Unnatural Selection Stats: Difference between revisions

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==Jetal Base Body Stats==
==Jetal Base Body Stats==
::Morphability: 50/100
::Morphability: 70/100
::Total Mass: 4050 kg
::Total Mass: 4050 kg


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==Energy Usage==
==Energy Usage==
::Battery: Rated at 80,000 Energy Points
::Battery: Rated at 80,000 Energy Points
::Currently uses ~3600 energy per hour
::Currently uses ~3200 energy per hour
::Surge Max: 7900 (8000 - 100 morph penalty)
::Surge Max: 7700 (8000 - 300 morph penalty)
::Surge Regeneration: 148/sec (150 - 2 morph penalty)(belenos time, this is closer to 1233 energy per earth second)
::Surge Regeneration: 148/sec (150 - 2 morph penalty)(belenos time, this is closer to 1233 energy per earth second)
::Surge Regen with cooling: 222/sec
::Surge Regen with cooling: 222/sec

Revision as of 23:06, 3 June 2013

Rules and Character statistics for Unnatural Selection

Temporary Belenosian CAI statistics

All time units will be in the belenos form, which is explained at the bottom of this section.

Surge value cost are for things that require a near instant, sudden burst of energy. Hence, things like regular battery usage and powering a plasma sword do not use surge. However, plasma shots and initially powering a plasma sword will use surge value.

Using surge value also takes away from the battery power remaining.

Material Wealth

309500 New Empire Dollars
Watch
Smartphone (Includes maps, calls, internet, texts, various applications)
Flashlight
Utility Knife
Surveillance drones
1 quiet helicopter drone
2 ground drones
10 ball cameras, can be stuck on walls

Jetal Base Body Stats

Morphability: 70/100
Total Mass: 4050 kg
Main Core (Alison)
Mass: 1520 KG
Volume: .12 m3
Density: 12667 kg/m3
Division 1 (Clarence)
Mass: 1170 KG
Volume: .08 m3
Density: 14625 kg/m3
Division 2 (Strongarm)
Mass: 1360 KG
Volume: .10 m3
Density: 13600 kg/m3

Energy Usage

Battery: Rated at 80,000 Energy Points
Currently uses ~3200 energy per hour
Surge Max: 7700 (8000 - 300 morph penalty)
Surge Regeneration: 148/sec (150 - 2 morph penalty)(belenos time, this is closer to 1233 energy per earth second)
Surge Regen with cooling: 222/sec

At present, Unity requires roughly (x/(150 - (morphability - 20))^2) + 1500 of battery power per hour, where x is her mass. She will not be able to lift herself if this value exceeds her maximum surge value.

Morphability Notes

IF her morphability is over 20, then battery use required uses the equation (x/(150 - (morphability - 20))^2) + 1500, where x is her mass.
Past morph 40, her surge max is reduced by ((morphRating - 40) * 10) and surge regeneration by ((morphRating - 40) / 5) per second. At max morph of 100, this means -600 max surge, and -12 regen/second.
Unity will also become slightly more vulnerable at higher morph, but numbers are not known currently.
Currently, Unity can hold a base number of 36 modules. For every 10 points past 20 morph, she can hold one more until morph 80. For every 5 points past 80, she can hold 1 more. Therefore, at 50, she could hold 39, and at 100, she could hold a maximum of 46.

Absorption

Efficiency is labeled as xx/yy, where xx is for foreign jetalium in which the jetalium belongs or last belonged to another jetal, and yy is for familiar jetalium of which is either raw jetalium, or jetalium that was last owned by Unity.
Straw Method:
97%/99% efficiency at a rate of 2 kg per 10 b-seconds
Gel Method
43/76% efficiency at a rate of 1 kg per b-second
Light Method
20/45% efficiency at a rate of 20 kg per b-second (effective rate of approximately 4 kg per b-second for foreign jetalium)
Unity may also expend her own mass to recover battery power. She gains 63 Battery Energy for each kilogram of jetalium

Weapon/Auxiliary List

Weapons

2 Plasma Swords, class A and Special(Loviro)
1 Plasma Lance Class A
1 Kilobeam Class S
2 Megabeam Class S (Bending)
2 Gigabeam Class S (Bending)
1 TeraBeam S
1 Class A Autogun
2 Class A Autocannon
Sniper Class B and A
Jetalium Seeking Missiles Class A
Plasma Well Class S
Jetalium Mines Class A
EMP field
Stunner

Non-deprecated Auxiliary

Explosive Shedding
Jetalium Surge Conversion
Sticky Jetalium C
Quick Morph C
Jetalium Magnetism B
Core Magnetism A
Jetalium-Acid Resistance S
Core Dodge S
Core Hide A
Shields A
Core Detection A
Surge Detection B
Cooling Systems
Jetalium Bullets
Reflection Shield Class B
Light Absorption
Anti Gravity
Thruster A
Jetalium Sense
Jetalium Division (2)
Surge Overdrive
Signature Sense
Master Musician (Free Module)

Weapons

All weapons need battery power. If it is only labeled as battery, then no surge is needed. If surge is specified, however, then it will require that amount of surge AND an equivalent amount in generic battery power, as surge is effectively nothing more than battery power that will overheat the core if too much power is drawn at one time. If Unity's cooling mechanism is deployed, she will regenerate the surge faster, but her battery power will drain twice as fast.


Beam Weapons

Effectively a long range, harder to control plasma sword that requires a high deployment surge cost, and surge cost each b-second afterwards.
Bending beams cost slightly more surge to upkeep, but can bend their path. However, the more a plasma beam bends, the weaker its end will get.
Beam Category
* Type Initial Surge Requirement Continuation Surge Quantity Owned
Class B KiloBeam 800 40 surge per b-second 0
Class A KiloBeam 1500 75 surge per b-second 0
Class S KiloBeam 2500 100 surge per b-second 1
Class B MegaBeam 1200 80 surge per b-second 0
Class A MegaBeam 2000 60 surge per b-second 0
Class S MegaBeam 3000 125 surge per b-second 0
Class S MegaBeam (Bending) 3000 135 surge per b-second 2
Class A GigaBeam 2500 150* surge per b-second 0
Class S GigaBeam (Bending) 3500 215* surge per b-second 2
Class S TeraBeam 3000 200 surge per b-second 1
  • Gigabeams may use up to their specified surge continuation values, but may opt to reduce this.

