Termina Communion Rules
Nov 1, 2024 12:53:59 GMT -8
Post by Chatt on Nov 1, 2024 12:53:59 GMT -8
Hosting Times
I will host on Saturday and Sunday from 8:00pm UTC. Session lengths will vary depending on my willpower to keep hosting.
Phases
The phases will mostly follow the standard Murdery Mystery Games How-To-Play. Please read them if you have not.
However the following changes will be made:
In standard phase movement can be made together with parties of up to 4 people. This must be noted in the movement post (eg. With Character Name, Character Name, Character Name).
When using interactions while out of combat, player's skills might play a role. Please see "Skills" under the "Combat" section.
When moving in this way, movement lockout time will be increased by 1 minute for each party member. If entering combat, these players will all enter combat at the same time.
After a body has been found investigation phase will not occur until the Monday. An announcement will be made to the player base with the location of the body when it is discovered. From then, effectively, that murder location will be frozen in time. Should a player wish to intentionally mess with the location of the murder, or do anything else murder related, it can be assumed that they will be seen and their actions will be broadcasted to the players.
Should a body not be found during the sessions, it will be announced on Monday and the investigation will be opened the same day.
This is to try to avoid jarring interruptions of players during session, or losing a session to investigation.
Investigations will run Mondays - Wednesdays, with a minimum of 2 sessions occuring during the day.
Trials will be as standard, and will use the Colored Truth System.
Trials will run Thursdays - Fridays. Combat
Stats
All stats in Season Termina have a maximum of 100.
Hunger
Hunger, like in real life, plays a vital role in your survival. The hungrier you are, the weaker you become. At the end of each session, you will lose 20 hunger. Certain enemies will reduce your hunger as well. Once your hunger reaches certain breakpoints, you will begin to be negatively affected in combat.
Hunger Stage 1 - Begins at 50 Hunger remaining. Your maximum health is reduced to 90, any damage you inflict is reduced by 25%
Hunger Stage 2 - Begins at 30 Hunger remaining. Your maximum health is reduced to 80.
Hunger Stage 3 - Begins at 20 Hunger remaining. Your maximum health is reduced to 70 and damage you inflict is reduced by 50%
Hunger Stage 4 - Begins at 10 Hunger remaining. Your maximum health is reduced to 50 and your damage is reduced by 75%
Hunger Stage 5 - Begins at 5 Hunger remaining. Your maximum health is reduced to 30 and your legs will no longer work. Running from combat will no longer be an option and your room movement is set to 5 minutes.
Should your Hunger reach 0, damage you inflict will be set to 0% and any statuses you could inflict do not work. Essentially, if you get into combat this will be a death sentence. Find food.
Obviously, to increase your Hunger, you must eat.
Mind
This stat is required for use of most skills and spells. Some enemies can diminish it in battle. Interacting with and traveling through certain areas will also diminish this stat. As a general rule, dark areas will take a toll on your Mind stat. Recovering Mind stat is done through consumables, certain rarer environment interactions, and extremely rarely, skills.
There is no penalty to having low Mind stat. The only penalty that will take place is upon hitting 0. Upon hitting 0 Mind stat, characters will gain a phobia associated with whatever caused their Mind to hit 0.
There is no penalty to having low Mind stat. The only penalty that will take place is upon hitting 0. Upon hitting 0 Mind stat, characters will gain a phobia associated with whatever caused their Mind to hit 0.
Phobias of something will cause characters to take 50% more damage from the thing they are afraid of.
Mind will remain at 0 until recovered through consumables or environmental interactions. Should a character remain at 0 Mind for the rest of the session they fell to 0 and the following session, they will be treated as if they had hit 0 Mind another time. Should a character be at 0 Mind, ending a session in a Safe Area will provide a recovery of 10 Mind. Safe Areas are marked on the map.
Should a character hit 0 Mind a second time, they will gain Panophobia. The above Phobia penalty will be assigned to everything.
Should a player hit 0 mind a third time, they will lose control over their character, effectively perishing.
Health
The most self explanatory stat. Should health hit 0, the player will be ko'd. Should health hit -100, they will perish. There is no damage gating on hitting 0, so if a player at 1 hp takes a 101 damage hit, they will perish. Status effects do not drop off after becoming ko'd. Combat
Combat is turn-based with each participating member sending their actions in turn order. Turn order is determined by a coin flip at the start of the battle.
When a party of players takes a turn, their order will be determined sequentially with the player who made the movement post first, then the same order as the players listed in the party's movement post.
Skills
Skills, and combat in general this game, will operate very similar to a card game.
Burn the target with light flames. Does 1 damage and inflicts 1 stack of burning (-5% max hp at the end of each turn). Out of Combat: This character can light fires at a close range without needing materials or time (still costs 10 MIND each time).
