Season Putrefaction Test Game Rules
Dec 11, 2022 16:20:00 GMT -8
Post by Grug on Dec 11, 2022 16:20:00 GMT -8
Introduction
Season Putrefaction is a game taking place in the world of Galanterra, a pseudo-medieval fantasy. The game will be played in alternating phases, free-times and sessions. During free-time, players are able to spend their activities and explore, while during sessions they are expected to participate in a plot-important event.
Combat
Combat is turn-based, with each participating member sending their actions in turn order. Turn order is determined based on agility. In the case of tie in agility, 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 agility. These actions can be performed in any order, i.e. you can move, attack, then move again as long as the distance you first moved is not greater than your agility. 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 str to break free. If an item a character is holding is grabbed by another character, that character must contest to grab with a higher str, 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 strength requirement for breaking out will be lowered by the grabbed character's strength.
Thrown items will travel a distance equal to the thrower’s str, if the item hits another character it will deal physical damage to them equal to the item’s power (if the item has no power, it deals damage equal to its weight instead). Thrown characters will travel a distance equal to the difference between the thrower’s str and the character’s str. If a willing character is thrown, that character will travel a distance equal to the thrower’s str 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 str and the character’s str if the thrower’s str 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 and Attributes
Stats:
Stats determine a player's capabilities in combat.
Strength (STR) — Strength determines how much damage is dealt when a character attacks. A character's carrying capacity is 5 + 1/5th of that character’s strength. If a character's strength is reduced to 0, they drop all items they are carrying.
Health (HP) — HP determines how much damage a character can take before they're knocked unconscious. When an unconscious character has been dealt damage equivalent to their maximum hp, they are dead. When a character is knocked out, all debuffs and abnormal status conditions are removed from them. When a character is revived from being unconscious or dead, all of their non-hp stats are restored to maximum and their skill cooldowns are reset. Their hp is restored to half of their maximum hp.
Agility (AGI) — Agility determines the amount of meters a character can move in one action. A character with a higher agility has higher priority to act in the turn order during combat, however this can be heavily affected by an equipped weapon. When a character's agility is set to zero, they can no longer move or react.
Mana (MAN) — Each magical skill has a designated number that describes the amount of mana it takes to cast. A character's mana stat is the pool of mana per battle they may spend. The effectiveness of magical skills scales from intelligence unless otherwise specified. Certain families have access to mana by default, but otherwise players must unlock it.
Attributes:
Attributes primarily affect a player's capabilities outside of combat.
Intelligence (INT) — Intelligence affects your character's logical reasoning and understanding of the world, as well as the effectiveness of magical skills. A character with intelligence set to 0 is unable to decide their actions in combat.
Charisma (CHA) — Charisma affects how NPCs react to you and your actions. A higher charisma stat allows your character to pick up on social cues from non-player characters. A character with 0 charisma is unable to speak.
Perception (PER) — Perception determines how you see the world as well as reactions in combat. A character with 0 perception is blind and cannot react or target another character.
Skills
Skills are the primary tool in a player's arsenal, outside of regular attacks.
Passive — Passive skills are always in effect unless a character is knocked out or has died.
Physical — A character can use one physical skill per turn, though an additional Attack Action may be sacrificed in exchange for another physical skill use. After using a physical skill, a character must wait a number of turns equal to the skill’s cooldown before that skill can be used again.
Magical — Each magical skill has a mana cost that must be paid in full whenever the skill is used. When mana is spent, the value is removed a player's mana pool for the duration of the battle. All mana is restored upon the end of combat or by the end of a cooldown period stated in the skill's description, whichever occurs earlier.
Celestial — Celestial skills are a skill variant available to members of the Auzandil family. Celestial skills are functionally similar to magical skills, however with no mana cost and strict cooldowns. Lower level Auzandil players are unable to learn celestial skills, however they have access to "celestial augments" which allow a player to cast a magical skill as a celestial skill. Celestial augments have a limited number of uses per battle.