Plasma Sword

A generic melee weapon with high concentration of damage.
They require a good deal of surge to turn on, and require more surge per second to continue powering it.
Plasma Sword Category
* Initial Surge Requirement Continuation Surge Quantity Owned
Loviro (Morphable Class A) 1500 25 surge per b-second 1
Plasma Lance Class A 1000 60 surge per b-second 1
Class A 1500 25 surge per b-second 1
Class B 1000 15 surge per b-second 0
Class C 500 8 surge per b-second 0
Class D 600 5 surge per b-second 0

Kinetic Autoguns/cannons

The mechanics of these may have a recall in the near future.
Machine guns made out of jetalium. They can fire regular bullets, and class C and up can automatically help form jetalium bullets for consumption. D and lower autoguns require the jetalium bullet addon.
A deca b-seconds is 10 b-seconds, which is about 1.2 normal time seconds.
The jetal can choose a wide range of bullet mass per shot, anywhere between the labeled min/max mass per class of autogun. Min/Max Mass Battery/RoF is in regards to battery usage and rate of fire statistics, which are dependent on the size of the bullets shot. For example, a class D autogun will fire 20 bullets per deca b-second if only 10 gram bullets are used, but will only fire 10 per deca b-second if 100 gram bullets are chosen. Likewise, it will cost either 1 battery or 3 battery for each 10 or 100 gram shot respectively. The RoF and battery usage is linear throughout, so a 55 gram shot would cost 2 battery and have an RoF of 15.
A jetal can only form bullets at a limited rate, decided by the Morphability * 20 grams per second. At 50 morphability, a jetal can produce 1 kg of bullets per b-second. Higher morph bullets have more spread and knockback, while low morphability bullets tend to be more armor piercing.
Min/Max Mass RoF at 50 morphability column is, assuming Unity remains at 50 morphability, Unity's effective rate of fire that she will go by.
If bullets are set to explode, the minimum time to detonation is greatly reduced to 4~8 b-seconds (but can still be increased to 15 b-minutes if desired).
Autogun Category
* Min Bullet Mass Max Bullet Mass Min Mass Battery Usage Max Mass Battery Usage Min Mass Rate of Fire (per deca-b-seconds) Max Mass Rate of Fire (per deca-b-seconds) % RoF Bonus for each morph rating Min/Max Mass RoF at 50 morphability Quantity Owned
Class D 10 100 1 3 20 10 1 30/15 0
Class C 10 200 2 10 20 10 2 40/20 0
Class A 10 600 5 25 30 20 3 75/50 1
AutoCannon Category
* Min Bullet Mass Max Bullet Mass Min Mass Battery Usage Max Mass Battery Usage Rate of Fire (per deca-b-seconds) Quantity Owned
Class A 100 1000 50 500 1 2

Plasma Blasters

Plasma type blasters use surge, and the user is allowed to use the amount of surge used up to the weapon's max amount. They are somewhat weaker compared to other weapon classes, but are still popular due to being simple and easy to use in a variety of situations and surge status.

Plasma Category
* Minimum/Maximum Surge Output Quantity Owned
Class F 0-200 0
Class B 0-1000 0
Class A 0-2000 1

Missiles

Every missile has a camera, and can be controlled remotely.
Missile Category
* Surge Per Missile Minimum Mass (kg) Maximum Mass (kg) Quantity Owned
Class A 100 20 200 1

Plasma Wells

A concentrated orb of plasma that, instead of being focused as an entry and exit for beam weapon energy, simply collects on itself and is controlled by the Jetal.
It is difficult to use as a weapon against fast opponents, but typically are highly classed for the massive amounts of damage they can inflict on otherwise beam-resistant buildings and structures.
Plasma Well Category
* Initial Surge Requirement Continuation Surge Requirement Speed Quantity Owned
Class S 3000 100/b-sec 200 1

Sniper Beams

A concentrated beam that does not burn much mass, but can potentially bisect a jetal (and other objects).
Sniper Category
* Initial Surge Requirement Continuation Surge Requirement Quantity Owned
Class B 25-300 60/b-sec 1
Class A 50-500 80/b-sec 1

Mines

A lump of formed Jetalium that explodes upon a predesignated trigger. Mines can be reabsorbed by the jetal if desired. Triggers include selective proximity, pressure plated or timed, and can be detonated at well regardless. Proximity can be made selective between biological, robot, jetalium sensing or any combination thereof. It will, by default, not detonate if the jetal who deployed the mine is the one to trigger it.
The battery requirement has to be paid in full at the time of deployment, and is in terms of each b-minute it will be on. Therefore, if a requirement is 20, and the jetal pays 200 battery for it, then it will last 10 b-minutes. If that time passes, then it may still be re-absorbed, but it will not be able to explode.
Mine Category
* Mass Allowance in kg Battery Requirement per b-minute Quantity Owned
Class A 20-500 40 1

EMP Field

Creates an EMP field around the jetal or any of its divisions, if applicable. This will cause ongoing damage to robotics caught inside.
Continuation surge is per 5 meters, and scales linearly up to its maximum range. Therefore, having a range of 15 meters will cost 3 times the continuation surge per b-second.
EMP Category
* Surge requirement Continuation Requirement (per 5 meters diameter) Maximum Range Quantity Owned
Class A 500 40 50 meters 1

