Unnatural Selection Stats: Difference between revisions
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::2 Plasma Swords, class A and Special(Loviro) | ::2 Plasma Swords, class A and Special(Loviro) | ||
::1 Plasma Lance Class A | ::1 Plasma Lance Class A | ||
::2 Gigabeam Class S (Bending) | ::2 Gigabeam Class S (Bending) | ||
::1 TeraBeam S | ::1 TeraBeam S | ||
:: | ::Plasma Driver | ||
::Sniper Class A | |||
::Sniper | |||
::Plasma Well Class S | ::Plasma Well Class S | ||
::Jetalium Mines Class A | ::Jetalium Mines Class A | ||
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::Explosive Shedding | ::Explosive Shedding | ||
::Jetalium Surge Conversion | ::Jetalium Surge Conversion | ||
::Jetalium Magnetism B | ::Jetalium Magnetism B | ||
::Core Magnetism A | ::Core Magnetism A | ||
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::Core Dodge S | ::Core Dodge S | ||
::Core Hide A | ::Core Hide A | ||
::Core Detection A | ::Core Detection A | ||
::Surge Detection B | ::Surge Detection B | ||
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::Jetalium Sense | ::Jetalium Sense | ||
::Jetalium Division (2) | ::Jetalium Division (2) | ||
::Signature Sense | |||
===Stored in Module Labs=== | |||
::Shields A | |||
::Quick Morph C | |||
::Sticky Jetalium C | |||
::1 Class A Autogun | |||
::2 Class A Autocannon | |||
::1 Kilobeam Class S | |||
::2 Megabeam Class S (Bending) | |||
::Jetalium Seeking Missiles Class A | |||
::Surge Overdrive | ::Surge Overdrive | ||
::Master Musician (Free Module) | ::Master Musician (Free Module) | ||
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|- | |- | ||
! Class S | ! Class S | ||
| KiloBeam || 2500 || 100 surge per b-second || | | KiloBeam || 2500 || 100 surge per b-second || 0 | ||
|- | |- | ||
! Class B | ! Class B | ||
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|- | |- | ||
! Class S | ! Class S | ||
| GigaBeam (Bending) || 3500 || 215* surge per b-second || | | GigaBeam (Bending) || 3500 || 215* surge per b-second || 0 | ||
|- | |- | ||
! Class S | ! Class S | ||
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|- | |- | ||
! Class A | ! Class A | ||
| 10 || 600 || 5 || 25 || 30 || 20 || 3 || 75/50 || | | 10 || 600 || 5 || 25 || 30 || 20 || 3 || 75/50 || 0 | ||
|} | |} | ||
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|- | |- | ||
! Class A | ! Class A | ||
| 100 || 1000 || 50 || 500 || 1 || | | 100 || 1000 || 50 || 500 || 1 || 0 | ||
|} | |} | ||
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|- | |- | ||
! Class A | ! Class A | ||
| 100 || 20 || 200 || | | 100 || 20 || 200 || 0 | ||
|- | |- | ||
! Displacer Rockets | ! Displacer Rockets | ||
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===Core Launcher=== | ===Core Launcher=== | ||
Launches the core out of the body at high speeds, typically intented as a last ditch escape method. | Launches the core out of the body at high speeds, typically intented as a last ditch escape method. | ||
===Sticky Jetalium=== | ===Sticky Jetalium (in storage)=== | ||
::Allows sticking to surfaces, can be combined with other jetalium launched things, such as explosive shedded jetalium. | ::Allows sticking to surfaces, can be combined with other jetalium launched things, such as explosive shedded jetalium. | ||
===Quick Morph Class C=== | ===Quick Morph Class C (in storage)=== | ||
::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. | ::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=== | ===Jetalium Magnetism=== | ||
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===Jetal Division (2)=== | ===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. | 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=== | ===Surge Overdrive(in storage)=== | ||
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. | 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=== | ===Shields A (in storage)=== | ||
::Drastically reduces nearly all forms of damage, mostly proportional to the amount of surge used. Can use up to 100 surge/second. | |||
===Master Musician (in storage)=== | |||
::A databank and coordination system for playing every common and almost every uncommon belenosian instrument. | ::A databank and coordination system for playing every common and almost every uncommon belenosian instrument. | ||
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| 1 || 0.62 | | 1 || 0.62 | ||
|} | |} | ||
=Ability/Statistic Lines= | =Ability/Statistic Lines= |
Revision as of 22:57, 31 October 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
- 40000 New Empire Dollars
Jetal Base Body Stats
- Morphability: 70/100
- Total Mass: 12,622 kg
- Main Core (Alison)
- Mass: 12,622 KG
- Volume: .12 m3
- Density: ~100000 kg/m3
- Main Core (Alison)
- Division 1 (Empty)
- Division 2 (Empty)
Energy Usage
- Battery: Currently 72000/80000 Energy Points
- Currently uses ~16,000 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 the maximum surge value of the battery (morph penalties towards the surge do not apply to this.)
