The City - Extended Rules
Jan 2, 2023 20:04:14 GMT -8
Post by The City [EclipseZwolf] on Jan 2, 2023 20:04:14 GMT -8
Extended Rules
This document is an extension of 'The City - Rules' thread. If you have not, please read that thread first. This document dives deeper into the mechanics of the season and combat is not necessarily required reading.
Extended Rules Character Stat Explanations
HP :: Your health and if it reaches 0, your character is KO'ed. HP increases on level up and can be enhanced further via skills.
SP :: An alternative health bar. If it reaches 0, your character is stunned for the rest of the current turn and the following turn. While stunned, all passives and defenses are disabled. SP increases on level up and can be enhanced further via skills.
Attack :: A measure of your physical might. Some skills will take your attack value into consideration. These typically deal with offensive abilities. Attack only increases through direct enhancement.
Speed :: A measure of your movement and dexterity. This determines turn order in combat and some skills will use its value. These are a mix of weaker offensive and defensive skills. Speed only increases through direct enhancement. Some combat actions will require having equal or higher speed than opponents.
Defense :: A measure of your durability and resistance to damage. Some skills will take your defense value into consideration. These typically deal with defensive abilities. Defense only increases through direct enhancement.
Skill Load :: A measure of how much your character can utilize at any given time. This includes but is not limited to skills to use, but passive powers and abilities. Skill Load rises with your Fixer Rank and Level and cannot be increased outside of that.
Gear & Augments :: A current list of the items and augments your character has in their possession for use. These act as passive abilities but have no associated skill load cost. Note you can only use as much gear as is logical based on physical limitations.
Ahn Tier :: A measure of how much money your character has available for use in purchases of additional fixer gear. This is 1 by default and goes as high as 6. This value is used to determine the quality of gear available for purchase or creation from workshops in the city.
Extended Combat Details
Combat in the City follows a turn based format where each character will have an opportunity to expend their resources to activate skills, deal damage, defend, or take other supportive actions.
1. Determining Turn Order
This relies on all involved characters speed stats. The turn order is the Highest speed to the Lowest speed. If there is a tie, then whichever faction has fewer units goes first. This will all be tracked in the shared spreadsheet.
EX: If there are 3 enemies and 2 players and all characters have 4 speed. Then the two players go first, then the three enemies.
2. Turn Actions
On your turn, you can activate any number of your current skills provided you have the necessary 'Light' to activate them. Send the skills being used and effects to the host or add them to the shared spreadsheet and the MM will act out your turn before moving to the next person in the Turn Order.
3. Light
Light is the general resource for Combat. All characters start with Two Light by default and gain One Light at the start of their turn(so effective Three light on first turn). Your skills will require some amount of Light in order to be activated. You can use as many skills as you can afford each turn. You can only use each skill at most once per turn unless it specifies otherwise.
4. HP & SP
HP & SP are the other two important resources in combat. HP stands for Health Points and SP for Stagger Points. If a character's HP hits 0, they go down. If a character's SP hits 0, they gain the 'Staggered' Ailment for the remainder of the current turn and the next turn.
5. Victory
Combat is considered completed when all members of one side have had their HP reduced to 0. Sometimes characters may surrender or flee before their HP reaches that point, in which case combat is over when all remaining combatants are at 0 HP.
6. Tracking HP, SP, and Light
Each player is responsible for tracking their own HP, SP, and Light. While the MM will aim to track all enemy values and get a general feel for the health of the party, you are responsible for your own stats. If you are caught cheating your numbers, an unidentified orbital cannon will ensure your stats are properly set to 0. You will have a spot to track all your values in the shared spreadsheet if you so desire.
7. Damage Calculation
All HP/SP gains and losses as well as ailments and buffs are only locked in at the end of the turn. So at the end of the entire turn, all the damage, block, dodge, ailments, resist, and etc is added up and applied. This means if someone attacks you and lines you up to take 10 damage, you can go after them, use a block skill and reduce the damage you will receive at the end of turn. The only exception...