Stunner

Temporarily stuns a jetal, as well as interrupts any weapons that are being used. Its effectiveness relies on a few different factors. It is more effective on jetals with higher density, lower morphability, and how much surge the user puts into the stun. It can range from not working whatsoever to, in extreme cases, completely disabling the jetal for a few moments.
Both the user and target must be in close proximity to work, effectively in melee range.
Stunner Category
* Surge range Quantity Owned
Class A 1-2000 1

Auxiliary Jetal Improvements

Explosive shedding

Ability to shed off a certain amount of mass normally. This ability optionally allows that jetalium mass to become highly unstable, and explode between 60 b-seconds and 15 b-minutes after being completely detached.
Current rate: 20 kg is roughly comparable to 1 kg of c4

Jetalium Surge Conversion

Able to substitute surge energy with jetalium mass. 1 kg gives 10 surge. A maximum pool of 200 kg is available for burning, which recovers at 10 kg/second. In other words, Unity has a pool of 2,000 surge worth of burnable mass (which can be spent all at once if desired), which recovers at 100 surge per b-second.

Core Dodge S

Gives far more mobility to the core within ones jetalium mass, and dodging incoming blows are automatically detected and given evasion maneuvers to minimize the chance of getting struck.

Shield Generator A

Manually blocks shots. Defensive numbers are impossible to pinpoint, but on average, this generator blocks 50% of damage of most A grade weapons.

Sticky Jetalium

Allows sticking to surfaces, can be combined with other jetalium launched things, such as explosive shedded jetalium.

Quick Morph Class C

For 300 surge per second, Unity can have 100/100 morphability for up to 20 b-seconds, at which she will revert back to her normal morphability.

Jetalium Magnetism

Forms a magnetic bond between Unity and other jetal masses. This cannot be selective, either it attracts all nearby jetalium, or none.

Core Magnetism

Forms a magnetic bond between Unity and other jetal cores. This cannot be selective, either it attracts all nearby cores, or none.

Jetalium Acid resistance Class S

Provides near complete protection against most forms of anti jetalium concoctions.

Thrusters Class A+

Thrusts that give additional mobility and possible flight. May spend up to 100 surge/second, at which point it will grant hovering capabilities to up to 8000 KG of mass. Less mass will allow flight, while higher mass will cause less acceleration during a fall. It may also be spread out to 10 different points in the body for balancing purposes.

Core Detection A

Able to see a relatively wide jetal core glow inside of jetalium. Class B also allows to scan a jetal's weapons and auxiliaries.

Sense Signature

Requires Core Detection. This allows a jetal to detect a specific core's identification to a unique value, provided they can sense the core in the first place.

Core Hide A

Unity's Core will not show up on most core scanners.

Power Move

Up to 20 surge per b-second can be used to perform physical feats of strength at a greater capacity. At maximum power, strength is approximately tripled.

Surge Detection B

Ability to detect the general vicinity of where an energy surge is located.

Reflection Shield B

May be deplyoyed, and will reflect projectile plasma weapons. Ineffective towards kinetics, melee plasma, and tends to be fickle. The surge required is greately dependant on the weapon used, and usually is equivalent to the weapon itself. For beam weapons, this includes the surge startup cost, and the surge continuation cost to continue deflecting it.

Anti Gravity

Creates a field of anti gravity around the jetal at a cost of 100 surge per b-second per square meter of volume. Thrusters are still effective, allowing flight even with weak thrusters.

Cooling Systems (Active Ability)

Surge regeneration is boosted by 50%
Battery Usage increased by 100%. This does not affect surge requirements, i.e., if a plasma sword requires 100 surge to activate, it will only cost 100 surge, but take away 200 battery energy.

Jetalium Bullets

May expend mass to form bullets for kinetic guns, either jetalium autoguns or regular guns. This can be combined with explosive shedding to make exploding ammunition. Bullets, if not exploded, are also recoverable after firing.
This addon makes it possible at all, but the specifics and capabilities of doing so are based primarily on the gun used.

Light Jetalium Absorption

Allows quick, inefficient jetalium absorption while on the move.

Jetalium Sense

Allows Unity to sense nearby powered and unpowered jetalium up to approximately 150 meters away, as well as how much jetalium there is.

Jetal Division (2)

This allows Unity to divide herself twice. Although the core will remain in only one of the bodies, the split body may behave like Alison. This does not take surge, however, battery power will be drained steadily at a rate of around 300 per b-hour for every 100 meters of distance for each divided body, regardless of how much mass the division is given. More battery power is required as a divided body gets farther away, and will be lost should it get 1 km away from the main core.

Surge Overdrive

Can spend twice the surge on a weapon to boost its power. Typically, it will be well worth the cost and be more than twice as powerful. The downside is that only that weapon can be active, all other weapons will be disabled until the overdriven weapon is disabled.

Master Musician

A databank and coordination system for playing every common and almost every uncommon belenosian instrument.

Belenos Time Format

Belenosian denominations: 100 sec = 1 minute, 100 min = 1 hr, 100 hr = 1 day, 421 day = 1 year
Normal to Belenos Duration Equivalent
* Normal Belenos
Seconds 1 8.33
Minutes 1 5
Hours 1 2.96
Days 1 1.4
Years 1 1.61
Belenos to Normal Duration Equivalent
* Belenos Normal
Seconds 1 0.12
Minutes 1 0.2
Hours 1 0.34
Days 1 0.71
Years 1 0.62

Ship Jetal Statistics

Battery

80,000 Energy
Surge Max: 8000
Surge Regen: 150 base
Uses a high amount of energy per hour to function, although it can hold large amounts of mass with less exponential increase as most batteries.