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
- 2 Gigabeam Class S (Bending)
- 1 TeraBeam S
- Plasma Driver
- Sniper Class A
- Plasma Well Class S
- Jetalium Mines Class A
- EMP field
- Stunner
Non-deprecated Auxiliary
- Explosive Shedding
- Jetalium Surge Conversion
- Jetalium Magnetism B
- Core Magnetism A
- Jetalium-Acid Resistance S
- Core Dodge S
- Core Hide 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)
- Signature Sense
Stored in Module Labs
- Shields A
- Quick Morph C
- Sticky Jetalium C
- 1 Class A Autogun
- 2 Class A Autocannon
- 1 Kilobeam Class S
- 2 Megabeam Class S (Bending)
- Jetalium Seeking Missiles Class A
- Surge Overdrive
- 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.
* | 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 | 0 |
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 | 0 |
Class S | TeraBeam | 3000 | 200 surge per b-second | 1 |
AJ6-Series | MegaBeam | 4000* | 100 surge per b-second | 0 |
AN5-Series | Kilobeam | 800 | 50 surge per b-second | 0 |
- Gigabeams may use up to their specified surge continuation values, but may opt to reduce this.
- The AJ6 beam may be fired for less surge initially, down to 2000, but will have its surge per b-second cost raise gradually as the initial firing cost. The cost doubles for every 500 initial surge below 4000.
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.
* | Initial Surge Requirement | Continuation Surge | Quantity Owned |
---|---|---|---|
AJ6 | 2000 | 40 surge per b-second | 0 |
AN5 | 2000 | 4 surge per b-second | 0 |
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).
* | 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 | 0 |
* | 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 | 0 |
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.
* | Minimum/Maximum Surge Output | Quantity Owned |
---|---|---|
Class F | 0-200 | 0 |
Class B | 0-1000 | 0 |
Class A | 0-2000 | 1 |
AJ6-Series* | 1000-MAX | 1 |
AN5-Series* | 0-2000 | 1 |
- The AN5 series can have 2k spent at once, however, the optimal cost occurs at 1000 and lower. Putting 2k only increases power by a factor of about 1.3.
- The AJ6 can have as much power as the Jetal has surge.
Missiles
- Every missile has a camera, and can be controlled remotely.
* | Surge Per Missile | Minimum Mass (kg) | Maximum Mass (kg) | Quantity Owned |
---|---|---|---|---|
Class A | 100 | 20 | 200 | 0 |
Displacer Rockets | 100 | 10 | 2000 | 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.
* | 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).
* | Initial Surge Requirement | Continuation Surge Requirement | Quantity Owned |
---|---|---|---|
Class B | 25-300 | 60/b-sec | 1 |
Class A | 50-500 | 80/b-sec | 1 |
AJ6-Series | 2000-5000 | 200-500/b-sec* | 1 |
AN5-Series | 1000 | 30-300/bsec* | 1 |
- The AJ6 sniper's surge/b-sec cost is directly proportional to how much energy is put into the initial shot.
- The AN5 always takes 500 initial surge, however, the power behind it is determined by the surge/second setting, which can be raised or lowered during fire. The change can happen at 90 per second.
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.
* | Mass Allowance in kg | Battery Requirement per b-minute | Quantity Owned |
---|---|---|---|
Class A | 20-500 | 40 | 0 |
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.
* | 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.
* | 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.
Core Launcher
Launches the core out of the body at high speeds, typically intented as a last ditch escape method.
Sticky Jetalium (in storage)
- Allows sticking to surfaces, can be combined with other jetalium launched things, such as explosive shedded jetalium.
Quick Morph Class C (in storage)
- 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(in storage)
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.
Shields A (in storage)
- Drastically reduces nearly all forms of damage, mostly proportional to the amount of surge used. Can use up to 100 surge/second.
Master Musician (in storage)
- 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 | Belenos |
---|---|---|
Seconds | 1 | 8.33 |
Minutes | 1 | 5 |
Hours | 1 | 2.96 |
Days | 1 | 1.4 |
Years | 1 | 1.61 |
* | Belenos | Normal |
---|---|---|
Seconds | 1 | 0.12 |
Minutes | 1 | 0.2 |
Hours | 1 | 0.34 |
Days | 1 | 0.71 |
Years | 1 | 0.62 |
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.
- 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.
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.
* | 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.