8. KO and Stagger
If a skill would be used that will set your HP or SP to 0, you will be afflicted with KO or Stagger immediately and be unable to act on the current turn if you have not already gone.
9. Body Block
Once per turn you can Body Block for an ally for free. This will redirect all attacks targeting said ally to you, UNLESS the attacker is faster than you, in which case their attack will hit their intended target.
Down Time Available Activities
- Interact with NPCs
○ You can interact with any NPC you can locate on the Down time Map. This will include other members of your Office, as well as any NPCs associated with organizations your characters have a neutral or better relationship with. Hostile factions will not communicate with you under normal circumstances.
- Spend Level Up Actions
○ New Active Skill
§ Attempt to learn a new active skill. This by default will be a 1 Light cost skill with 1 Effect, that costs 1 Skill Load.
○ New Passive Skill [Combat]
§ Attempt to learn a new passive skill with combat utility. These will default to having one Effect and costs 5 Skill Load.
○ New Passive Skill [Stat]
§ Attempt to learn a new passive skill to train your basic abilities. These will by default increase one stat of your choice and costs 1 Skill Load.
○ Edit Skill
§ Increase Effect
□ Adds X to the current effect of a skill. Typically adds 1 Skill Load
§ Decrease Effect
□ Adds -X to the current effect of a skill. Typically removes 1 Skill Load
§ Increase Light Cost
□ Adds 1 to the Light Cost of a Skill. Typically removes 5 Skill Load(Does not go below 1)
§ Decrease Light Cost
□ Removes 1 from the Light Cost of a Skill. If Cost is greater than 1, adds 5 Skill Load. If Cost is equal to 1, Add 10 Skill Load to make the cost 0.
§ Add Effect
□ Adds 1 additional effect to the current skill. Typically adds 1 Skill Load.
§ Remove Effect
□ Removes 1 additional effect from the current skill. Typically removes 1 Skill Load
○ Purchase Gear
§ Choose a general or specific workshop you have relations with and purchase a single piece of gear or augmentation at or below your current Ahn Tier.
Effect List
Below is a list of possible effects to place on skills. This list is to give a basic idea on the options available. Effects not listed below can be requested and will be accepted or denied on a case by case basis. Also note that some effects can and will cost more load than normal due to constant or powerful effects as well as to avoid potentially game breaking combos.
- Flat Damage :: Skill deals some value of flat HP or SP damage
- Flat Block :: Skill blocks a flat amount of HP damage.
- Flat Evade :: Skill blocks a flat amount of SP damage.
- Scaling Damage :: Skill deals an amount of HP or SP damage derived from your Attack and/or Speed stats.
- Scaling Block :: Skill blocks an amount of HP damage derived from your Defense Stat.
- Scaling Evade :: Skill blocks an amount of SP damage derived from your Speed stat
- Random Damage/Block/Evade :: Skill effect the same as Flat skills, except the value is determined by the roll of a dice. Skill Load requirement changes depending on dice used.
- Apply Ailment :: Skill applies some value of a particular ailment to the target.
- Apply Buff :: Skill applies some value of a particular buff to the target.
- Generate Light :: Skill grants the user some amount of Light when used.
- Drain Light :: Skill causes target to lose some value of Light at end of turn.
- Shield :: Skill passively grants some value of temporary HP at the start of turn.
- Dodge :: Skill passively grants some value of temporary SP at the start of turn.
- Mass Attack :: Skill hits all enemies. [Mass Attack can only be applied on skills that already cost 5 or more Light.]
- Add Condition :: Skill has a condition that must be met for one or more effects to activate. Such as 'Attack is unblocked' or 'target is undamaged.' Reduces skill load based on difficulty of condition.
- Bypass Turn Order :: Skill can be used at any time in the turn order, regardless of your own speed. Effectively enables use prior to being KO'ed/staggered or to apply the same to an opponent before they go.
- Training :: Skill earned from direct training to passively improve your innate stats by some value.