Weapons

Gigabeam (Bending) S x2
Megabeam (Bending) S x2
AutoCannon A x2 (Similar to autoguns, but with a great increase in battery usage and mass per bullet)
Plasma Shot A x4
EMP Field A
Plasma Lance B x10
Plasma Lance A x2

Auxiliary

Explosive Shedding
Jetalium Surge Conversion
Core Dodge S
Jetalium Magnetism B
Core Magnetism A
Shields A
Thruster A+
Core Detection A
Jetalium Bullets
Anti-Gravity
Core Launch (able to launch the core directly out of the body as an escape mechanism at high velocity)

Ability/Statistic Lines

Tier 1

Body

Max Rank 20 - Each rank increases HP by 1. A character starts without a body rank, and appears as a nondescript blob with a face and 0 HP. On getting rank 1, they are able to form a body. It is purely aesthetic, and has virtually no impact on platform stages; although freeroam and safezones take their form into account, to an extent.

Armor

Max Rank 20 - Each rank increases armor by 1. Rank 1, 5, 10, 15 and 20 allows the choosing of a different set of armor. This blocks damage by a flat amount, and takes that amount in damage. If a turn passes without the user taking damage, then the armor regenerates slightly, increasing by consecutive rounds without taking damage. This amount follows the fibonacci series in order starting with the second number, 1, 1, 2, 3, 5, 8 and so on. If the user gets hit during this sequence, the armor does not regenerate that turn, and the series starts over. Armor is entirely aesthetic, and a revealing bikini will be just as strong as full plate or power armor at the same armor rank.

Weapon

Max Rank 20 - Each rank increases weapon damage by 1. Rank 1, 5, 10, 15 and 20 allows the choosing of a different type of weapon. Like armor/body, these are all aesthetic in stages, although can be used as tools in freeroam and safe zones between the stages.

Absorb

Max Rank 10 - When a contender dies, their essence scatters in the air and lingers for a moment. Absorption is the ability to absorb a fellow contender's C.U. Each level will return 10% of the C.U. that the absorbee has spent on ability stats. To absorb, they must either be in range, and the range is equal to the Absorption Rank. When 2 contenders try to absorb the same person, the one with higher priority wins. Each rank gives 1 priority, and each priority boon gets another priority. Tier 3 players, assuming they have 10 in absorb, will have equal priority.

When ties of priority occur, a deadlock will occur in which the dead individual will hover in space while 2 or more different people attempt to absorb him. While the absorbers focus, they will not be able to perform any actions or move, and must keep attempting to absorb. When everyone bails out except one, that one will win the absorb. If the last 2 people bail at the same round phase, then the unit in question will be lost, and no one will absorb.

CU gained by absorbing a tier 3 character is capped at one-half of the absorbed character's own maximum CU level.

Deprecated Tier 1 Ability lines

Scan - Max Rank 10 - The ability to scan statistics of other players.

Heal - Max Rank 5 - This allows the caster to heal a number of HP equivalent to the rank. This replaces an attack.

Range - Max Rank 5 - A player can attack from their Range Rank tiles away, regardless of weapon appearance.

Knockback - Max Rank 3 - On hit, the person struck will be thrown away from the attacker by a platform number equal to the rank. Since attacks are simultaneous (first strike notwithstanding), 2 people with knockback hitting each other will both knock each other away. They will not be thrown off of platforms.

Disarm - Max Rank 3 - A form of attack. Instead of dealing damage, the user disarms the target (applied on that turn), for 1 turn, forcing use of unarmed. Unarmed damage is equal to 1/3 of the weapon's rank. As a 1 on 1 with someone using disarm would be the target whittling away with 1/3 damage on the user, this is a support ability.

Protector - Max Rank 6 - The ability to take damage for others. The user is able to move, then prior to attacks, chooses a target. Any damage dealt to the target is redirected to the user, but any additions to the attack (such as knockback) still affect the target.

Banditry - Max Rank 10 - Steals 10% per rank amount of currently held CU. This can only be done on stages, and the bandit must be on the same tile as the victim.

Double Jump - Single rank - Able to jump twice, although this does not double ones speed. It grants the ability to jump on a platform that has disappeared, though still exists - instead of dying, the owner of this will be able to jump to safety, provided that the second jump doesn't also lead to a missing platform.

Speech/Understand/Read - Single Rank Each - Each of these grant the ability to understand speech, speak speech (even if the user cannot understand speech), and read.

Tier 2

Fortify Body

Max Rank 20 - Each rank gives +20 HP.

Fortify Armor

Max Rank 20 - Each rank gives +20 armor.

Fortify Weapon

Max Rank 20 - Each rank gives +20 weapon damage.

Deprecated Tier 2 Ability Lines

First Strike - Max Rank 5 - Gives +1 attack priority. If the person struck is slain and has not attacked yet, they will not be able to strike back. However, all abilities that are invoked by attack (such as knockback) apply only after all attacks have been made, therefore they will not be knocked backwards before they can strike back.

Scatter Damage - Able to split damage evenly across multiple targets. Each rank allows a +1 damage split. Damage is rounded down. All targets must be on the same platform that is attacked, although it can be used with range.

Shapeshift - Able to switch forms. This is an illusion, and touching the shapeshifter will reveal the users true form. It can be held for 10 rounds or 30 minutes in a safe zone.

   Rank 1: May hold up to 1 minor change at a time.
   Rank 2: May hold up to 2 minor changes at a time.
   Rank 3: May hold up to 2 minor changes at a time, and one major body change.
   Rank 4: Duration is increased to 15 rounds, or 45 minutes.
   Rank 5: Duration is increased to 20 rounds, or 60 minutes.

Teleportation - Allows teleportation to a new tile, with a cooldown of 6 rounds. This is still dependant on light trails, however, and can be treated as a burst of extra movement. This can be used as a movement action OR an attack action.

   Rank 1: Teleport range 1
   Rank 2: Cooldown reduced to 5.
   Rank 3: Teleport range 2
   Rank 4: Cooldown reduced to 4.
   Rank 5: Teleport range 3 

Swap Position - Max Rank 5 - During the move phase, but before any movement has been made, the user may swap a position with a willing target. The range of this is equal to the rank.

