Post by Gravedust on Sept 3, 2024 20:14:26 GMT -8
DIE IN THE DEPTHS is a homebrew multiplayer tactical dungeon delving adventure for multiple players.
Most of the action centers around turn-based dungeon crawling and exploration; Explore, fight, loot, and creep ever deeper into the depths. It features a Classless leveling systems, roguelike-inspired randomized loot, and exploration on a large and connected underworld.
DITD is play-by-post. Rounds occur once per day on weekdays (game breaks for weekends and holidays) and players will have ~24 hours to submit orders for every round.
The GM performs and handles updating the map and character statblocks.
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=========== CHARACTER STATS ====================================
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=========== CHARACTER STATS ====================================
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Character statblocks appear like this:
[BASIC STATS]
Basic stats record some basic information about the character's round-by-round status.
HIT POINTS (HP) ----------------------------------------------------------------------------------
How much damage your character can take. When reduced to 0, your character dies. Max HP starts at 10.
MAGIC POINTS (MP) ----------------------------------------------------------------------------------
Arcane energy used to cast spells and activate the special effects of certain items. Max MP starts at 0.
MOVEMENT(MOVE) -----------------------------------------------------------------------------------
How many squares your character can move per turn. Base Movement is 10, and is modified by equipped gear.
LEVEL (LEVEL) ------------------------------------------------------------------------------------
A general measurement of your character's power.
EXPERIENCE (XP) ----------------------------------------------------------------------------------
Advancement towards the next Level.
[ATTRIBUTES]
Attributes determine your character's effectiveness in various aspects of combat.
Attributes all begin at 0, though at character creation you can choose a single Attribute to increase by 1.
Each time your Character gains a level, you can increase one of their Attribute scores by 1.
+ ATTACK (ATK) ------------------------------------------------------------------------------------
Your character's offensive skill with all weapons, both melee and ranged.
Also Factors into attack rolls and improves the results of demolition.
+ DEFENSE (DEF) ----------------------------------------------------------------------------------
You character's ability to dodge, block or otherwise lessen the effects of physical attacks that deal damage.
Also decreases the chance that some kinds of debuffs will effect the character.
+ VITALITY (VIT) -----------------------------------------------------------------------------------
Your character's toughness and ability to take a hit. Each point increases a character's max HP by 5.
Also increases the speed that negative effects will wear off.
+ INTELLIGENCE (INT) --------------------------------------------------------------------------------
Improves Lockpicking, and the results of using tools or gadgets. Is a prerequisite to use certain kinds of items and gear.
+ MAGIC (MAG) -------------------------------------------------------------------------------------------
Each point increases Maximum MP by 3. MP is used for spell casting, and to activate some special items.
Attributes determine your character's effectiveness in various aspects of combat.
Attributes all begin at 0, though at character creation you can choose a single Attribute to increase by 1.
Each time your Character gains a level, you can increase one of their Attribute scores by 1.
+ ATTACK (ATK) ------------------------------------------------------------------------------------
Your character's offensive skill with all weapons, both melee and ranged.
Also Factors into attack rolls and improves the results of demolition.
+ DEFENSE (DEF) ----------------------------------------------------------------------------------
You character's ability to dodge, block or otherwise lessen the effects of physical attacks that deal damage.
Also decreases the chance that some kinds of debuffs will effect the character.
+ VITALITY (VIT) -----------------------------------------------------------------------------------
Your character's toughness and ability to take a hit. Each point increases a character's max HP by 5.
Also increases the speed that negative effects will wear off.
+ INTELLIGENCE (INT) --------------------------------------------------------------------------------
Improves Lockpicking, and the results of using tools or gadgets. Is a prerequisite to use certain kinds of items and gear.
+ MAGIC (MAG) -------------------------------------------------------------------------------------------
Each point increases Maximum MP by 3. MP is used for spell casting, and to activate some special items.
[COMBAT STATS]
Combat stats are a combination of the character's Attributes (see above) and bonuses from Gear your character has equipped.
