The Game Mechanics
The Game Mechanics
The Game Mechanics
Glad to see you could join us in the world of The Game! Before you begin your
adventure, here are the mechanics for a smooth journey. Have fun!
STATS
BOON: Each class has a specific stat that they are particularly strong in, these stats are
known as BOONS, and directly affect the amount of points a character receives upon
leveling up.
BANE: Each class has a specific stat that they are particularly weak in, these stats are
known as BANES, and directly affect the amount of points a character receives upon
leveling up.
Depending on the Stat certain actions gain bonuses from them. Gain +3 in rolls if the
stat is a boon, +1 for every 25 stat points if the stat is neutral, and -1 if the stat is a
bane.
ATK: For feats of great strength, crushing heads and lifting boulders. Overpowering
opponents in a physical stalemate.
MAG: Can be used for anything magic related, get checks on if you understand objects
more with analyze. Overpowering opponents in battles of the mind. Gains additional
resistance to mind based CC.
DEF: Directly reduce physical attack DMG taken from the value of this stat.
RES: Directly reduce magical attack DMG taken from the value of this stat.
SPD: How quick and fast your character is, gets additions to escaping and chasing.
Probably also something related to the speed of tasks.
DEX: How flexible your character is, will definitely get bonuses to dodging attacks or
feats like taking no fall damage, or escaping from grapples easily. Gets bonuses to
ambushes and dodging ambushes.
LCK: Gambling, money related things, increased crit rate, reduced crits received.
DIV: Is a stat solely based on Godhood and religions etc. Outside of battle you can feel
and interact with other divine objects.
SKILLS
These are your character's abilities, when starting you get a passive and active skill
based on the class you have chosen as well as a racial skill based on the race you have
chosen. However, you may only learn a new skill every 4 levels, whereas leveling up a
skill is available at every chance.
You may choose a second class at level 20. You have the option of learning a unity skill
every 6 levels if you have a second class. Skills can also be learned from skill books,
being taught, or randomly learning them. At level 15 you learn an ultimate skill.
Skills reach MAX level at Level 3, additionally, they go through a major change such as
adding an additional effect, or increasing scaling by a significant amount. Only
production skills have a different level cap of Level 10.
You may teach skills to allies depending on the skill you are teaching them. They have 1
chance to learn a skill every session. They must roll a 90-100 in a d100.
NOTE: Even if you choose the same class as another player, you will not receive the
same skills as them. The DM grants skills based on the player’s playstyle.
Active Skills: Skills that require you to activate them for their action to begin, normally
these are meant for battle. They consume MP, but on certain occasions consume a
different resource.
Passive Skills: These are skills that are always active, they will activate if a certain
condition is met, or simply grant the character certain buffs or advantages based on the
situation.
Class Skills: skills that are based off of your class/classes. They are your bread and
butter and can be both active or passive skills.
Racial Skills: skills based off of the race you’ve chosen. They can only be passive skills.
Production Skills: Skills that directly affect the production of certain items, blacksmithing,
tailoring, cooking, etc. belong in this category.
Unity Skills: skills that come from your two chosen classes. They are a show of skill
from how much mastery you have over both classes. They can be both passive or
active skills.
Ultimate Skills: skills that should only be used during a crisis or when the situation sees
fit. They are skills that consume a % of your HP or MP. Not a fixed value.
When learning an ultimate skill, your choices will be based on your class.
BATTLE
When a battle begins, turn order is decided by a characters’ SPD stat. The higher it is
the sooner the player can act. Additionally, if the characters’ SPD stat is 10 points
higher than the target, they can act twice. This also applies to enemies.
Attacks are normally decided upon the DM and the player rolling a D20, however, there
are many factors that come into play. If a unit is hard CC’ed (stunned, frozen,
immobilized) they cannot dodge, this means that all attacks done on that target will
connect, this is applicable to both enemies and allies. Depending on the attack, certain
STATS will give you bonuses to your D20 roll, DEX gives you bonuses in dodging or
parrying, LCK directly increases crit chance and lowers enemy crit rate, etc.
There are 3 types of DMG values, Physical, Magical, and True. Physical damage is
directly subtracted to the DEF stat in order to see the full value, Magical damage is
directly subtracted to the RES stat in order to see the full value, and True damage
ignores defensive stats and deals flat damage. Certain skills ignore these rules, such as
DoT’s (Damage over Time) or simply ignore the defensive stats as a whole.
Physical:
These actions are refreshed every 5 turns.