Fortified Heal - Instead of attacking, the user may heal. This does not stack with the heal amounts from tier one Heal ability, but the boons still carry over.

   Rank 1: Heals 10 HP.
   Rank 2: Heals 20 HP.
   Rank 3: Heals 30 HP.
   Rank 4: Heals 40 HP.
   Rank 5: Heals 50 HP. 

Tier 3

Immunity

Gains immunity against lower tier Abilities and Boons

   Rank 1 - Immune to all Tier 1 and 2 abilities and boons, except for absorption and basic stats (body, armor, weapon).
   Rank 2 - Selective immunity. The user may opt to be affected by positive T1/2 abilities, such as heal/swap position.

Damage reduction

Reduces damage after all attacks have been made.

   Rank 1 - 25% less damage
   Rank 2 - 50% less damage
   Rank 3 - 75% less damage

Increased damage

   Rank 1 - 25% more damage
   Rank 2 - 50% more damage
   Rank 3 - 75% more damage
   Rank 4 - 100% more damage

Item Cancellation

Provides a 3-range item cancellation barrier, preventing anyone in the barrier from using items and anyone outside the barrier using items on anyone inside the barrier. This does not apply to glove scissors.

   Rank 1 - Blocks up to 2 Tier-1 items per round.
   Rank 2 - Complete immunity to tier 1 items, blocks 2 tier 2 items per round.
   Rank 3 - Complete immunity to tier 1 and 2 items, blocks 1 Tier 3 item per round

T. 3 Range

   Rank 1 - Range 1
   Rank 2 - Range 2

Create Light Trail

Creates one light trail to a platform that has a gap of no more than 1.5 platform lengths. This is done as a replacement to movement, and although it is done during the movement phase, the effect only takes place after everyone else has moved, but before attacks are made.

   Rank 1 - Lasts for 1 turn
   Rank 2 - Lasts for 2 turns
   Rank 3 - Lasts for 3 turns, range increases to 2.5

Block Light Trail

Blocks a light trail. This takes effect after everyone has moved, but before attacks are made. The user must be next to the targeted light trail. This replaces a movement.

   Rank 1 - Lasts for 1 turn
   Rank 2 - Lasts for 2 turns
   Rank 3 - Lasts for 3 turns, +1 range

Create Platform

Creates one platform in the air that creates a gap of no more than 1.5 platforms between the user and the new platform. This happens at the same time as movement, therefore a player may jump safely across a light trail that leads to the spot where the created platform ends up. The platform disappears <rank> turns later, after the movement phase. This action replaces a movement.

   Rank 1 - Lasts for 1 turn
   Rank 2 - Lasts for 2 turns
   Rank 3 - Lasts for 3 turns, range increases to 2.5

Remove Platform

Removes any platform within a range of 1. This is done during the movement phase, but after everyone has made normal movements. The platform, however, will not be removed until the next turn, after everyone has had a chance to move again. This is to prevent instantly killing other tier 3's that would not have double jump. This actionreplaces a movement.

   Rank 1 - Lasts for 1 turn
   Rank 2 - Lasts for 2 turns
   Rank 3 - Lasts for 3 turns, increased range to 2.

T. 3 Protector

Functionally the same as Tier 1 protector.

   Rank 1 - Able to target 1 person at up to 1 range, or everyone but himself on his/her current platform.
   Rank 2 - Able to target 2 people at up to 2 range, or everyone but himself on a platform up to 1 range away.

T. 3 Knockback

   Rank 1 - Knocks its target one platform away from the attacker. If the attacker is on the same tile, the direction may be chosen.

T. 3 Scan

   Rank 1 - Able to see all Body/Armor/Weapon numbers, and owned abilities with at least 1 rank.
   Rank 2 - Able to see all stats and boons.

T. 3 Heal

Able to heal users on the same platform. This replaces the user's attack.

   Rank 1 - 20 HP
   Rank 2 - 40 HP
   Rank 3 - 60 HP
   Rank 4 - 80 HP
   Rank 5 - 100 HP

T.3 Body

Each rank in this gives +20 HP. Max rank of 20.

T.3 Armor

Each rank in this gives +20 Armor. Max rank of 20.

T3. Weapon

Each Rank in this gives +20 Weapon Damage. Max Rank of 20.

Summon Allies

Replaces an attack with known friendly units. Let's all friendlies answer the call optionally. The range is traversable through disabled/inactive light trails.

   Rank 1: Cooldown of 13 rounds. All friends within 5 walking platforms are alerted.
   Rank 2: Cooldown of 10 rounds. All friends within 10 walking platforms are alerted.
   Rank 3: Cooldown of 7 rounds. All friends within 15 walking platforms are alerted.

Bounce

Ranged attacks will bounce, able to deal extra attacks at 50% damage on its way to the primary target (which will still receive normal damage). It cannot attack twice on the same platform. Although range is not required, this ability at rank 1 is useless without range 1, and useless at rank 2 without Range rank 2.

   Rank 1: Bounces up to 1 time.
   Rank 2: Bounces up to 2 times.

Item Thief

Allows stealing items. This has a range of 0, so the thief must share a platform with his target, or be next to the target in a tile stage.

   Rank 1: A random inventory slot (including any empty slots) is selected, and if there is an item in that slot, it will be taken.
   Rank 2: A random item will be taken.
   Rank 3: The bandit may select which item will be stolen.


Tier Upgrading

Tier 2 can be gained by purchasing Access from the shop, granting more abilities and boons.

Tier 3 can be gained after getting the Delimiter (to get past the initial 100k CU stat limit), then purchasing Tier 3 Access. All Tier 1 and 2 abilities will be lost on going to Tier 3, with the exception of all weapon/armor/body and absorption stat lines. Most absorption abilities are lost, but Resurrection, Ability Absorb, Ghost Talk and Retroactive are kept. All other boons and abilities are lost, although some have tier 3 versions. All priorities are maximized - a tier 2 with full priority boons on an ability will have the same priority as a normal Tier 3.