Combat stat values are used in battle, and can be temporarily altered by buffs, debuffs, and other effects.
+ Melee Attack (Melee.Atk or MA) ------------------------------------------------------------------------------------------------
Melee Attack represents the character's overall skill with melee weapons.
It is made up of the Character's base ATK Attribute, plus any Melee Attack bonuses granted by Melee weapons.
+ Ranged Attack (Ranged.Atk or RA) ------------------------------------------------------------------------------------------------
Ranged Attack represents the character's overall skill with ranged weapons.
It is made up of The Character's base ATK Attribute, plus any Ranged Attack bonuses granted by Ranged weapons.
+ Armor (Armor) ------------------------------------------------------------------------------------------------------
Armor is a combination of the Character's DEF Attribute, and any Armor Bonuses from Gear or other effects.
Incoming damage from normal ranged and melee attacks are directly reduced by armor, down to a minimum value.
+ Recovery: -----------------------------------------------------------------------------------------------------------------
Recovery represents how quickly your character can recover from harmful damaging status effects and debuffs.
It is made up the character's base VIT attribute, and may be increased by bonuses from gear, potions, spells or other sources.
Combat stats are a combination of the character's Attributes (see above) and bonuses from Gear your character has equipped.
Combat stat values are used in battle, and can be temporarily altered by buffs, debuffs, and other effects.
+ Melee Attack (Melee.Atk or MA) ------------------------------------------------------------------------------------------------
Melee Attack represents the character's overall skill with melee weapons.
It is made up of the Character's base ATK Attribute, plus any Melee Attack bonuses granted by Melee weapons.
+ Ranged Attack (Ranged.Atk or RA) ------------------------------------------------------------------------------------------------
Ranged Attack represents the character's overall skill with ranged weapons.
It is made up of The Character's base ATK Attribute, plus any Ranged Attack bonuses granted by Ranged weapons.
+ Armor (Armor) ------------------------------------------------------------------------------------------------------
Armor is a combination of the Character's DEF Attribute, and any Armor Bonuses from Gear or other effects.
Incoming damage from normal ranged and melee attacks are directly reduced by armor, down to a minimum value.
+ Recovery: -----------------------------------------------------------------------------------------------------------------
Recovery represents how quickly your character can recover from harmful damaging status effects and debuffs.
It is made up the character's base VIT attribute, and may be increased by bonuses from gear, potions, spells or other sources.
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[ XP GAIN, LEVELING AND CHARACTER ADVANCEMENT ]
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XP is awarded for killing hostile creatures. Any character that is within 12 squares of the creature will earn XP from the kill.
XP gained from kills is reduced by the character's current Level.
For instance; a level 1 character defeating a creature worth 5 XP will receive 4 XP for it: (5-1 = 4),
while a level 3 character defeating the same creature will receive 2 xp: (5-3 = 2).
The amount of XP your character needs to get to the next level is equal to [Current level * 10].
(30 XP at level 3, 40 XP at level 4, etc.)
[ XP GAIN, LEVELING AND CHARACTER ADVANCEMENT ]
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XP is awarded for killing hostile creatures. Any character that is within 12 squares of the creature will earn XP from the kill.
XP gained from kills is reduced by the character's current Level.
For instance; a level 1 character defeating a creature worth 5 XP will receive 4 XP for it: (5-1 = 4),
while a level 3 character defeating the same creature will receive 2 xp: (5-3 = 2).
The amount of XP your character needs to get to the next level is equal to [Current level * 10].
(30 XP at level 3, 40 XP at level 4, etc.)
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======= GEAR ===========
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Gear is anything that can be equipped by a Character.
Each character has 3 slots for gear:
2 'Hand" slots for Melee weapons, Ranged weapons, and Shields.
1 "Body" slot for armor of varying kinds.
A character can only have Armor in the Armor slot, and may not have two of the same type of gear in the hand slots.
(i.e. A Melee weapon and a Shield are fine, but two Melee weapons, two ranged weapons, or two shields aren't.)
Most gear will have Combat Stat modifiers.