Gear List
Gear comes in 5 general flavors with each having a general range of passive effects. The average person, with two hands, one body, and a typical number of limbs can equip up to 2 weapons/shields, one set of armor/clothing, and a few accessories. Augments vary depending on how significant the augment.
- Weapons :: Weapons typically affect your offensive skills and capabilities. This ranges from reducing the skill load of skills that fit the style of the gear, to enabling entirely different types of skills, such as firearms.
- Shields :: Shields operate the same as Weapons, but for defensive skills and capabilities.
- Armor/Clothing :: Your Armor/Clothing can have a broad range of effects but typically influences passive defenses separate from skills. This includes temporary HP/SP in combat or resistances to particular ailments.
- Accessories :: Accessories have minor effects of all types, but are typically hard to obtain, such as M Corp's Moonlight Stones.
- Augmentations :: Wholesale replacement of the human components of one's body with mechanical or bioengineered ones. Augments can set your attack, speed, and defense to specific values, but remove your ability to train those stats naturally. They can also grant access to certain keywords.
Ailment List
This is a list of various negative ailments that can be applied to ally and enemy characters in The City. For most regular enemies, there are no limits on stacking. More powerful enemies will resist any stacks beyond a set maximum. This is not an exhaustive list and effects will be added as they are uncovered/created.
- Burning :: Inflict stacks of burning which deal damage equal to the number of stacks at the start of each turn. Burning is removed at end of combat.
- Poison :: Inflict stacks of poison which deal damage equal to 1/2 the number of stacks at the start of each turn. Poison increases by 1 at the end of turn and is removed at end of combat.
- Bleeding :: Inflict stacks of bleeding which deal damage equal to the number of stacks whenever the target uses a skill. The total number of stacks is reduced by half each time damage is dealt.
- Paralysis :: Inflict stacks of Paralysis which reduce the value of all effects on the target's next used skill. Cannot reduce effects to below 1.
- Weakness :: Inflict stacks of weakness, which reduce the damage dealt on all skills used by the afflicted the entire next turn by the number of stacks.
- Staggered :: Inflicted when SP reaches 0. Stuns the target for the remainder of the current turn and entire next turn. Disables most passives, sets any temporary HP/SP to 0, and removes all buffs. When this expires, regain full SP.
Buff List
This is a list of various positive buff effects that can be applied to ally and enemy characters. This is not an exhaustive list and effects will be added as they are uncovered/created.
- Power :: Inflict stacks of Power, which increase the value of all damage & stagger damage the user applies through skills by 1 per stack during the next turn.
- Block :: Grant points of Block, which operate as temporary HP and are consumed in place of HP until depleted. Block vanishes at End of Turn.
- Evade :: Grant points of Evade, which operate as temporary SP and are consumed in place of SP until depleted. Evade/Dodge vanishes at end of turn.
- Regeneration :: Grant stacks of Regeneration, which at the start of each turn regenerates HP by the number of stacks. Reduces by 1 each time it heals.
- Resilience :: Grant Stacks of Resilience, which increase the amount of Block/Evade granted by the number of stacks during the next turn.
- Haste :: Grant stacks of Haste, which increases effective Speed by the number of stacks for the next turn.
Skill Load General Values
The specific load on a skill will vary depending on the situation. A skill that does 5 damage and a skill that does 1 damage 5 times sounds similar and in theory take the same load, but will not actually be that. Below are some general expectations on how much load it might cost to increase certain values. These are subject to change on a case by case basis!
1 HP Damage = 1 Load
2 SP Damage = 1 Load
2 Block/Temp HP = 1 Load
2 Dodge/Temp SP = 1 Load
Generate 1 Light = 5 Load
1 Ailment = Varies by ailment & by amount of ailment already applied by the skill
1 Buff = Varies by buff
1 Extra Hit = 5 Load
Fixer Associations
There are Twelve Fixer associations with a presence in The City. Each has a particular field of work it typically involves itself in. It provides unique equipment to its members as well as increased pay, in exchange for taking on larger scale and more dangerous work. The twelve associations are as follows:
Hana Association :: The Hana Association sits at the top of all fixers and associations in The City. This group focuses primarily on grading other Fixers, Fixer offices, and assigned danger grades to City Hazards. Hana members are extremely skilled in general combat and typically only step in themselves when Star of the City cases are in play.