● Bludgeoning: Blunt weapons and appendages are able to make dents in both
armor and flesh, applying a bruise or an area more vulnerable to attacks. This is
only granted if they successfully win the roll based on the ATK stat. Say it was
successful, the area will become vulnerable and the target gets more damage
when specifically hit on that area. Damage dealt through the dent or bruise is
dependent on the DM's choice.
● Piercing: Weapons and appendages under this category are either nimble or
sturdy enough to penetrate both armor and hide. Piercing weapons have the
ability to pierce through DEF stats and apply the full damage given they succeed
the roll. Though this is heavily reliant on the LCK stat.
● Slashing: Weapons and appendages under the slashing category are those
crafted to hack through both hide and metal. Slashing weapons have the ability
to apply a bleed effect on the target's hit given they succeed the roll of DEX. All
targets hit have to succeed a DEF roll in order to avoid getting the bleed effect.
Say the attack was a critical hit, a roll will have to be made in order to determine
whether a part will be severed, which will give a certain effect on the target hit.
These conditions are highly dependent on the situation and the action of the player or
DM. For example, a blunt weapon to INTENTIONALLY bruise the target, a roll to hit
and a secondary roll based on the ATK stat to see if bruising the target was successful.
If the roll wasn’t able to bruise the target, the chance will only appear after a certain
amount of turns in order to avoid spamming, granted the attack hits.
DEATH
Death in the world of The Game is permanent, once a character is dead, that’s it.
However, in certain cases Death is not permanent. Certain skills, characters, items, and
deities can resurrect fallen allies. Simultaneously, depending on the quest you may also
be immortal. Death in Side Stories means you will never be able to enter that side story
again, unless you are resurrected by your allies inside that side story.
HP determines how much DMG an enemy/ally needs to receive before they are dead.
Enemies die instantly upon reaching 0 HP, this also applies to summons and familiars.
However, if a character reaches 0 HP they are instead gravely wounded. Gravely
wounded characters can’t act and will die upon 3 turns in battle. If they are healed out of
0 HP, they are no longer gravely wounded but instead incapacitated. Additionally, if an
incapacitated character reaches 0 HP once more, they die.
TURN ORDER
This is determined by all participants' SPEED stat, the higher it is the more likely it is
that you will move ahead of all the participants in battle.
THE WORLD
Roebel: A continent that is built upon a single dungeon, the dungeons size and mass is
the entire continent, cities are built on different floors and the entrance of the dungeon
welcomes beginners and challengers alike, no discrimination, slavery is highly
encouraged but not the mistreating of slaves, the dungeons operations are all managed
by the guild “Imperium”. The dungeon itself has not been cleared yet, and though other
guilds and challengers attempt to dive deeper into the dungeon, none have been able to
succeed besides Imperium. Though the dungeon divers suspect foul play, no one has
yet to find any proof that suggests otherwise.
Goldora: A continent for the outcasts with no ruler, it is pure uncharted land. There are
villages scattered around the earth with different races and terrible new monsters and
creatures. As of this moment none of the other continents know of this place and its
existence, as well as where it is located in the world. Those that know of its existence
understand that a being of unexplainable power is what brought it to the world of the
Game.
Tolrun: Mountainous, lush greens, lots of plains and fields, population mostly human,
demi-humans are in the minority. Dungeons and bosses are hidden and said to be the
source of great fortune, if a dungeon is found the kingdom nearest to it oftentimes fights
for the right to claim it as their own. Alteria is the leading kingdom, with their reach
claiming almost 50% of the continent as their own land. However, the Gelt alliance
comprised of 5 different kingdoms that make up the other 50% are waging war against
Alteria in hopes of dividing the land equally. This war has caused hundreds of
thousands of deaths and other than the Gelt alliance and Kingdom of Alteria, there
seems to be third party that attacks both sides.
Gaena: Desert, rocky, canyon-esquire, split around 1/4 to 3/4, 1/4 is an icy landscape
with strong winds. Technology hasn’t developed as much, with the locals choosing to
rely on magic, their own strength, or faith to help them survive the extreme challenges
that the continent presents. Monsters often roam the lands killing many a traveler and
sometimes wiping entire cities off of the map with no one to tell their tales. The locals
are made up of all sorts of races and they treat everyone equally as they believe any
conflict that isn’t against monsters is pointless. The icy landscape has come under the
rule of the Mercenary King, who one day decided to gather refugees from around the
continent of Gaena and found a kingdom at the most distinct area of Gaena. The
Kindgom has continued to be strong despite the difference in race and values, many
claiming it to be a paradise, however, it seems as though the Mercenary King is plotting
something that will change the fate of the entire continent and everyone that calls it
home.