Positive Bonuses are listed [in brackets] while negative qualities like movement penalties will be listed (in parenthesis)
Ex: the above sword adds +3 to Melee Attack, but reduces movement by 1.
Normal gear pieces only add stat bonuses, however Special Gear (denoted by a yellow outline) can have other special effects,
in addition to sometimes having better stats:
(This Special sword has a chance to add an additional +2 MA bonus to it's next attack, every time it attacks.
The descriptor text for these item effects is only a reminder, a full explanation of Special gear effects will be posted in the Archive for reference.)
Additionally, Special Gear can have have additional randomized effects or bonus values.
The base stats of Gear are determined by the area they were found in. In short; harder areas have better loot.
======= GEAR ===========
======================
Gear is anything that can be equipped by a Character.
Each character has 3 slots for gear:
2 'Hand" slots for Melee weapons, Ranged weapons, and Shields.
1 "Body" slot for armor of varying kinds.
A character can only have Armor in the Armor slot, and may not have two of the same type of gear in the hand slots.
(i.e. A Melee weapon and a Shield are fine, but two Melee weapons, two ranged weapons, or two shields aren't.)
Most gear will have Combat Stat modifiers.
Positive Bonuses are listed [in brackets] while negative qualities like movement penalties will be listed (in parenthesis)
Ex: the above sword adds +3 to Melee Attack, but reduces movement by 1.
Normal gear pieces only add stat bonuses, however Special Gear (denoted by a yellow outline) can have other special effects,
in addition to sometimes having better stats:
(This Special sword has a chance to add an additional +2 MA bonus to it's next attack, every time it attacks.
The descriptor text for these item effects is only a reminder, a full explanation of Special gear effects will be posted in the Archive for reference.)
Additionally, Special Gear can have have additional randomized effects or bonus values.
The base stats of Gear are determined by the area they were found in. In short; harder areas have better loot.
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======= ITEMS ============
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Items are objects that can be used by a character while delving. Some may be consumable, while others aren't.
Items that are consumed when used will have a tan outline, non-consumable items will have a black outline.
Many kinds of Items can 'stack', meaning more than one of that item will fit in a single Item slot.
Note that any prices given for stackable items represent the cost for 1 of those items, not a full stack.
Some kinds of Items may have randomized stats, so two Items of the same type may not be identical.
Certain kinds of non-consumable items have a chance to Break when used, destroying them or rending them unusable.
Broken items that cannot be fixed are automatically discarded.
Certain items, especially Tools, can Jam instead of Break. Jammed tools are unusable until they are unjammed. (See 'Unjamming' in the 'other actions' section below for specifics)
======= ITEMS ============
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Items are objects that can be used by a character while delving. Some may be consumable, while others aren't.
Items that are consumed when used will have a tan outline, non-consumable items will have a black outline.
Many kinds of Items can 'stack', meaning more than one of that item will fit in a single Item slot.
Note that any prices given for stackable items represent the cost for 1 of those items, not a full stack.
Some kinds of Items may have randomized stats, so two Items of the same type may not be identical.
Certain kinds of non-consumable items have a chance to Break when used, destroying them or rending them unusable.
Broken items that cannot be fixed are automatically discarded.
Certain items, especially Tools, can Jam instead of Break. Jammed tools are unusable until they are unjammed. (See 'Unjamming' in the 'other actions' section below for specifics)
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======= THE DUNGEON MAP =========
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The Dungeon will be shown as a grid of squares, (with these squares being the unit of measurement for movement, attack ranges, etc.)
Opaque Grey areas on the map represent unknown areas that no-one has yet seen, and will be revealed based on your character's line of sight as you explore.
Transparent grey squares areas that have been visited before, but no-one currently can see. Enemies can spawn in or travel through areas that are out of sight of player, without being visible on the map.
+ Enemies -------------------------------------------------------------
Enemies are distinguished by a while outline (as are player characters).