Stats from previous tiers do not add up to the Character CU levels.

Bonuses

This list is incomplete. Most known boons are in the flash shops in-quest, and this section is to cover additional boons that the shop has not updated to.

Lift

Able to lift consenting allies. This may be done as a free action during the movement round. Lifted allies will go wherever the user goes, and is immune to normal knockback. If the user is knocked back, every lifted person will also move with the user. Also, in connected tile stages, this allowed multiple people to occupy the same tile. Lifted allies may still attack.

   Lift I: Can lift 1 person
   Lift II: Can lift 2 persons (Occupies 2 boon slots)

Double Move

Able to replace attack with another movement

   Double Move I - cooldown of 2 rounds
   Double Move II - cooldown of 1 round (useable every round)

Character Statistics

If a Tier 3 character has Increase Damage, their effective weapon damage will be to the side in parenthesis.

Alison

Character CU: 19,800,000

Stats

HP: 420
Armor: 420
Weapon: 720 (1440)
Absorb 10
All Communications
Immunity Rank 2
Damage Reduction 2
Increase Damage Rank 4
Bounce 1
T3 Range 2
T3 Weapon Rank 15


Bonuses

Ghost Talk
Absorb: Retroactive
Double Offense

Other Key Traits

Delimiter x2
Tier 3 access

Current Items 5 million CU

Duelist / Mako

Character CU: 20,000,000

Stats

HP: 800
Armor: 800
Weapon: 420
Absorb 10
Immunity 2
Damage Reduction 3
T3 Protector 2
T3 Body 19
T3 Armor 19

Bonuses

Float
Block
Absorb: Ability Absorb

Other Key Traits

Delimiter x2
Tier 3 access

Current Items

Bomb

Recluse

Character CU: 20,000,000

Stats

HP: 700
Armor: 660
Weapon: 420
Absorb 10
All Communications
Immunity 2
Damage Reduction 3
T3 Protector 2
T3 Body 19
T3 Armor 19


Bonuses

Float
Block
Absorb: Ghost Talk

Other Key Traits

Delimiter x2
Tier 3 access

Current Items

Red Glove x3

Scanner

Character CU: 9,550,000

Stats

HP: 420
Armor: 420
Weapon: 420
Absorb 10
All Communications
Immunity 1
Damage Reduction 1
Item Cancellation 3
T3 Range 1
T3 Scan 2


Bonuses

Float
Selective Item Cancellation
Absorb: Boon Absorb

Other Key Traits

Delimiter
Tier 3 access

Current Items

Bomb

Iso

Character CU: 20,000,000

Stats

HP: 420
Armor: 420
Weapon: 420 (630)
Absorb 10
All Communications
Immunity 2
Increase Damage 2
Block Light Trail 3
Create Light Trail 3
Remove Platform 3
Create Platform 3
T3 Range 2
T3 Knockback 1
Bounce 1


Bonuses

Double Move II
Absorb: Boon Absorb

Other Key Traits

Delimiter x2
Tier 3 access

Current Items

Bomb


Clarence

Character CU: 9,800,000

Stats

HP: 420
Armor: 420
Weapon: 420
Absorb 10
All Communications
Immunity 2
Block Light Trail 3
Create Light Trail 3
Remove Platform 3
Create Platform 3


Bonuses

Double Move II
Absorb: Boon Absorb

Other Key Traits

Delimiter
Tier 3 access

Current Items

Red Glove
500,000 CU

Healer

Character CU: 9,900,000

Stats

HP: 420
Armor: 420
Weapon: 420
Absorb 10
All Communications
Immunity 2
Damage Reduction 1
T3 Range 1
T3 Heal 5


Bonuses

Float
Heal Range
Absorb: Ability Absorb

Other Key Traits

Delimiter
Tier 3 access

Current Items

Red Glove x2

Guardsman

Character CU: 9,700,000

Stats

HP: 420
Armor: 420
Weapon: 420 (820)
Absorb 10
Immunity 1
Increase Damage 4
T3 Range 2


Bonuses

Float
Double Offense
Absorb: Ability Absorb

Other Key Traits

Delimiter
Tier 3 access

Current Items

Scholar

Character CU: 10,000,000

Stats

HP: 420
Armor: 420
Weapon: 420 (660)
Absorb 10
Immunity 1
Damage Reduction 3
Increase Damage 2
T3 Range 1


Bonuses

Double Move II
Absorb: Boon Absorb

Other Key Traits

Delimiter
Tier 3 access

Current Items

Glove Scissors
Red Glove

Atlas

Character CU: 10,000,000

Stats

HP: 440
Armor: 440
Weapon: 420
Absorb 10
All Communications
Immunity 2
Damage Reduction 3
Summon Ally 2
Protector 1
T3 Body 1
T3 Armor 1

Bonuses

Double Move II
Absorb: Ability Absorb

Other Key Traits

Delimiter
Tier 3 access

Current Items

Red Glove

Strongarm

Character CU: 10,000,000

Stats

HP: 440
Armor: 440
Weapon: 420
Absorb 10
All Communications
Immunity 2
Damage Reduction 3
Summon Ally 2
Protector 1
T3 Body 1
T3 Armor 1

Bonuses

Double Move II
Absorb: Boon Absorb

Other Key Traits

Delimiter
Tier 3 access

Current Items

Red Glove

Bandit

Character CU: 9,950,000

Stats

HP: 480
Armor: 440
Weapon: 420
Absorb 10
All Communications
Immunity 2
Damage Reduction 3
Item Thief 3
T3 Body 3
T3 Armor 2