Zwei Association :: The Zwei Association specializes in defense of the general public and operate the closest to what you would consider a typical police force, enforcing order where possible in The City. Zwei members specialize in protecting groups and those who cannot protect themselves.
Tres Association :: The Tres Association is one of three associations involved in the management of Workshops. Tres oversees Fixer weaponry and ensure anything sold meets their guidelines. Tres members have access to experimental weaponry and are called upon to test it as well as protect the workshops producing it.
Shi Association :: The Shi Association specializes in stealth and assassination. Shi Fixers are powerful offensive combatants who aim to execute their target and vanish before help can arrive.
Cinq Association :: The Cinq Association focuses on the collection of taxes as well as the management of this task through The City. The City hires Cinq to deliver warnings to those who have not paid, while others hire them to ensure payment makes it to the right place. In pursuit of this, Cinq Fixers are durable juggernauts, able to walk in, through, and out of the lion's den unscathed.
Liu Association :: The Liu Association specializes in War and only War. Liu Fixers fight as soldiers, advancing in lockstep whilst supporting their front line and tearing through the enemies own.
Seven Association :: The Seven Association specializes in the collection of information and investigation. The Seven Fixers are detectives and sleuths, taking on missions to unearth hidden truths in the city.
Oufi Association :: The Oufi Association specializes in overseeing trades and deals in the City. Oufi fixers monitor the deals they are hired to ensure they go through as contracted and that the proper mantra of Give and Take is always followed.
Dzi Association :: The Dzi Association is one of three associations involved in the management of Workshops. Dzi oversees Fixer armor and ensure anything sold meets their guidelines. Dzi members have access to experimental Armor/Clothing and are called upon to test it as well as protect the workshops producing it.
Ti Association :: The Ti Association specializes in protection. Not of the public, but of whomever has purchased their service as body guards. The Ti Fixers excel at protecting a single person against all manner of harm and are commonly brought on to protect high value targets.
Elf Association :: The Elf Association is one of three associations involved in the management of Workshops. Elf oversees Fixer augmentations and ensure anything sold meets their guidelines. Elf members have access to experimental Augmentations and are called upon to test it as well as protect the workshops producing it.
Tolf Association :: The Tolf Association specializes in Construction and Demolition, operating heavy machinery with license from the head that no one else in the city can access. Tolf Fixers ensure the equipment is used properly and none stand in the way of licensed destruction.
Wings of the World/Corporations
The 26 Wings of the World govern the city beneath the Head. They maintain order in their nest and define the general laws of the City. Working with a Wing is an opportunity of a lifetime as permanent access to Nest and good pay could be among the rewards. The specifics of their special singularities may be generally know, but how they function is a mystery. Typically only very high ranking fixers can find an opportunity to join a wing.
Distortion Artes
Distortion Artes are combat actions and skills that are made possible by reality twisting distortions. These legendary abilities do not follow any regular rules regarding skills. Instead they require specific conditions be met prior to activation and then can be launched at will outside of the turn order provided you have the Light necessary. Distortion Artes will become available after you gain access to the ****** *****. You can either borrow Distortion Artes from major characters, or craft your own, upgrading it as you would a skill. Unlike skills, the Mastermind controls the downsides and difficulty of the activation conditions, but you are free to upgrade it as you see fit. While you can have only one Distortion Arte, it has no impact on Skill Load.
Examples
- Distortion's Throes : 5 Light :: Can only be activated if HP and SP are both 1. Thrash about in a monstrous fervor only found upon death's door. Deal damage equal to your Max HP+SP to a single target, then get KO'ed.