Demonology — Demonology skills are a skill variant available to any player who has made a pact with a demon. Demonology skills vary wildly. When the associated demon is not confined within the player, the player cannot use demonology skills. All demonology skills learned by the player are usable by the associated demon. A player with a confined demon can release them, and allow the demon to act as a separate character. Lopt family members have demonology unlocked by default.
Items
Items are objects that 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 strength). 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 an Attack Action to pick up the item. Dropping an item does not use any form of action.
Items may have strength, hp, and agility values, and may have skills. Items with stats and skills must act on their own turn, and items without an agility 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 by restoring its hp. Broken items must be repaired at a blacksmith's or directly by a player. Items that possess skills can only use 1 skill per turn by default.
Items with stats must be stated as 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 an Attack Action to deploy them.
Weapons
Weapons are items that either set a character’s strength to a specific value or grant a character additional strength. A weapon’s power is equal to the power that a weapon sets a character to, or equal to the amount of additional strength a weapon grants. Whenever a character attacks with a weapon, they deal damage based on the power of the weapon instead of their own strength unless stated otherwise. A character wielding a weapon can still attack normally, dealing damage equal to their own strength. Characters can only wield 1 weapon at a time. All weapons deal physical damage by default.
Special Example:
Firearms- Rare ranged weapons that require training to be used by any outside of the Equin family. Can be subdivided into pistols, muskets, and blunderbusses.
Miscellaneous Combat Effects and Details
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 the attack or skill. Projectiles such as thrown weapons can be dodged, but other actions such as grabs cannot be dodged. Characters which have been grabbed cannot dodge attacks and skills from the character grabbing them. 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. 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. 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.
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.
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 that 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: -5agi for 3 turns, stacks 5 times
Frozen: agility is set to 0 for 3 turns, does not stack
Stunned: the character’s next turn is skipped, does not stack
Disarmed: cannot equip weapons for 3 turns, stacks 3 times
Crippled: halved agi 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 -5str and agi for 3 turns, 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 take 100 less damage for 3 turns, does not stack
Asphyxiation: halved str, agi, and man 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: sets perception to 0 for 1 turn, does not stack
Dementia: sets intelligence to 0 for 1 turn, does not stack
Silenced: sets charisma to 0 for 1 turn, does not stack
Season Putrefaction is a game taking place in the world of Galanterra, a pseudo-medieval fantasy. The game will be played in alternating phases, free-times and sessions. During free-time, players are able to spend their activities and explore, while during sessions they are expected to participate in a plot-important event.
Combat
Combat is turn-based, with each participating member sending their actions in turn order. Turn order is determined based on agility. In the case of tie in agility, 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 agility. These actions can be performed in any order, i.e. you can move, attack, then move again as long as the distance you first moved is not greater than your agility. 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 str to break free. If an item a character is holding is grabbed by another character, that character must contest to grab with a higher str, 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 strength requirement for breaking out will be lowered by the grabbed character's strength.
Thrown items will travel a distance equal to the thrower’s str, if the item hits another character it will deal physical damage to them equal to the item’s power (if the item has no power, it deals damage equal to its weight instead). Thrown characters will travel a distance equal to the difference between the thrower’s str and the character’s str. If a willing character is thrown, that character will travel a distance equal to the thrower’s str 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 str and the character’s str if the thrower’s str 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 and Attributes
Stats:
Stats determine a player's capabilities in combat.
Strength (STR) — Strength determines how much damage is dealt when a character attacks. A character's carrying capacity is 5 + 1/5th of that character’s strength. If a character's strength is reduced to 0, they drop all items they are carrying.
Health (HP) — HP determines how much damage a character can take before they're knocked unconscious. When an unconscious character has been dealt damage equivalent to their maximum hp, they are dead. When a character is knocked out, all debuffs and abnormal status conditions are removed from them. When a character is revived from being unconscious or dead, all of their non-hp stats are restored to maximum and their skill cooldowns are reset. Their hp is restored to half of their maximum hp.
Agility (AGI) — Agility determines the amount of meters a character can move in one action. A character with a higher agility has higher priority to act in the turn order during combat, however this can be heavily affected by an equipped weapon. When a character's agility is set to zero, they can no longer move or react.
