Guild: Difference between revisions
(→Stats) |
(→Attack) |
||
Line 34: | Line 34: | ||
Attacks can be selected from the list of moves. If a cat is hit by range or melee damage, they must roll to test their Speed. To successfully dodge, they must roll a number equal to or above the amount of damage they are being attacked for. | Attacks can be selected from the list of moves. If a cat is hit by range or melee damage, they must roll to test their Speed. To successfully dodge, they must roll a number equal to or above the amount of damage they are being attacked for. | ||
Fortune and Doom must always be rolled before the outcome is rolled. | Fortune and Doom must always be rolled before the outcome is rolled. A D20 is rolled to compare to a cat's stats. A roll is successful if the number is equal to or below their attribute. A successful roll towards Fortune will replace a white die (or a critical failure, if no white die are available) with a critical success. A successful roll towards Doom will do the same, but add a critical failure. | ||
The point total for any roll is as follows: | |||
*White die fail: +/- 0 | |||
*White die success: +1 | |||
*Critical success fail: +1 | |||
*Critical Success success: +2 | |||
*Critical failure fail: +/- 0 | |||
*Critical failure success: -2 | |||
If a point total drops below zero, then the cat enacting the attack will be hurt inversely to the amount of damage. For example, a cat who scores -2 will be hit for 2 points of damage. | |||
Unlike movement, a cat must always attack to end their turn. | |||
===Conversation=== | ===Conversation=== |
Revision as of 12:02, 6 April 2023
Note: This information is preliminary and based off of the Kickstarter breakdown as well as supplementary messages sent in the official Discord. This article is subject to change as more details are released about the mechanic. Information not from the initial Kickstarter update will be sourced with a Discord Message link.
The Guild is a feature modeled after tabletop role-play and mystery dungeon games. Users may create their own guilds or register in another User's.
Registration
Users may have guilds with a minimum of one member up to a maximum of fifty members.
Each guild has its own private forum and customizable logo and backdrops.
Jobs & Missions
Cats around Mewmoia will request for specific tasks to be completed, such as being escorted to a dangerous location or for a specific item to be located. These postings are referred to as jobs.
When a guild member attempts to complete one of these jobs, they will embark on a mission. Each mission will have 25 events which prompt the cats in one's party to engage in combat, attempt to obtain an item, or escape peril. Based on each cats class and stats, each event will have a failure or success.
Combat
Combat takes place on a 20x20 board. Each cat will take up four squares. Combat takes into account what environment the cat or enemy is in. Different sorts of tiles (such as water or ledge tiles) can provide an advantage or disadvantage. Enemies to defeat in combat are generated NPCs (non-playable cats).
Turn order is determined by speed stat. In the event of a Speed stat tie, the amount of critical successes or failures in a cat's Speed stat are taken into account; cats with critical successes trump over cats without. If there is still a tie, a dice roll determines who will go first.
A turn is two parts.
Move
Not to be confused with "Moves", which are part of the Attack phase, this stage is when a cat can move around the board.
Movement depends on level:
- Level 1: 6 Spaces
- Level 2: 7 Spaces
- Level 3: 8 Spaces
- Level 4: 9 Spaces
- Level 5: 10 Spaces
A cat does not have to use all spaces in the move phase, and does not have to move at all. Diagonal moves do not count as one singular move, instead the squares advanced forward and sideways are taken into account (so a diagonal movement is two moves).
Attack
Attacks can be selected from the list of moves. If a cat is hit by range or melee damage, they must roll to test their Speed. To successfully dodge, they must roll a number equal to or above the amount of damage they are being attacked for.
Fortune and Doom must always be rolled before the outcome is rolled. A D20 is rolled to compare to a cat's stats. A roll is successful if the number is equal to or below their attribute. A successful roll towards Fortune will replace a white die (or a critical failure, if no white die are available) with a critical success. A successful roll towards Doom will do the same, but add a critical failure.
The point total for any roll is as follows:
- White die fail: +/- 0
- White die success: +1
- Critical success fail: +1
- Critical Success success: +2
- Critical failure fail: +/- 0
- Critical failure success: -2
If a point total drops below zero, then the cat enacting the attack will be hurt inversely to the amount of damage. For example, a cat who scores -2 will be hit for 2 points of damage.
Unlike movement, a cat must always attack to end their turn.
Conversation
Between events in the mission, the cats in one's party will be given opportunities to converse with the client and learn about the character or the world of Mewmoia. Pleasing a client in discussions will result in a more fruitful reward.
Completion
Upon the completion of a job, the guild will gain experience and a to-be-named guild currency.
Cats
Cats can be assigned skills, attributes, and a class. Cats will level up as they perform activities and earn experience. The party used in a mission is composed of these cats.
Stats
Cats have a base number of stats between 0 and 130. These stat points are distributed among different attributes that will determine how well the cat performs in different activites. These attributes are Strength, Sense, Smarts, Speed, Savvy, and Stamina. These attributes will determine which class is best to assign a cat and can have points added to them upon leveling up. There are also Fortune and Doom attributes, which do not effect by any particular class and cannot have additional stat points added later.