- Sword of My Soul : 1 Light :: Can only be activated when the enemy has five times as many living combatants as the players. Draw forth a unique weapon and gain access to several new skills for the remainder of combat.
This document is an extension of 'The City - Rules' thread. If you have not, please read that thread first. This document dives deeper into the mechanics of the season and combat is not necessarily required reading.
Extended Rules Character Stat Explanations
HP :: Your health and if it reaches 0, your character is KO'ed. HP increases on level up and can be enhanced further via skills.
SP :: An alternative health bar. If it reaches 0, your character is stunned for the rest of the current turn and the following turn. While stunned, all passives and defenses are disabled. SP increases on level up and can be enhanced further via skills.
Attack :: A measure of your physical might. Some skills will take your attack value into consideration. These typically deal with offensive abilities. Attack only increases through direct enhancement.
Speed :: A measure of your movement and dexterity. This determines turn order in combat and some skills will use its value. These are a mix of weaker offensive and defensive skills. Speed only increases through direct enhancement. Some combat actions will require having equal or higher speed than opponents.
Defense :: A measure of your durability and resistance to damage. Some skills will take your defense value into consideration. These typically deal with defensive abilities. Defense only increases through direct enhancement.
Skill Load :: A measure of how much your character can utilize at any given time. This includes but is not limited to skills to use, but passive powers and abilities. Skill Load rises with your Fixer Rank and Level and cannot be increased outside of that.
Gear & Augments :: A current list of the items and augments your character has in their possession for use. These act as passive abilities but have no associated skill load cost. Note you can only use as much gear as is logical based on physical limitations.
Ahn Tier :: A measure of how much money your character has available for use in purchases of additional fixer gear. This is 1 by default and goes as high as 6. This value is used to determine the quality of gear available for purchase or creation from workshops in the city.
Extended Combat Details
Combat in the City follows a turn based format where each character will have an opportunity to expend their resources to activate skills, deal damage, defend, or take other supportive actions.
1. Determining Turn Order
This relies on all involved characters speed stats. The turn order is the Highest speed to the Lowest speed. If there is a tie, then whichever faction has fewer units goes first. This will all be tracked in the shared spreadsheet.
EX: If there are 3 enemies and 2 players and all characters have 4 speed. Then the two players go first, then the three enemies.
2. Turn Actions
On your turn, you can activate any number of your current skills provided you have the necessary 'Light' to activate them. Send the skills being used and effects to the host or add them to the shared spreadsheet and the MM will act out your turn before moving to the next person in the Turn Order.
3. Light
Light is the general resource for Combat. All characters start with Two Light by default and gain One Light at the start of their turn(so effective Three light on first turn). Your skills will require some amount of Light in order to be activated. You can use as many skills as you can afford each turn. You can only use each skill at most once per turn unless it specifies otherwise.
4. HP & SP
HP & SP are the other two important resources in combat. HP stands for Health Points and SP for Stagger Points. If a character's HP hits 0, they go down. If a character's SP hits 0, they gain the 'Staggered' Ailment for the remainder of the current turn and the next turn.
5. Victory
Combat is considered completed when all members of one side have had their HP reduced to 0. Sometimes characters may surrender or flee before their HP reaches that point, in which case combat is over when all remaining combatants are at 0 HP.
6. Tracking HP, SP, and Light
Each player is responsible for tracking their own HP, SP, and Light. While the MM will aim to track all enemy values and get a general feel for the health of the party, you are responsible for your own stats. If you are caught cheating your numbers, an unidentified orbital cannon will ensure your stats are properly set to 0. You will have a spot to track all your values in the shared spreadsheet if you so desire.
7. Damage Calculation
All HP/SP gains and losses as well as ailments and buffs are only locked in at the end of the turn. So at the end of the entire turn, all the damage, block, dodge, ailments, resist, and etc is added up and applied. This means if someone attacks you and lines you up to take 10 damage, you can go after them, use a block skill and reduce the damage you will receive at the end of turn. The only exception...