Zentur: The continent of the deep and the dark, Zentur is found under the ocean or
deep inside a massive cavernous system that have been charted by the locals. The
continent being split into two, one group of underwater races have taken to the deep
even granting those that wish to enter their kingdom technology that lets them explore
as though they were fishes. The kingdom of the underwater side of the continent is
known as “Abyss”, the king wants to spread his benevolence and love for all races that
they may conquer the abyss known as the ocean, hence the name of his Kingdom. His
citizens however, disagree, believing themselves to be the superior race. The
queendom of the caverns is known as “Center” as their queen believes that the center
of the world revolves around their cavernous system, which has yet to be fully explored.
The queen is harsh, but fair, which steels the resolve of all her residents and scares of
visitors of her queendom. However, the residents and queen herself wish to welcome
them as they are in need of insight to further explore the deep and dark caverns of
Zentur.
EXPLORATION
The world of The Game is filled with hidden pieces, conflicts, secrets, and worlds to
discover. When not in battle feel free to do whatever you feel like doing, however, just
remember that based on your character and the DM you have a storyline quest that will
be slowly built up in the background.
Simultaneously, there are SIDE STORIES, these take place in another world and do not
change anything in the main quest line or main world. Feel free to join in and drop out
whenever you feel like. Side stories are either found by the players that explore the
world or the DM lets everyone know that it is time for a new side story. Side stories have
a difficulty level from 1-5, 1 being the least challenging and 5 being for those that are
prepared to conquer entire worlds to claim victory.
The Advent of Horror, DIFFICULTY 2: An entire world has been ravaged by beasts
and cryptids of the night, seemingly led by a conqueror that has yet to show himself.
The world is in a constant state of night as a blood red moon hangs above all those
below. There are few survivors but the locals know a thing or two about fighting these
accursed monsters and purging them from their land. Will you be able to take back this
world for the locals? The innocents massacred by the bloody conquest of the hidden
Conqueror? Or will you choose to watch and reap the rewards of both sides crashing
into each other? The choice is yours.
COMPANIONS
When exploring the world of the game there is a possibility you will gain followers,
companions, friends, and lovers. There are a few types:
● Slave: The buying and selling of sentient beings is not illegal in the world of The
Game. Many of these slaves vary in race, class, and sometimes, species. Slaves
are bound by the deities to never oppose their master, and doing so results in
death. Not loyal, instead, required in order to live.
● Familiars: These come in many shapes and sizes, familiars are forever bound to
their masters. Once summoned they cannot be dismissed, their lives are now
bound to forever roam the earth. They are your responsibility as death to these
creatures are permanent. They do not have classes but instead, can be anything
through evolution.
CLASSES
Everyone that wishes to join The Game must choose a class that will stick with them for
the entirety of their journey unless specific requirements are met. Your class determines
your boons and banes, as well as your stats and skills that you will learn in your journey.
Choose wisely.
● The Crusader: A man devoting their lives completely to their faith. Abandoning
everything but emboldened with zealotry, they will take everything in the name of
their beliefs.
BOON: HP/DEF/RES
BANE: DEX/SPD
● Origin: The meanings of mana are naked upon the gaze of the Origin, who are
masters of all magics. Despite this however, it does not mean they can cast all
magic known to man. They must steadily grow their own vessel to unlock more of
their knowledge and mastery to bring destruction and creation to the world.
BOON: MAG/MP
BANE: ATK/DEF
Starting Skill: (The Player must choose a school of magic/an element first).
● Gunslinger: Some people say guns are crude and require naught but a finger to
claim the lives of many, berating it as a weapon for the simpletons of the world.
The Gunslinger has met these people and put a bullet through their skulls. This
scares people and impresses them at the same time.
BOON: DEX/STR
BANE: MAG/RES
Primary: Firearms
Secondary: Secondary firearms, daggers
● Thief: Cracking locks, stealing gold, and slitting throats, the dancing steps of
thievery. Quick with their feet and skillful with their hands, thieves are a class that
robs their opponents blind then robs the light from their eyes. Masters of the
dagger and skilled with a variety of weapons they are versatile yet, fragile. Their
rule is “It’s not illegal if there was no one there to see it”.
BOON: SPD/DEX
BANE: STR/DEF/RES
BOON: DEF/MP
BANE: MAG/LCK
BOON: MAG/ATK
BANE: DEF/RES
Primary: Spears
Secondary: Shields/Daggers
● Scientist: The time is now! Science is in everything, even magic and it’s up to us
to find it! Gods? Nothing is omnipotent. The Void? Merely unexplored space, I
say! The world will be conquered and science is the boot that we must grovel at
to do it!