There is a maximum of 30 stat points that can be put towards any particular attribute. The amount of stat points put towards any attribute dictates how many dice rolls are given to that attribute with a maximum of seven rolls per attribute. The distribution of rolls is as follows:
- 1 Roll: 0-4 Points
- 2 Rolls: 5-9 Points
- 3 Rolls: 10-14 Points
- 4 Rolls: 15-19 Points
- 5 Rolls: 20-24 Points
- 6 Rolls: 25-29 Points
- 7 Rolls: 30 Points
Some chances are guaranteed if a cat is particularly skilled at an attribute, while others may be an automatic fail if the cat lacks skill.
Fortune and Doom are unique in that they each have a maximum of 20.
Moves
There are five different types of moves that can be given to a cat.
Range Damage
These moves will deal damage to enemies a certain distance away. This move looks at a cat's Sense. This move can hit diagonally. The target can roll for Speed to see if it can be dodged.
List of Range Moves
- Longbow - From Level 1 Ranger
- Hiss - From Level 1 Medic
- Dagger - From Level 1 Thief
- Shout - From Level 1 Bard
Melee Damage
These moves will deal damage to nearby enemies. This move looks at a cat's Strength. This move cannot hit diagonally. The target can roll for Speed to see if it can be dodged.
List of Melee Moves
- Strike - From Level 1 Warrior
- Bite - From Level 1 Medic
- Slash - From Level 1 Thief
- Taunt - From Level 1 Bard
Stat Buff
These moves temporarily increase the die total of a cat's attributes. This move can be stackable.
List of Stat Moves
- Warrior's Spirit - From Level 1 Warrior, adds +1 Critical Success die to Strength
- Ranger's Spirit - From Level 1 Ranger, adds +1 Critical Success die to Sense
- Medic's Spirit - From Level 1 Medic, adds +1 Critical Success die to Smarts
- Bard's Spirit - From Level 1 Bard, adds +1 die to all stats on any particular target. Cannot be used on onself.
Dodge Buff
These moves temporarily increase the ability of that cat to dodge by buffing its Speed stat with additional rolls.
List of Dodge Moves
- Shield - From Level 1 Warrior
- Dodge - From Level 1 Ranger
- Hide - From Level 1 Thief
- Protection - From Level 1 Bard
Healing
These moves restore health points to a cat. These moves are associated with the Smarts attribute. This move can hit diagonally.
List of Healing Moves
- Bandage - From Level 1 Warrior, Ranger, Thief, applied to oneself
- First Aid - From Level 1 Medic, can be applied to target within one tile or oneself
Classes
There are five different classes a cat can be assigned, each with three different subclasses that reward a cat with an exclusive move to use in combat. A subclass can be selected once a cat reaches level 2. At level one, picking any particular class will weigh the specialist attribute more favorably, giving it one critical successes roll, while giving the weakness attribute three critical failure rolls (or, in the case of less than three rolls available, simply replacing up to three of the available rolls with critical failures). These critical successes and failures will shrink or grow depending on the cats level, eventually resulting in just one critical failure in a weak attribute and three critical failures in a strong attribute.
In classes where the "Spirit" moves are not replaced, they grow in power as the cat levels up.
Bard
Bards specialize in Savvy. The weakness of a bard is their Smarts, and as such, they lack a healing move.
Subclasses
- Bard of the Night - Rewards Screech move (Replaces "Bard's Spirit")
- Bard of the Day - Rewards Sing move (Replaces "Bard's Spirit")
- Bard of the Dawn - Rewards Deafen move (Replaces "Bard's Spirit")
Thief
Thieves specialize in Speed, but have a weakness in Savvy.
Subclasses
- Thief of Shadow - Rewards Shadowsneak move (Replaces "Hide")
- Thief of Time - Rewards Go-getter move (Replaces "Hide")
- Thief of Space - Rewards Two-step move (Replaces "Hide")
Ranger
Rangers specialize in Sense, but have a weakness in Strength.
Subclasses
- Ranger of the Rain - Rewards Multi-arrow move (Replaces "Longbow")
- Ranger of the Wind - Rewards Dash move (Replaces "Ranger's Spirit")
- Ranger of the Clouds - Rewards Safeguard move (Replaces "Dodge")
Medics
Medics specialize in Smarts, but have a weakness in Speed.
Subclasses
- Medic of the Heart - Rewards Healing Kiss move (Replaces "First Aid")
- Medic of the Mind - Rewards Hospital move (Replaces "First Aid")
- Medic of the Soul - Rewards Necromedic move (Replaces "First Aid")
Warrior
Warriors specialize in Strength but have a weakness in Sense.
Subclasses
- Warrior of the Fang - Rewards Fang move (Replaces "Strike")
- Warrior of the Claws - Rewards Claws move (Replaces "Strike")
- Warrior of the Body - Rewards Bodyguard move (Replaces "Shield")
Leveling Up
After each level, a cat is given 10 stat points which can be distributed among their main six attributes, as long as no attribute goes over the 30 stat point limit. This is the only time stat points can be put towards any particular attribute rather than being distributed randomly.
Shop
Currency earned from completing jobs can be put towards guild-exclusive items. These items will be unlocked for sale by leveling up the guild.