8. KO and Stagger
If a skill would be used that will set your HP or SP to 0, you will be afflicted with KO or Stagger immediately and be unable to act on the current turn if you have not already gone.
9. Body Block
Once per turn you can Body Block for an ally for free. This will redirect all attacks targeting said ally to you, UNLESS the attacker is faster than you, in which case their attack will hit their intended target.
Down Time Available Activities
- Interact with NPCs
○ You can interact with any NPC you can locate on the Down time Map. This will include other members of your Office, as well as any NPCs associated with organizations your characters have a neutral or better relationship with. Hostile factions will not communicate with you under normal circumstances.
- Spend Level Up Actions
○ New Active Skill
§ Attempt to learn a new active skill. This by default will be a 1 Light cost skill with 1 Effect, that costs 1 Skill Load.
○ New Passive Skill [Combat]
§ Attempt to learn a new passive skill with combat utility. These will default to having one Effect and costs 5 Skill Load.
○ New Passive Skill [Stat]
§ Attempt to learn a new passive skill to train your basic abilities. These will by default increase one stat of your choice and costs 1 Skill Load.
○ Edit Skill
§ Increase Effect
□ Adds X to the current effect of a skill. Typically adds 1 Skill Load
§ Decrease Effect
□ Adds -X to the current effect of a skill. Typically removes 1 Skill Load
§ Increase Light Cost
□ Adds 1 to the Light Cost of a Skill. Typically removes 5 Skill Load(Does not go below 1)
§ Decrease Light Cost
□ Removes 1 from the Light Cost of a Skill. If Cost is greater than 1, adds 5 Skill Load. If Cost is equal to 1, Add 10 Skill Load to make the cost 0.
§ Add Effect
□ Adds 1 additional effect to the current skill. Typically adds 1 Skill Load.
§ Remove Effect
□ Removes 1 additional effect from the current skill. Typically removes 1 Skill Load
○ Purchase Gear
§ Choose a general or specific workshop you have relations with and purchase a single piece of gear or augmentation at or below your current Ahn Tier.
Effect List
Below is a list of possible effects to place on skills. This list is to give a basic idea on the options available. Effects not listed below can be requested and will be accepted or denied on a case by case basis. Also note that some effects can and will cost more load than normal due to constant or powerful effects as well as to avoid potentially game breaking combos.
- Flat Damage :: Skill deals some value of flat HP or SP damage
- Flat Block :: Skill blocks a flat amount of HP damage.
- Flat Evade :: Skill blocks a flat amount of SP damage.
- Scaling Damage :: Skill deals an amount of HP or SP damage derived from your Attack and/or Speed stats.
- Scaling Block :: Skill blocks an amount of HP damage derived from your Defense Stat.
- Scaling Evade :: Skill blocks an amount of SP damage derived from your Speed stat
- Random Damage/Block/Evade :: Skill effect the same as Flat skills, except the value is determined by the roll of a dice. Skill Load requirement changes depending on dice used.
- Apply Ailment :: Skill applies some value of a particular ailment to the target.
- Apply Buff :: Skill applies some value of a particular buff to the target.
- Generate Light :: Skill grants the user some amount of Light when used.
- Drain Light :: Skill causes target to lose some value of Light at end of turn.
- Shield :: Skill passively grants some value of temporary HP at the start of turn.
- Dodge :: Skill passively grants some value of temporary SP at the start of turn.
- Mass Attack :: Skill hits all enemies. [Mass Attack can only be applied on skills that already cost 5 or more Light.]
- Add Condition :: Skill has a condition that must be met for one or more effects to activate. Such as 'Attack is unblocked' or 'target is undamaged.' Reduces skill load based on difficulty of condition.
- Bypass Turn Order :: Skill can be used at any time in the turn order, regardless of your own speed. Effectively enables use prior to being KO'ed/staggered or to apply the same to an opponent before they go.
- Training :: Skill earned from direct training to passively improve your innate stats by some value.