Any damage an enemy has taken will be indicated by a number near their sprite. (Note this is damage TAKEN, so it counts up and not down)
If an enemy has a status effect applied to it, that enemy will receive a letter by their sprite, and an associated entry in the Legend that says what the effects are.
Simpler status effects may be indicated by icons on the enemy.
+ Items -------------------------------------------------------------
The location of items that are not in a character's inventory is indicated by the item's item box, and a line showing where it is on the map.
+ Walls ------------------------------------------------------------
Walls are impassible (except by certain special effects) and block line of sight. (LOS)
+ Doors -------------------------------------------------------------
Doors block movement and LOS when closed. Doors may be locked, and may require lockpicking to be opened.
+ Obstacles ---------------------------------------------------------
Obstacles on the mission map will have a variety of appearances, but generally are objects such as boulders, chests, tables, crates, etc.
Obstacles cannot be moved through, and Tall Obstacles block vision and LOS.
+ Traps -------------------------------------------------------------
Some maps will feature Traps. Traps will activate if a character moves into a 'trigger area' that sets them off.
Most traps can trigger multiple times, but usually only one time per round.
Traps and trigger areas can be discovered by Searching, and traps or their triggers can be permanently disarmed using a Disarming Kit.
+ Water -------------------------------------------------------------
Water squares represent deep water that cannot be moved through easily. Moving into a water square takes 2 movement instead of just 1.
Some bodies of water are hazardous and will deal damage to units in them.
Characters that are flying or have water walking ignore the effects of water.
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======= COMBAT ==========
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[ ATTACKS ]
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When a character is attacked, the result of the attack roll counts as damage. Before that damage is taken however, it is reduced by the amount of Armor the character has. (Ex: 8 damage against a character with 5 armor results in 3 damage taken). Incoming damage can never be reduced all the way to 0, however. Even if Armor blocks all the incoming damage, characters will take a minimum of 1 point of damage per 5 points of the original attack roll as 'minimum' or 'chip' damage. (Ex. A character with 18 Armor is attacked with an attack roll of 16. The character takes 3 minimum damage. (16/5 = 3.2, rounded down to 3)
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[ NATURAL 1 and NATURAL 10]
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A rolled result of 1 on an attack roll means the attack misses entirely. No damage is dealt and any special effects the attack may have otherwise had also do not take place.
A rolled result of 10 on an attack causes the attack roll to 'explode'. The D10 is rolled again, and the new roll is added to the previous roll of 10. Rolls can explode multiple times.
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[ DAMAGE CAP ]
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Most monsters have a limit to the amount of damage they can deal with normal attacks, based on their Level. If the damage dealt by an attack >>after reduction by Armor<< is higher than the attacker's damage cap, the capped value will be used for damage instead. Special attacks may have a different damage cap, or no damage cap. ((don't worry about this really, it mostly just keeps low level monsters from killing low level characters with lucky rolls))
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[ TURN ORDER ]
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Each round, all player characters act first, followed by all enemies.
Player actions will enacted in post order, however the GM may alter this order when possible to help players perform team actions.
(Ex: one player orders a move, but another player wants to buff them. Since they would be out of the caster's range after their move, The GM will cause the caster's action to happen before the moving player's action.)
The actions of both sides will be shown on the updated map at the beginning of the next Round, and a summary log will also detail what happened.
NOTE: As enemies take their turn second, enemies hidden in the Fog of War or who aggro because of player movement will have a chance to attack immediately. Because of this, it is recommended to have characters with high Armor and/or HP push into new areas.
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[ RANGE ]
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Range refers to the farthest distance away an attack can be made at, measured in map squares.
Note that Range is measured in 'manhattan distance' i.e. the total number of horizontal and vertical squares that need to be crossed to get from the attacker to the target.
Do not count diagonally when figuring range.
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[ LINE OF SIGHT (LOS) ]
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Ranged attacks and some Spell and Item effects may indicate they require LOS, meaning they cannot target a character who is obscured by walls or tall obstacles.
On the Dungeon Map, if a straight line can be drawn from the center of the Attacker's square to the center of the target square that does not cross through any part of a square containing a Wall, closed door, or tall obstacle, then the attack has LOS.