Bonuses

Double Move II
Absorb: Boon Absorb

Other Key Traits

Delimiter
Tier 3 access

Current Items

Gambler Twirl, Sword, Shield, Charles, Spear, Chief, Math, Engineer, Friendgy

Character CU: 295,000

Stats

HP: 420
Armor: 420
Weapon: 420
Absorb 10
Scan 10
Heal 5
Range 5
Knockback 3
Disarm 3
Protector 6
Banditry 10
Double Jump
All Communications
First Strike 5
Scatter Damage 5
Teleportation 5
Swap Position 5
Fortified Heal 5

Bonuses

Heal: Range II, Movement, Mini, Double, Overcharge
Absorb: Retroactive, Double
Inventory Space V
First Strike Priority V
Scatter Damage: Leftovers
Double Attack
Delimiter

Current Items

Twirl: Red Glove
Sword: Red Glove
Shield: Red Glove
Charles: Red Glove
Spear: Red Glove

Succubus

Character CU

Stats

HP: 260
Armor: 200
Weapon: 180
Absorb 10
Scan 10
Heal 5
Range 5
Knockback 3
Disarm 3
Banditry 10
Double Jump
All Communications
Shapeshift 5
Teleportation 3
Swap Position 2
Fortified Heal 2

Bonuses

Scan: All Scan, Spent CU, Unspent CU, Ability Levels, Absorption Number, Boons
Absorb: Retroactive, Double
Inventory Space V

The Arbiter

Character CU: 19,975,000

Stats

HP: 780
Armor: 760
Weapon: 420
Absorb 10
Immunity 2
Damage Reduction 3
T.3 Range 1
T.3 Protector 2
T.3 Body 18
T.3 Armor 16

Bonuses

Float
Block
Absorb: Ghost Talk

Other Key Traits

Delimiter x2
Tier 3 access

Smuggler

Character CU: 10,000,000

Stats

HP: 420
Armor: 420
Weapon: 420 (660)
Absorb 10
Immunity 1
Damage Reduction 3
Increase Damage 2
T3 Range 1


Bonuses

Block
Float
Double Move I


Other Key Traits

Delimiter
Tier 3 access

Backup Tier 3 Builds/Classes

Fighter (Offense)

Character CU: 9,925,000

Stats

HP: 420
Armor: 420
Weapon: 620(1240)
Immunity 2
Increase Damage 4
T3 Range 1
T3 Weapon 10

Bonuses

Float
Double Offense
Absorb: Ghost Talk

Other Key Traits

Delimiter
Tier 3 access

Tank

Character CU: 9,900,000

Stats

HP: 520
Armor: 520
Weapon: 420
Absorb 10
All Communications
Immunity 2
Damage Reduction 3
T3 Protector 2
T3 Body 5
T3 Armor 5


Bonuses

Float
Block
Absorb: Ghost Talk

Other Key Traits

Delimiter x1
Double Move I

Healer

Character CU: 9,850,000

Stats

HP: 460
Armor: 460
Weapon: 420
Absorb 10
All Communications
Immunity 2
Damage Reduction 2
T3 Heal Rank 5
T3 Body 6
T3 Armor 6


Bonuses

Float
Heal Range
Absorb: Ghost Talk

Other Key Traits

Delimiter x1
Tier 3 access

Scanner

Character CU: 10,000,000

Stats

HP: 480
Armor: 480
Weapon: 420
Absorb 10
All Communications
Immunity 2
Damage Reduction 2
Item Cancellation 3
T3 Scan 2
T3 Body 3
T3 Body 3


Bonuses

Float
Selective Item Cancellation
Absorb: Boon Absorb

Other Key Traits

Delimiter
Tier 3 access

Platformer

Character CU: 9,800,000

Stats

HP: 420
Armor: 420
Weapon: 420
Absorb 10
All Communications
Immunity 2
Block Light Trail 3
Create Light Trail 3
Remove Platform 3
Create Platform 3


Bonuses

Double Move II
Absorb: Boon Absorb

Other Key Traits

Delimiter
Tier 3 access

Summoner

Character CU: 9,975,000

Stats

HP: 480
Armor: 500
Weapon: 520 (780)
Absorb 10
All Communications
Immunity 2
Increase Damage 2
T3 Body 3
T3 Armor 4
T3 Weapon 5
Summon Ally 3


Bonuses

Ghost Talk
Float
Absorb: Boon Absorb

Other Key Traits

Delimiter
Tier 3 access

Alison's House/Dream Statistics

Alison has approximately 14200 total players backed up. The bulk are through King's recursion, many from Arbiter's recursion, and only around 1300 from herself. Around 9200 of those are currently dead.

Of those, Alison has a current count of 1853 people who are currently alive. King, allied with Alison, has 3,120 members, bringing their forces to a grand total of 4,973 members.

There is a total of 257,312,301 CU prior to the abusing the smuggler boon reselling exploit, leading to far more CU than mathematician can keep track of for the moment.


On top of the listed tier 3 characters, Alison's House also has 30 Tier 3's as backups. They are arranged in builds, split evenly across three teams.

6 Fighters (Offense)
6 Tanks
3 Healers
6 Platformers
3 Scanners
6 Summoners

Mechanics

Items

Items can be traded at a range of 1 platform (or 2 tiles on connected-tile stages) as a free action whenever desired, but a character can only give 1 item away per round.

Attacking items (red duel gloves, bombs, etc) must be done as an attack action.

Platform and Attack Mechanics

Each turn is comprised of three phases. In the first phase, everyone decides where to move before any attacking will be done.

In the second phase, after everyone has landed, they are free to attack. If someone holds their position, and another person jumps on their platform, they will be able to tell at this point whether or not the enemy is attacking, and can decide freely to attack or not. For all other cases, such as two people jumping on a new tile, they will not be able to tell if the other is attacking. Also, it should note, that if two people are on 2 tiles next to each other, and try to attack each other by leaping onto each other's tiles, they will not be able to attack each other. Instead, they will simply flip positions, unable to perform any midair attacks.

Once all of the attacks are decided, then all attacks will be performed simultaneously. With sufficient attack, they may kill one another. If not, then they may leap again next round before any new attacks come.