Gear List
Gear comes in 5 general flavors with each having a general range of passive effects. The average person, with two hands, one body, and a typical number of limbs can equip up to 2 weapons/shields, one set of armor/clothing, and a few accessories. Augments vary depending on how significant the augment.
- Weapons :: Weapons typically affect your offensive skills and capabilities. This ranges from reducing the skill load of skills that fit the style of the gear, to enabling entirely different types of skills, such as firearms.
- Shields :: Shields operate the same as Weapons, but for defensive skills and capabilities.
- Armor/Clothing :: Your Armor/Clothing can have a broad range of effects but typically influences passive defenses separate from skills. This includes temporary HP/SP in combat or resistances to particular ailments.
- Accessories :: Accessories have minor effects of all types, but are typically hard to obtain, such as M Corp's Moonlight Stones.
- Augmentations :: Wholesale replacement of the human components of one's body with mechanical or bioengineered ones. Augments can set your attack, speed, and defense to specific values, but remove your ability to train those stats naturally. They can also grant access to certain keywords.
Ailment List
This is a list of various negative ailments that can be applied to ally and enemy characters in The City. For most regular enemies, there are no limits on stacking. More powerful enemies will resist any stacks beyond a set maximum. This is not an exhaustive list and effects will be added as they are uncovered/created.
- Burning :: Inflict stacks of burning which deal damage equal to the number of stacks at the start of each turn. Burning is removed at end of combat.
- Poison :: Inflict stacks of poison which deal damage equal to 1/2 the number of stacks at the start of each turn. Poison increases by 1 at the end of turn and is removed at end of combat.
- Bleeding :: Inflict stacks of bleeding which deal damage equal to the number of stacks whenever the target uses a skill. The total number of stacks is reduced by half each time damage is dealt.
- Paralysis :: Inflict stacks of Paralysis which reduce the value of all effects on the target's next used skill. Cannot reduce effects to below 1.
- Weakness :: Inflict stacks of weakness, which reduce the damage dealt on all skills used by the afflicted the entire next turn by the number of stacks.
- Staggered :: Inflicted when SP reaches 0. Stuns the target for the remainder of the current turn and entire next turn. Disables most passives, sets any temporary HP/SP to 0, and removes all buffs. When this expires, regain full SP.
Buff List
This is a list of various positive buff effects that can be applied to ally and enemy characters. This is not an exhaustive list and effects will be added as they are uncovered/created.
- Power :: Inflict stacks of Power, which increase the value of all damage & stagger damage the user applies through skills by 1 per stack during the next turn.
- Block :: Grant points of Block, which operate as temporary HP and are consumed in place of HP until depleted. Block vanishes at End of Turn.
- Evade :: Grant points of Evade, which operate as temporary SP and are consumed in place of SP until depleted. Evade/Dodge vanishes at end of turn.
- Regeneration :: Grant stacks of Regeneration, which at the start of each turn regenerates HP by the number of stacks. Reduces by 1 each time it heals.
- Resilience :: Grant Stacks of Resilience, which increase the amount of Block/Evade granted by the number of stacks during the next turn.
- Haste :: Grant stacks of Haste, which increases effective Speed by the number of stacks for the next turn.
Skill Load General Values
The specific load on a skill will vary depending on the situation. A skill that does 5 damage and a skill that does 1 damage 5 times sounds similar and in theory take the same load, but will not actually be that. Below are some general expectations on how much load it might cost to increase certain values. These are subject to change on a case by case basis!
1 HP Damage = 1 Load
2 SP Damage = 1 Load
2 Block/Temp HP = 1 Load
2 Dodge/Temp SP = 1 Load
Generate 1 Light = 5 Load
1 Ailment = Varies by ailment & by amount of ailment already applied by the skill
1 Buff = Varies by buff
1 Extra Hit = 5 Load
Fixer Associations
There are Twelve Fixer associations with a presence in The City. Each has a particular field of work it typically involves itself in. It provides unique equipment to its members as well as increased pay, in exchange for taking on larger scale and more dangerous work. The twelve associations are as follows:
Hana Association :: The Hana Association sits at the top of all fixers and associations in The City. This group focuses primarily on grading other Fixers, Fixer offices, and assigned danger grades to City Hazards. Hana members are extremely skilled in general combat and typically only step in themselves when Star of the City cases are in play.
