.
§ EX: Bob calculated his Moves and attacks and he has 3 Moves and 5 Attacks. There are four empty grid spaces between him and the enemy which is below him. He PMs the mastermind, "Move Down, Move Down, Move Down, Attack Down * 5"
○ Once all participants have queued their actions combat moves to the "Turn Execution"
- Turn Execution
○ The Mastermind lines up all characters actions for the turn and then executes them side by side, one action at a time.
§ EX: Bob's action from the previous example was "Move Down * 3, Attack Down * 5" and the Enemy's[Hereby called Abno] is "Move Up, Attack Up"
□ Bob moves down and Abno moves up.
□ Bob moves down and Abno attacks up. Bob moved into the space the Abno attacked and is hit. He takes damage based on stats. In this case, he survives.
□ Bob moves down. The enemy is in the space Bob is trying to move too. Bob's move fails as he cannot push the enemy.
® NOTE: Most enemies supercede players in movement. That means if a player and enemy's movements contest one another, The enemy wins. The players move fizzles, or the player is pushed out of where abno is going.
□ Bob Attacks Down. He hits Abno
® This repeats five times.
§ NOTE: If at any point a character or enemy suffers enough damage to die or go insane, they do so immediately and whatever queued actions remaining are removed.
○ Once all participants in combat run out of moves, Delay, or Wind Up, move to End of Turn.
- End of Turn
○ All End of Turn Abilities activate.
○ Players at a Grid Space marked ESCAPE can choose to flee the battle.
○ Monsters at a Grid Space marked ESCAPE may choose to flee the battle.
○ Once all remaining participants are confirmed, the next turn begins and combat moves to Start of Turn.
- Bonus Notes
○ Instead of choosing a move or attack, you can choose to DELAY. This causes your character to do nothing during the delayed action. You can do this to delay your actions until after your allies or foes. However, if the only action taken by all characters is Nothing or Delay, then the turn instantly ends! Don't wait too long or you may end up skipping your own turn!
○ Unless a weapon specifies otherwise you can only damage a single target at a time.
○ Unless a weapon specifies otherwise it will not cause friendly fire damage.
○ Enemy attacks that hit a space with multiple stacked players deals full damage to all characters on that space by default.
○ Enemy attacks can hit as many targets as there are in the target area. Enemies also tend to have AoE attacks, allowing them to cleave, pierce, or otherwise.
○ Enemy attacks that have limited target counts(such as a grapple) and hit a space with more players than allowed targets will hit the players in order of who has been in the space from longest to shortest.
Damage System
- All characters and enemies have an HP and SP bar[some monster enemies will lack the SP bar. Any SP damage they would have taken becomes HP damage]
- All weapons and attacks will deal certain damage 'Colors" which determine what bar takes the damage.
○ Red Damage affects HP
○ White Damage affects SP
○ Black Damage affects HP and SP[5 Black damage does 5 HP AND 5 SP damage]
○ Pale Damage deals either a % of the target's HP as damage(1 Pale Damage = 1% HP Damage) OR flat HP damage (1 Pale Damage =1 HP), whichever is higher
- If a character's HP reaches Zero, they die.
- If a character's SP reaches Zero, they go insane. [Non sentient Enemies will die instead]
○ Insane: While Insane your character is controlled by the Mastermind. Any White damage dealt by your allies to you while insane will heal your SP. If your SP reaches its max value you will be cured of insanity. While insane SP damage from non-allied characters is converted to HP damage.
○ Your general behavior while insane are determined by your highest stat and the mastermind.
Equipment
There are Three types of Equipment in Season Zobo. Weapons, Suits, and Gifts. Each player can only have one weapon and one suit equipped at a time. Gifts can be equipped so long as they use a slot that is not already used.
- Weapons
○ Weapons are whatever you can use in order to fight the monsters. These typically take the form of literal weapons cobbled together from monster parts. Weapons have an Attack Color, Attack Damage, Attack Speed, Attack Range, and potentially special effects.
§ Attack Color: [Red, White, Black, Pale]
○ Your Damage Color affects the resistance of the target that gets applied. Monsters do not have SP, so all damage affects their HP directly.
§ Attack Damage: [X]
○ How much damage the weapon does per hit before resistances.
§ Weapon Attack Speed: [Slow, Normal, Fast]
○ Slow: You must spend attack actions to wind up before swinging. Slow weapons tend to have tremendous power, but require prediction and preparation to land.
§ Language 'Wind Up' & 'Attack'
§ Wind Up indicates you are winding up a swing.
§ Slow weapons have a minimum and a maximum wind up. You must wind up to the minimum in order to attack, but you can wind up more, up to the maximum to get more damage.