The third phase allows for any available non-attack abilities or spoken words if available, even if they received a fatal attack.

There are an unlimited number of people that can occupy a single tile.

These are the normal rules, but items may supersede any of the above, and some abilities happen in sub-phases - for instance, Remove Platform happens during the move phase, but after everyone has made actual movement

Connected Tile Platforms

Some stages are set to have all tiles connected, rather than a platform and light trail combination.

For these, all range capabilities are effectively set to be +1, such as protection and attack range. The exception being area of effect items or abilities, in which the effected region will still be as written.

(False) Cai Emulation Series

Beginning Rounds

Color Placement Phase

Red and Blue pieces must be placed off of the grid, pointed in one of four directions (Up, Down, Left or Right). They can be delayed by up to one turn, so that it will only appear on the board on its movement phase on the next turn. They can be placed on ones own board.

Grey Arrow Placement and Player Movement Phase

Here, the player may move as normally dictated by the usual light trails. The gray arrow may also be placed on any solid platform, pointed in any of the four directions.

Piece Movement Phase

Here, all of the color and grey pieces will move simultaneously. During this phase, no collisions or other reactions will occur immediately, so note that two color pieces that were right next to each other, and facing each other, will pass through each other harmlessly. Placed colored pieces on the same round will move onto the board, unless it was delayed a turn, in which case its timer will go from 2 to 1. If a piece moves off the board, it will simply disappear.

Push Phase

Any players or colored pieces that are on top of an arrow during this phase will be pushed one tile in the arrow's direction. A colored piece that is pushed back off of the grid here will only be removed if there are no solid platforms in its movement direction. Therefore, if a colored piece is pointing to the right, and it moves onto the leftmost part of the board only to be pushed left again back off the grid, it will remain in play and move to the right once again next round. A piece can only be pushed once per round, even if it is pushed onto another arrow.

Reaction Phase

If any colored pieces are together by this point, it will result in an explosion, permanently removing platforms from play. If the 2 pieces are of different colors, it will result in a 3x3 explosion with the occupied tile as the center. If the 2 pieces are of the same color, either both red or both blue, then the explosion reacts differently depending on momentum. It is not well documented currently, but a confirmed example is as follows: If the collision platform is approached on the left by one piece, and from the bottom on another piece, the pieces moving right and upwards respectively, then the resulting explosion will take out every single available tile in an up-right diagonal fashion beginning and including the initial contact platform.

A colored piece is also harmless on its own towards a player, and may occupy the same tile as the player without any harm.

Castle Rounds

Goal

The purpose of this stage is to thin the population. The stage ends when either one side is completely annihilated, or the total population is reduced to a fractice of the initial headcount, usually from 5 to 20 percent. If that fraction, which may not ever be revealed, is reached, then all survivors will move on, regardless of if the teams are perfectly even or one outnumbers the other 1 to 100. Ghosts, whether or not they are active on the board, count as dead.

Preliminary Phase

This is typically 50 turns long. During this, all of the owned castles and light trails are freely traversable, and all resources except for time are infinite. However, although the light trail leading to a contested area is explorable, the contested area itself will be locked during the preliminary.

Castle Properties

Guardians

Typically there are twenty per castle. The more castles the team owns, the stronger each guardian is.

Respawning

Every round, castles respawn fallen individuals as ghosts, whether or not they were ghosts to begin with. The number that they respawn is equal to ((Number of owned castles / Total castles on board) * 20)% of the total force of the team. In other words, if a team had 10,000 individuals both living and dead and owned every single castle on the board, then they would earn 2,000 (20%) resurrections per turn. If everyone is already active as either living or as a ghost, then those resurrections are transferred to a small amount of mineral resources.

Mineral Income

Normal castles spawn +25 mineral resources per round, a capital castle spawns +75

Raze

This takes 5 rounds in which traps are effectiveless in the case of an attack. A normal castle gives +75 minerals per round for those 5 rounds, while a capital castle gives +225 per round for 5 rounds. A raze action can be cancelled, but the castle must be repaired before traps can be used again. The cost to repair is 50/150 on a normal/capital castle per round that it was being razed for. After the 5 rounds, the castle and all traps within are permanently destroyed, and do not count towards the total castle number.

Mineral Use/Item Building

Minerals

Minerals are used to make items and traps, along with repairing them. They are nebulous, and are a communal resource that may be accessed by anyone on the team anywhere.
A standard castle or light trail trap costs base 5 minerals.
A siege cannon costs base 100 minerals.
A golem, which can be placed to defend any castle or light trail, costs base 30.
Repairing a broken trap costs base 2 minerals.
Other items such as siege ladders or unit armor can be made on a per basis case.

Item Time

The amount of time a project takes is proportional to its mineral costs and how much the worker's build modifier is. Therefore, an architect with 1.5x bonus may build a golem, which costs base 30, in 20 rounds. Multiple people can be placed on a single project and combine their architect bonus.

Final vs Base Cost

The final cost of a project is the base cost divided by the best architect who worked on the project the entire time. Therefore, an architect with 1.5 bonus could build a cannon with only 67 minerals (66 2/3 rounded up).

Role Bonuses

The flat role bonuses can be further increased (or hindered) by a person's innate talent, so a talented architect could have an architect score of over 2, like a skillful fighter could have a fighter bonus of over 2 as well. This gets reflected in things such as build costs, so a particularly talented architect could build a cannon with 50 minerals so long as he was there the whole time.
Role Bonuses
* Fight Bonus Architect Bonus Repair Bonus Support Skill
Fighter 1.5x .7x .7x No
Architect .7x 1.5x 1.2x No
Repair .9x 1.0x 1.5x No
Support 1.0x .6x 1.0 Yes

Non-Contestant Intruder Waves

The Corruptor does not know much about the rules involving these, but they show up more and more as time goes on to attack any castles.