Zwei Association :: The Zwei Association specializes in defense of the general public and operate the closest to what you would consider a typical police force, enforcing order where possible in The City. Zwei members specialize in protecting groups and those who cannot protect themselves.
Tres Association :: The Tres Association is one of three associations involved in the management of Workshops. Tres oversees Fixer weaponry and ensure anything sold meets their guidelines. Tres members have access to experimental weaponry and are called upon to test it as well as protect the workshops producing it.
Shi Association :: The Shi Association specializes in stealth and assassination. Shi Fixers are powerful offensive combatants who aim to execute their target and vanish before help can arrive.
Cinq Association :: The Cinq Association focuses on the collection of taxes as well as the management of this task through The City. The City hires Cinq to deliver warnings to those who have not paid, while others hire them to ensure payment makes it to the right place. In pursuit of this, Cinq Fixers are durable juggernauts, able to walk in, through, and out of the lion's den unscathed.
Liu Association :: The Liu Association specializes in War and only War. Liu Fixers fight as soldiers, advancing in lockstep whilst supporting their front line and tearing through the enemies own.
Seven Association :: The Seven Association specializes in the collection of information and investigation. The Seven Fixers are detectives and sleuths, taking on missions to unearth hidden truths in the city.
Oufi Association :: The Oufi Association specializes in overseeing trades and deals in the City. Oufi fixers monitor the deals they are hired to ensure they go through as contracted and that the proper mantra of Give and Take is always followed.
Dzi Association :: The Dzi Association is one of three associations involved in the management of Workshops. Dzi oversees Fixer armor and ensure anything sold meets their guidelines. Dzi members have access to experimental Armor/Clothing and are called upon to test it as well as protect the workshops producing it.
Ti Association :: The Ti Association specializes in protection. Not of the public, but of whomever has purchased their service as body guards. The Ti Fixers excel at protecting a single person against all manner of harm and are commonly brought on to protect high value targets.
Elf Association :: The Elf Association is one of three associations involved in the management of Workshops. Elf oversees Fixer augmentations and ensure anything sold meets their guidelines. Elf members have access to experimental Augmentations and are called upon to test it as well as protect the workshops producing it.
Tolf Association :: The Tolf Association specializes in Construction and Demolition, operating heavy machinery with license from the head that no one else in the city can access. Tolf Fixers ensure the equipment is used properly and none stand in the way of licensed destruction.
Wings of the World/Corporations
The 26 Wings of the World govern the city beneath the Head. They maintain order in their nest and define the general laws of the City. Working with a Wing is an opportunity of a lifetime as permanent access to Nest and good pay could be among the rewards. The specifics of their special singularities may be generally know, but how they function is a mystery. Typically only very high ranking fixers can find an opportunity to join a wing.
Distortion Artes
Distortion Artes are combat actions and skills that are made possible by reality twisting distortions. These legendary abilities do not follow any regular rules regarding skills. Instead they require specific conditions be met prior to activation and then can be launched at will outside of the turn order provided you have the Light necessary. Distortion Artes will become available after you gain access to the ****** *****. You can either borrow Distortion Artes from major characters, or craft your own, upgrading it as you would a skill. Unlike skills, the Mastermind controls the downsides and difficulty of the activation conditions, but you are free to upgrade it as you see fit. While you can have only one Distortion Arte, it has no impact on Skill Load.
Examples
- Distortion's Throes : 5 Light :: Can only be activated if HP and SP are both 1. Thrash about in a monstrous fervor only found upon death's door. Deal damage equal to your Max HP+SP to a single target, then get KO'ed.
- Sword of My Soul : 1 Light :: Can only be activated when the enemy has five times as many living combatants as the players. Draw forth a unique weapon and gain access to several new skills for the remainder of combat.