○ Normal: Normal weapons have no special features in regards to attack speed. You get one attack per action.
○ Fast: You may condense multiple actions into a single action, expending everything in a rapid burst.
§ Language 'Flurry x3'
§ This would cause you to attack three times in a single action.
§ Fast Weapons may have innate limits on how many fast attacks you can throw out at once.
- Weapon Abilities
○ Special Attacks
§ Some weapons have special attacks that cause additional effects and damage. These attacks activate every set number of attacks. For example a magic sword may release a ball of fire on every fifth swing, dealing additional damage at range.
Weapon Skills
§ Weapon skills are unique abilities that can be activated on demand and passively every set number of turns. This could be an AoE burst of damage or healing for example.
§ Skills do NOT take any attack or movement actions. These are considered free actions and happen at the start or end of turn.
- Suits
○ The suit/armor the character wears as they go about the game. These typically are regular outfits that have been augmented by monsters or are wholly derived from monsters. Every Suit has Traits and potentially special abilities. The Traits are as follows:
§ Level: [1, 2, 3, 4, 5] All suits have a level indicating its scale of power and the monsters it can handle. When attacked by a monster its level is matched against your suit. If the monster is higher level, for each level you take 50% more damage. If the monster is lower level, for each level you take 50% less damage.
○ It is possible to increase the level of a suit. You have to get a suit of a higher level and incorporate it into the lower level suit. The lower level suit takes the higher ones level, gets adjustments as necessary, while the higher level suit is destroyed.
§ Resistances
○ A suit's resistances are its defenses, and weaknesses, to the various damage colors. When you take damage of each color, it is multiplied by your suit's resistance to determine the damage you take.
○ Red Resistance: [-1.0 to 2.0]
○ White Resistance: [-1.0 to 2.0]
○ Black Resistance: [-1.0 to 2.0]
○ Pale Resistance: [-1.0 to 2.0]
- Gifts
§ Gifts are items that can be obtained by interacting with Monsters out of combat and sometimes by defeating them in combat.
§ Each gift will have a specific Slot it goes in on your person. Each slot can have one gift.
§ Gifts can raise or lower your stats as well as grant special abilities and passive effects.
§ Gift Slots
○ Head 1(Top of Head, EX: Hat)
○ Head 2(Side of Head, EX: Ribbon, Pin, etc.)
○ Eyes
○ Mouth
○ Neck
○ Torso
○ Left Back
○ Right Back
○ Left Arm
○ Right Arm
○ Left Leg
○ Right Leg
§ When you receive a gift you may immediately equip it. If you already have something equipped in the slot, whichever you choose not to use will be stored and noted on your character sheet.
§ Anytime you die, you may request to change which gifts you have equipped and will have the adjustments upon revival. You will not be able to equip or unequip gifts at any other times.
- Non-Combat Actions
§ While Combat is a fairly sizeable activity, there are actions that can and may need to be taken separately from Combat. These actions are split into three categories.
○ Physical
○ Physical activities involve your body, strength, and speed. Your Fortitude & Temperance are used to calculate your success rate in these tasks.
○ Mental
○ Mental activities involve your mind, wits, and composure. Your Prudence & Temperance are used to calculate your success rate in these tasks.
○ Social
○ Social activities involve your verbal and non-spoken communication with other people and creatures. Your Temperance is used to calculate your success rate in these tasks.
§ These are used whenever you attempt to do something with a chance to fail, such as clearing rubble or trying to interact with a monster.
§ Each Action has a Success Requirement, a Failure Requirement, and a difficulty. The mastermind will roll a 10 sided dice repeatedly until you accrue the right number of one of the requirements. On each roll if the number rolled plus modifiers are greater the difficulty then it’s a success. If it's less than or equal to the difficult you fail.
§ When Interacting with a Monster, every time you Fail, the monster will damage you. If your HP or SP hit 0, the interaction attempt fails immediately and you die/go insane.
- Death and Revival
§ For some reason, you are revived from Death in Season Zobo. On each revival, you may be granted a Death Toll based on the method you died. There are four kinds of Death Tolls.
○ Death Toll: A permanent buff granted to you when you die in a specific manner and revive
○ Body Toll: A Death Toll that increases one or more of your four stats.
○ Resist Toll: A Death Toll that grants you a resistance against a particular damage type/source.
○ Unique Toll: A Death Toll granted based on your first death. This happened to all players prior to the start of the game. Upon uncovering the cause of your first death, your Unique Toll will be upgraded.
○ Skill Toll: A Death Toll that grants a new Basic Action for use in combat.
§ Death Tolls are the Only way to raise your four statistics. So do not fear death and seek out new strength in your struggle to descend.