Statuses, Movement, and Skill Checks
Whist damage, healing, and other such things are very important, the background processes of Adventure Mode are also important. This section will answer the questions of: what are statuses and why did blocking override my hide? When does a tile constitute as a board hazard? How do I prep for the non-combat sections?
Statuses
A not-cat can only have a max of three statuses at all times, one per each 'type' of status. These are Physical, Emotional, and True statuses. The not-cat's current status for each of these types is determined by the latest thing applied to them (ex. if a cat is hidden [physical], and is blocked by another cat [physical] the not-cat will have the condition blocked, but if they are called to action [emotional] they would be hidden and called to action)
The status list is:
Physical
- Blocking - Blocking creatures use an improved die for dodge.
- Hidden - Hidden creatures use a twice-improved die for dodge.
- Protected - Protected creatures get +2 Dice on all dodge rolls.
- Guarded - If a creature is guarded, anything that might attack them will instead have to attack the creature guarding them.
- Ready to Counterattack - Creatures that are ready to counterattack will reflect any extra defense back on the attacker as damage when attacked.
- Fallen - Creatures that have fallen down cannot move during next movement action.
- Trapped - Trapped creatures need to use their next action to attempt to escape.
- Hasted - Creatures that are hasted have double the movement speed.
Emotional
- Called to Action - Creatures called to action will gain +1 die on all ability rolls.
- Rallied - Rallied creatures will gain +2 dice on all ability rolls.
- Afraid - Creatures that are afraid will use a reduced die type on all ability rolls.
- Shocked - Shocked creatures lose -2 dice on all ability rolls.
True
- Poisoned - Poisoned creatures will lose 2HP on each of their turns.
Also important to note is sticky and non-sticky conditions. Most conditions are removed after the creature who gave the status's turn is over. Sticky conditions, however, stay until another condition of the same type is applied or an item is used.
The list of sticky conditions are as follows:
Using the layering of statuses, it is possible to status cancel. Status canceling is when you remove a negative status effect by layering a positive status atop it, particularly useful with sticky conditions. Such applications could be calling the team to action with your scout to get rid of afraid, and so on and so forth as more conditions are added.
Movement
The combat board is a 7x7 grid. When a not-cat has its turn to move a line is drawn in all directions based off of a cat's movement speed. The line will stop when it hits the max movement speed (not going diagonally).
Board hazards are tiles that require skillchecks to get to. Wether or not a tile requires a skill check is determined by obstacle tiles (tiles that just flat have skill checks always, unless a cat is up against it). If a obstacle tile is in the way of a regular tile, then that tile will also require a skill check. If a not-cat fails a skill check then they will stop at the first free tile. Tiles immediantly surrounding a not-cat will also not require a skill check, no matter if it is an obstacle tile or not.
Information found and organised by: Quid #542
The following visual representation was also created by: Quid #542
Out of Combat Checks
WIP, needs more data