BOON: SPD/RES
BANE: ATK/DEF
BOON: MAG/DEX
BANE: SPD/LCK
● Dragoon: Break through their ranks and decimate their backlines! Strike from the
skies or flank them completely. The dragoon is nimble and dishes out high
damage while wielding fire and cold weapons to decimate high defense enemies
or waves of them singlehandedly. When a dragoon appears in war, the only thing
that can stop their charge is another dragoon.
BOON: DEX/SPD/ATK
BANE: RES/DEF/LCK
Primary: Two Handed cold weapons (Axes, Great Swords, Spears)
Secondary: Fists
● Soul Taker: Many pray for their lives after death, devoting all their time to their
beliefs and gods for a chance at redemption for the lives that they lived. Little do
they know, if a soul taker is around at their time of death, then the only future
they have is to become lambs to the slaughter.
BOON: MAG/MP
BANE: HP
Primary: Lantern
Secondary: None
● Ravager: Savagery, Brutality, and raw power are words that best describe the
Ravager. Watch them tear through anything that stands in their way by using
whatever means possible to satiate their thirst for carnage.
BOON: ATK/SPD/LCK
BANE: DEF/RES/MAG
Primary: Pickaxes
Secondary: Rocket Launcher
● Alchemist: What is life? What does it mean to breathe and think and feel? Why
doesn’t everything have a soul? Who chooses to grant these souls? An
alchemist’s goal is to create life and watch it blossom. They spit on the Gods as
they have abandoned us.
BOON: MAG/DEX
BANE: SPD/DEF
Primary: Firearms
Secondary: Daggers/Knives
● The Bard: Linguistic, lyrical, whimsical geniuses. They go around with their forms
of art bringing joy to wherever they go. Many people believe them to be
noncombatants, and while somewhat true, they are not entirely true as well. The
bard can use their form of entertainment (normally musical) to buff, debuff, heal,
or harm opponents.
BOON: SPD/MAG/DEX
BANE: DEF/RES
● The Ranger: Huntsmen bred in the wild, living off of nature and becoming one
with their surroundings. They respect the bounty of nature and hate those that
take more than they are meant to. Prey can never escape their trained eyes, they
will be tracked, tagged, and killed for the hunt.
Boon: SPD/DEX
Bane: DEF
Primary: Any type of Bow
Secondary: Short swords
● The War Cleric: Brothers and Sisters of faith, tempered by battle, war, and death.
They bring the will of their faith with them and heal those that need healing, all
the while crushing foes who wish to do more harm. Make no mistake, though
they may be men of the cloth, they can take a punch and throw another one
back.
Boon: MP/HP
Bane: SPD/DEF
Primary: Puppet
Secondary: Puppet
● The Illusionist: Masters of deceit, they make you believe what they want you to
believe. They make for the best assassins, with strikes coming from every
direction as well as constant debuffs from the attacks. Enemies whittle away as
though they were illusions themselves.
Boon: SPD/ATK
Bane: DEF/RES/HP
Primary: Spears
Secondary: Strings
● The Heretic: Life on the run, hatred against any and all forms of cult or religion,
an enemy of any divine or damned being. The heretic is always on the run
however, they are not helpless against the divine and have developed a unique
fighting style that hinders the faithful.
Boon: RES
Bane: DEX
● The Fencer: Years of practice, failure, and perpetual training molds these people
into precise strikers. With incredible dexterity and wit, they are able to parry
perfectly and lead opponents exactly where they want them.
Boon: DEX/SPD
Bane: HP
● The Wiseman: Members of the past generation never trusted each other,
because of this they drilled everything they knew into their successors through
years of repetition. They are meant for the revenge of their ancestors, though,
they also kill their ancestors in an act of revenge. Ironic.
Boon: ATK
Bane: MAG
● The Border: A man/woman that’s battled constantly through all their lifetimes
including this one. They are hardened veterans of war that have learned how to
perfectly balance their attacks through life force and mana.
Boon: HP/MP
Bane: DEF/RES
HP = Blink.
Use your life force to commit to reappearing elsewhere and quickly strike. Blink to a
target location within 5 feet of your body, when you arrive strike with your fist pushed
out dealing 15% of your ATK + 1d4 of DMG.
MP = Force.
Your body is your temple, create a force that pushes targets 3 feet away from your
character. If an opponent takes this skill at point blank, they are dazed at the end of the
knock back. If they are at the edge of the ability, they take 25% of your MAG. If they are
in between the ability misses.
Boon: Random
Bane: Random
Primary: Random
Secondary: Random
● The Vanguard: At the front and center of every fight, commanding and protecting.
The vanguard is the first and last to leave the battlefield. Once they arrive,
enemies are stricken with fear while allies are filled with hope.
Boon: ATK
Bane: HP