Mana (MAN) — Each magical skill has a designated number that describes the amount of mana it takes to cast. A character's mana stat is the pool of mana per battle they may spend. The effectiveness of magical skills scales from intelligence unless otherwise specified. Certain families have access to mana by default, but otherwise players must unlock it.
Attributes:
Attributes primarily affect a player's capabilities outside of combat.
Intelligence (INT) — Intelligence affects your character's logical reasoning and understanding of the world, as well as the effectiveness of magical skills. A character with intelligence set to 0 is unable to decide their actions in combat.
Charisma (CHA) — Charisma affects how NPCs react to you and your actions. A higher charisma stat allows your character to pick up on social cues from non-player characters. A character with 0 charisma is unable to speak.
Perception (PER) — Perception determines how you see the world as well as reactions in combat. A character with 0 perception is blind and cannot react or target another character.
Skills
Skills are the primary tool in a player's arsenal, outside of regular attacks.
Passive — Passive skills are always in effect unless a character is knocked out or has died.
Physical — A character can use one physical skill per turn, though an additional Attack Action may be sacrificed in exchange for another physical skill use. After using a physical skill, a character must wait a number of turns equal to the skill’s cooldown before that skill can be used again.
Magical — Each magical skill has a mana cost that must be paid in full whenever the skill is used. When mana is spent, the value is removed a player's mana pool for the duration of the battle. All mana is restored upon the end of combat or by the end of a cooldown period stated in the skill's description, whichever occurs earlier.
Celestial — Celestial skills are a skill variant available to members of the Auzandil family. Celestial skills are functionally similar to magical skills, however with no mana cost and strict cooldowns. Lower level Auzandil players are unable to learn celestial skills, however they have access to "celestial augments" which allow a player to cast a magical skill as a celestial skill. Celestial augments have a limited number of uses per battle.
Demonology — Demonology skills are a skill variant available to any player who has made a pact with a demon. Demonology skills vary wildly. When the associated demon is not confined within the player, the player cannot use demonology skills. All demonology skills learned by the player are usable by the associated demon. A player with a confined demon can release them, and allow the demon to act as a separate character. Lopt family members have demonology unlocked by default.
Items
Items are objects that 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 strength). 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 an Attack Action to pick up the item. Dropping an item does not use any form of action.
Items may have strength, hp, and agility values, and may have skills. Items with stats and skills must act on their own turn, and items without an agility 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 by restoring its hp. Broken items must be repaired at a blacksmith's or directly by a player. Items that possess skills can only use 1 skill per turn by default.
Items with stats must be stated as 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 an Attack Action to deploy them.
Weapons
Weapons are items that either set a character’s strength to a specific value or grant a character additional strength. A weapon’s power is equal to the power that a weapon sets a character to, or equal to the amount of additional strength a weapon grants. Whenever a character attacks with a weapon, they deal damage based on the power of the weapon instead of their own strength unless stated otherwise. A character wielding a weapon can still attack normally, dealing damage equal to their own strength. Characters can only wield 1 weapon at a time. All weapons deal physical damage by default.
Special Example:
Firearms- Rare ranged weapons that require training to be used by any outside of the Equin family. Can be subdivided into pistols, muskets, and blunderbusses.
Miscellaneous Combat Effects and Details
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 the attack or skill. Projectiles such as thrown weapons can be dodged, but other actions such as grabs cannot be dodged. Characters which have been grabbed cannot dodge attacks and skills from the character grabbing them. 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. 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. 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.
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.
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 that 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: -5agi for 3 turns, stacks 5 times
Frozen: agility is set to 0 for 3 turns, does not stack
Stunned: the character’s next turn is skipped, does not stack
Disarmed: cannot equip weapons for 3 turns, stacks 3 times
Crippled: halved agi 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 -5str and agi for 3 turns, 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 take 100 less damage for 3 turns, does not stack
Asphyxiation: halved str, agi, and man 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: sets perception to 0 for 1 turn, does not stack
Dementia: sets intelligence to 0 for 1 turn, does not stack
Silenced: sets charisma to 0 for 1 turn, does not stack