You can ask the GM to confirm LOS for you if you are not sure.
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[ BUFFS, DEBUFFS AND CURSES ]
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Certain Spells, items, Enemy attacks, and Curses can add Buffs (positive effects) or Debuffs (negative effects) to a character, usually temporarily.
Any buffs or debuffs currently active on a character will be listed in the character sheet, along with their Duration or Magnitude.
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[ EFFECT DURATION ]
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Effect Duration is measured in turns, (usually for buffs) and for each character automatically ticks down at the end of that character's turn.
Once its Duration or Magnitude is reduced to 0, the effect wears off. Effect Durations are indicated with (Parentheses) after the name of the Effect.
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[ EFFECTS MAGNITUDES ]
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Some Effects (usually Debuffs) have a Magnitude rather than a set Duration. How long magnitude effects take to wear off is variable, but most debuffs will have their magnitudes reduced by the amount of their Recovery stat at the end of their turn. In addition to making an effect last longer, higher magnitudes may increase the potency of that effect. When the magnitude of the effect decreases to 0, the effect ends. Magnitude Effects will have their magnitude indicated with {curly braces} after the name of the effect.
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[ CURSES ]
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Curses are powerful debuffs that do not wear off over time. They are usually inflicted only by very powerful entities or artifacts.
They can be dispelled by special items, and some altars or holy places that may be found in Dungeons.
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[ VULNERABILITY ]
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Actions that your character has to let their guard down to perform, such as Resting or Lockpicking, will cause them to become Vulnerable. Attacks against a vulnerable character ignore their armor, and the attack roll and damage cap are doubled. While Vulnerable, characters cannot make Attacks Of Opportunity. (see below for Attacks of Opportunity.)
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[ COMBAT ORDERS AND ACTIONS] =========
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Each turn your Character can perform a Movement and an Action.
You should indicate what you want your character to do in the current round by giving orders in single, discrete lines to make them easier to understand.
Movement orders should be given in cardinal directions (North, South, West, East) or (Up, Down, Left, Right). You should include distances in map squares.
> Move North 3, West 1, and South 2.
(Or >Move N3,W1,S2)
For expediency, you can also give generalized movement orders; Ex. "> Move next to Bob", but this leaves the actual movement to the GM's discretion, and the GM is likely to do the most obvious movement path, which may not be exactly what you want.
When designating target for an attack or for a spell or item that needs a target, make sure you specify it.
When using ranged attacks, it may be useful to indicate the intended target from your character's position.
> Ranged attack the monster that is W3, N1.
Or use whatever method you think the GM will understand.
Conditional orders are permitted, as long as they are simple, and do not require judgement calls on behalf of the GM.
ex: "> If the beetle to the south is still alive, attack it. If it is dead, lockpick the chest."
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[ Movement ]
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+ Movement may occur before or after your Character's Action.
+ Your Character cannot move more squares than their MOVE stat. (plus or minus any modifiers to it)
+ Your Character cannot move through Walls or Obstacles, unless a special effect allows them to.
+ Your Character cannot move into or through squares occupied by enemies, unless a special effect allows them to.
+ Your Character cannot move diagonally.
+ Your Character cannot stop in a square that is occupied by any other Character.
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[ Combat Actions ]
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The basic actions available to every Character are:
+ Melee Attacks ================================================================================================
Characters attacking in melee can target any square that is directly adjacent to them. (Including diagonally)
Some weapons (such as Spears or Great Weapons) may have special attack ranges or attack patterns, however.
Melee attacks are rolled as [1d10 + the attacker's Melee Attack]
:::NOTE::: If you make a Melee Attack without a Melee Weapon equipped, the enemy you target will get a >>free melee attack of opportunity<< before your attack occurs.
+ Great Weapons:
Great weapons are large weapons with a wide reach. They make sweeping attacks and can hit multiple enemies in a single attack.
- Unlike most melee weapons, instead of identifying a target, specify a cardinal direction you want to swing in.
