Mechanics

Character Mechanics

<> Health (HP) <>

The primary hit-point of all Characters. When the Character takes normal damage, this number will go down and if it hits 0, then usually they would be eliminated. 

<> Mental (MP) <>

The secondary hit-point of all Characters. When the Character takes normal, this number will go down and if it hits 0, restore all (MP) but have a broken Dice Slot for [3 Turns]. If all Dice Slots become broken, become Immobilized until all Dice Slots are restored after their respective Turns.

<> Emotion (EP) <>

This is split between Positive and Negative Emotions but share the same bar. Every Character will usually start with Neutral Emotion. When winning a Clash, defeating an Opponent, or breaking a Dice Slot, gain Positive Emotion. If losing a Clash, losing an Ally, or have a Dice Slot become broken, gain Negative Emotion. Both values capped at 100 Emotion Points each.

<> Positive Emotion (P-EP): Each (P-EP) increases Dice Weight toward Maximum Roll by 1%. At 100 (P-EP), the chance to roll Maximum Dice Roll is increased by Double.

<> Negative Emotion (N-EP): Each (N-EP) increases Dice Weight toward Minimum Roll by 1%. At 100 (N-EP), the chance to roll Minimum Dice Roll is increased by Double. However, gain Double (P-EP) when in the Negative Emotion zone.

<> Resistance <>

Resistances split into two Categories. The Offensive Dice Resistances and the Damage Type Resistance. By default, resistances are at 100%. The less percentage, the less damage taken. The more percentage, the more damage taken.

<> Offensive Dice Resistances: Slash, Pierce, and Blunt. All are basic Damage Type.

<> Damage Type Resistances: 

<> Physical (HP Resist), reducing HP Damage

<> Mental (MP Resist), reducing MP Damage

<> Emotion (EP Resist), reduce the Negative Emotion (N-EP) gain. 

<> Resilient (Debuff Resist), reduce the Amount/Count of Ailments and Debuff.

<> Soul <>

Souls are obtained through elimination Opponents. When outside any missions or battles, they can be used to slot inside Equipment and Dices. They have in multiple rarities: Common, Named, and Unknownity. 

<> Common Soul: Common can be obtained many times and its Soul can be used in Equipment and Dices

<> Named Soul: Named can only be obtained once, providing uses to a singular Equipment but their Dices can be used multiple times with a limit. 

<> Unknowity Soul: Unknownity obtained through elimination abnormal and supernatural monsters, their Soul only allow Passives in other Soul's Equipment. Their Passives can only be use one at a time.

<> Soul (Equipment): Equipping the Soul allows the Character to have their set (HP), (MP), and the Initiative Dice. Other resources may include increases to maximum Action Point and (AP) Regeneration. It also determines the 7-Type Resistance. With the 3 main Offensive Dice Resistance and the 4 Damage Type Resistance. Soul may include their exclusive Passive and the Passive Capacity of adding other Soul's Passive to the currently equipped Soul. 

<> Soul (Dice): Souls have their move set embed onto them, allowing fragment of the Soul to be applied to Dices and having access to their abilities. Each Dices will have their cost, clash power, damage, and other effects. 

<> Passive <>

Passive abilities are found in Characters, different Characters are equipped with different passive that usually benefit the user. Each Passive have its rarity and value, it corresponds to its strength and usefulness. 

<> Dice Slot <>

All characters have at least 1 Dice Slot. More Dice Slots can apply to the character, giving more opportunity to use Dices and give additional lives from getting Immobilized from taking too much (MP) Damage.

<> Dice <>

Most Dices are rolled with the Minimum value of 1 and Maximum value of however powerful the dice is. The more resource-cost the dice is, the more useful and higher roll number of the dice. Each Dices have their type, effects, and strengths. Main resource are Action Points but other resources can include (MP) and (EP).

<> Offensive Dice: There are three damage type: Slash, Pierce, and Blunt. These Dices will Clash against Offensive or Defensive Dices, winning if its Dice Roll is higher than the Opponent's. If the Clash is successful, the Damage and Effects of the Dice will apply to the Opponent.

<> Defensive Dice: There are two defense type: Block and Evade. Both have their strength and weaknesses and generally stronger than Offensive Dice since they primarily prevent damage and not deal damage.

<> Block Dice: If this Dice Roll is higher than the Opponent's Offensive Dice, negate the Damage. If it's lower, reduce the Damage by the Block Value.

<> Evade Dice: If this Dice Roll is higher than the Opponent's Offensive Dice, negate the Damage and restore (MP) by the Evade Value. 

<> Support Dice: Often these Dice have Dice Roll conditions and if it's met, it will apply Buff or Healing to self, or might cause Debuff to Opponents.

<> Initiative <>

Each characters will roll their Initiative Dice. The higher the Initiative, the more likely they will go first in a battle, allowing easy access to control the battle of manipulating where Clashes goes and uses of Dices.

<> Action Points (AP) <>

Most Characters will start with a Maximum of about 5 Action Points. 2 Action Points is restored each Turn. Certain Characters, usually more powerful ones have more maximum capacity and regeneration. Often the best source of Action Point is through No-Cost Dice or Supportive Dice.

Combat Mechanics