There are several points of note on this skill.
First, let's discuss the number in front of the skill. This represents the Turn Frequency. If the turn can be divided by this number perfectly, this skill can be used on those turns. In other words, this skill can be used on any turn as anything can be divided by 1. If it were 2, it would only be able to be used on even turns (2, 4, 6), and so on.
Special case: if the number is 0, this means it can be used on any turn, but only once that combat. After using it, it will not be usable that combat again.
Next, let's discuss the Action Point. Each turn, all combatants will have action points equal to the turn, capping at 10. In other words, this skill can be cast once on turn 1, then all action points are consumed. On turn 2, as the Turn Frequency allows this use, this skill can be used twice, one for each action point. Of course, the MIND cost will still need to be paid each time, but this should be self explanatory.
Special case: If the number is *, this means that it will consume all remaining AP.
Other things of note are the out of combat action. Should a skill not have an out of combat action but the player argues convincingly and politely that there should be one for the skill, it could be granted. Please keep in mind the action points represent the amount of time and effort a skill takes. So a high action point skill used out of combat will not be instant.
Finally: Actions will be hard limited to 10 per turn. So should a player have a 0 action point cost skill, this will only be able to be casted 10 times each turn, no matter what.
Skill Upgrades
To upgrade your skills, there are specific upgrade items called Soul Stones. Upon taking these to Hexen Tables which will be found in game, you will be presented with 3 random skills from their deck to acquire. They may choose one of these 3 OR upgrade a skill they possess. Skill upgrades are predetermined upgrades to the skill. It could reduce action point cost, mind cost, modify the Turn Frequency, but they are predetermined for each upgrade. The player will obtain a list of what the upgrade will do to their skills to make the decision from.
Upon killing another player character, the murderer will obtain that character's soul. The murderer will obtain some skills that the murdered had at the time of the kill. Then, when taking a Soul Stone to a Hexen Table, the murderer will have another set of 3 skills to choose from, this one from the murdered character's pool of skills.
Default Skills
Each player, barring something drastic in backstory, will have access to the following skills. These are upgradeable as well.
1. Attack - Costs 0 MIND and 1 ap
Attack the target, dealing X damage (determined by backstory). If holding a weapon, attack with that weapon instead.
1. Block - Costs 0 MIND and 1 ap
Reduce the damage of the next attack or skill that would hit you by X (determined by backstory). If holding a weapon or shield, this will increase.
1. Talk - Costs 0 MIND and 1 ap
Talk with the target. Responding to this skill is free for the target.
0. Run - Costs 0 MIND and * ap
Attempt an escape.
A dice is rolled. The number of times it is rolled is equal to the amount of ap put into the skill. The highest result is taken.
A dice is rolled. The number of times it is rolled is equal to the amount of ap put into the skill. The highest result is taken.
Ranged Combat
All ranged combat will be in the form of items (see the items section). All combat is treated as melee combat. As such, before combat begins, a player with a ranged item will be able to use it to inflict damage on an enemy before beginning combat.
All ranged combat will be in the form of items (see the items section). All combat is treated as melee combat. As such, before combat begins, a player with a ranged item will be able to use it to inflict damage on an enemy before beginning combat.
Items
There are many different items in Termina to discover and use! Almost all weapons will be better than just fists unless the character is specifically trained in it. There are 3 weapon categories, with some crossovers.
There are many different items in Termina to discover and use! Almost all weapons will be better than just fists unless the character is specifically trained in it. There are 3 weapon categories, with some crossovers.
1 handed, 2 handed, ranged. These should all be self explanatory.
There are items that can be used as shields, armor, traps and more. There are also healing items, MIND recover items, food, and more. With all this item variety, one thing remains.
Your inventory is 5 at base. Items you have equipped will count against your inventory weight.
Miscellaneous
A returning system is paranoia. Without paranoia, if a player sends an action to kill you it will operate as normal. (Aka instant death).
By using mind points, a player can be paranoid of another player. Should the user then be attacked by that player, combat will be initiated rather than an instant death.
By using 20 mind points, paranoisa will last on the target for the entire session.
Respawning
At predetermined points in the story (roughly 25%, 50%, 75%) players will be allowed to reapply. This means that players will have 3 chances to reapply. Please note that these new characters will not be increased in power except for the last. So players that manage to stay alive will have a distinct advantage for a while.
At predetermined points in the story (roughly 25%, 50%, 75%) players will be allowed to reapply. This means that players will have 3 chances to reapply. Please note that these new characters will not be increased in power except for the last. So players that manage to stay alive will have a distinct advantage for a while.