- A separate attack roll is be made against each enemy in the effected area.
+Spear weapons:
Spears and related weapons have an extended reach and gain an extra square of range in the cardinal directions.
+ Ranged Attacks =========================================================================================================
Characters with Ranged weapons can make an attack against any target that is in LOS and not further than the weapon's Range.
Unless otherwise specified, Ranged Attacks require some sort of Ammunition Item.
Ranged attacks are rolled as [1d10 + Ranged Attack]
:::NOTE::: If you make a ranged attack while adjacent to an enemy, that enemy will get a >>free melee attack of opportunity<< before your attack occurs.
+ Attacks of Opportunity =========================================================================================================
Certain actions taken by Characters or enemies during their turn may trigger an attack of opportunity from a unit, even when it is not their turn. Attacks of opportunity can only be made with Melee weapons (except when specified otherwise) and only within the weapon's normal attack range. When triggered, attacks of opportunity are rolled BEFORE the action that triggered them is completed.
+ Spellcasting =========================================================================================================
Your character must have a Spell available in their inventory to cast it, either as an individual Spell Scroll or as part of a Spellbook.
Note that Scrolls are NOT consumed when their spells are cast, and A spellbook does not need to be equipped to have it's spells available. As long as the book is in the character's inventory, it's spells will be available.
All spells cost a minimum amount of MP, but many spells have the option of spending more MP to get a larger effect.
--- Spellbook Specifics -------
+ Spellbooks are double-size gear that can contain spells. Spellbooks have a limited number of spell slots; higher-tier ones have more.
+ Scrolls can be copied into a Spellbook using an Action.
+ Spells in a Spellbook can be removed from the spellbook and will turn back into the original Scroll item.
---- Further notes about spells ----
Most spells are centered around providing utility and support.
If you want to play a magic-based attacker, be aware there are >>VERY FEW<< damage-dealing options available from spells.
However there are many weapons and some armors or shields with damage-dealing effects that consume MP to use.
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============== OTHER ACTIONS ===========================
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+Resting -----------------------------------------------------------------------------------------------------------------------------------------------
Resting allows your character to take a breather and collect themselves. When resting, a character reduces all debuff Magnitudes by their Recovery stat, (or a minimum of 1) and debuff Durations by 1. (Note that this debuff reduction already happens automatically at the end of a character's turn, Resting duplicates this to make debuffs fall off quicker.)
Optionally, while resting a character may use a Bandage item to recover an amount of HP that depends on the item. This is the easiest way to heal, though it requires that an area be clear from immediate danger.
Resting can only be done if your character has not moved that round, and Immobilizes your character for the rest of the round.
Resting characters become Vulnerable for that round.
+ Use an Item or Gear -----------------------------------------------------------------------------------------------------------------------------------------------
Most Items and some Gear can be used to gain some sort of effect. Note that some Item and Gear special effects can only be activated by spending MP.
Characters can use Items they have in their inventory, or that are on the map in a square adjacent to them.
Note that Items that require MP -MUST- be in a character's inventory to be used, and that Gear must be equipped in order to be used unless otherwise specified.
+ Opening -----------------------------------------------------------------------------------------------------------------------------------------------
Objects like Doors and Chests can be opened (if they aren't locked).
- When a chest or container is opened, the contents will automatically be moved into the player's inventory. (If there is room for them)
+ Searching -----------------------------------------------------------------------------------------------------------------------------------------------
Searching causes your character to examine the square they occupy, and every square adjacent to them.
Hidden passages, traps, trap trigger areas, and other hidden objects in the search area will be revealed. Searching will also Open any adjacent containers or unlocked treasure boxes. Search radius can be expanded by certain Spells or Items.
+ Lockpicking -----------------------------------------------------------------------------------------------------------------------------------------------
Locked doors and chests can be opened via Lockpicking. Lockpicking requires a Lockpick item, which may also grant a bonus.
Lockpicking Roll: D10 + INT + [bonus from item] Vs. [Lock level of object]
Locked Chests which are successfully picked are also opened automatically
Locked doors which are successfully picked CAN also be opened automatically.
Characters are Vulnerable while Lockpicking.
+ Disarming -----------------------------------------------------------------------------------------------------------------------------------------------
Traps (Either the trap itself, or it's trigger area) can be disarmed so they do not trigger. This requires a Disarming Kit, which may grant a bonus.
Disarming Roll: D10 + INT + [bonus from item] Vs. [Trap difficulty]
Characters are Vulnerable while Disarming.
+ Unjamming -----------------------------------------------------------------------------------------------------------------------------------------------
A jammed tool can be fixed using a the Unjam action. A character must have enough INT to use a tool in order to unjam it. A character may not move before or after making the Unjamming action, and unjamming makes them Vulnerable for the round.
+ Demolition -----------------------------------------------------------------------------------------------------------------------------------------------
Rubble, weakened walls, and certain Obstacles such as barricades can be cleared out of the way by Demolition. Demolition requires a pick or some other kind of digging device, which may grant a bonus.
Demolition Roll: D10 + ATK + [bonus from item]
Unlike Lockpicking/disarming, demolition rolls stack up cumulatively, and when the total of rolls exceed the rubble's difficulty, it will be cleared.
Characters are Vulnerable while Demolishing.
+ Picking up Gear or Items -----------------------------------------------------------------------------------------------------------------------------------------------
Any number of Gear or Items that are either in the character's square or adjacent to it can be picked up and moved into their Inventory using a single Action.
Hand slot Gear that is being picked up can also be equipped as part of this action. You may also choose to Use one of the items you are picking up immediately as long as it does not require MP to use.
+ Dropping Gear or Items -----------------------------------------------------------------------------------------------------------------------------------------------
Items and Gear can be dropped from the player's Inventory as a free action. (See 'Free Actions' below) Dropped items can be dropped into the square the character is occupying, or into an adjacent square, and will remain there until picked up or the map ends.
Armor may not be dropped while it is equipped.
+ Giving Gear or Items -----------------------------------------------------------------------------------------------------------------------------------------
Items and Gear can be put into another player's Inventory using an Action, if you are adjacent to them.
+ Changing Gear -----------------------------------------------------------------------------------------------------------------------------------------------
Hand Slot Gear that a character has equipped can be swapped for gear they have in their Inventory using an Action. (Both hand slots can be exchanged at once for one action.)
Armor Slot Gear can only be changed or equipped if the character did not move that round, and makes the character Vulnerable.
- Combat stats will automatically be updated when gear is changed. Note that if the new gear allows a higher HP Max than the old gear, the character's current HP will not increase to the new maximum.
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============== FREE ACTIONS ==========================
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Free actions are actions that are quick or simple to perform and do not use up the character's Action that turn (Such as dropping items.) They are sometimes granted by items or spells that your character is performing, and will be described in the item or spell description that they can be used with. You can use any number of free actions in a turn, however you can only use the same free action once per turn.
[ MOVING AND ATTACKING INTO THE FOG OF WAR]
You can move your character into squares that have not yet been revealed by the the fog of war.
This represents your character moving forward before having time to properly assess what's ahead and so their options are more limited that normal when moving into the fog.
You MUST give full movement orders (you may have to guess where you character will be able to go, if they run into a wall, monster, or obstacle movement will stop at that point.)
You can specify whether or not your character should attack monsters they encounter during their turn. They can only target the closest monster to them, however.
If they can not or do not make an attack, they will automatically perform a Search at their final location.
You can move your character into squares that have not yet been revealed by the the fog of war.
This represents your character moving forward before having time to properly assess what's ahead and so their options are more limited that normal when moving into the fog.
You MUST give full movement orders (you may have to guess where you character will be able to go, if they run into a wall, monster, or obstacle movement will stop at that point.)
You can specify whether or not your character should attack monsters they encounter during their turn. They can only target the closest monster to them, however.
If they can not or do not make an attack, they will automatically perform a Search at their final location.