INTRO
This section covers the ins and outs of roleplay mechanics, as well as the general roleplay structure of the group! This guide is a good reference point for when you are in the midst of roleplay and need a refresher on how the exact mechanics work!
ROLLING MODERATION
All rolls will be conducted by moderators behind the scenes, meaning you will not have to manually do any rolls! Exact roll numbers will generally not be given to players in order to foster a sense of intrigue, however players will still be made aware of the mechanics behind rolls (via this guide) in order to maintain a sense of agency. No mechanics will be intended to be hidden from players, just rolled results!
EVENTS
Events are where the main plot of Rozetta will unfold. Events will have characters divided up into several teams where they will tackle a central obstacle.
- Rozetta is planned to have 7 events in total!
- Each event is planned to have around 25 Checkpoints (including midpoints!)
- Each event is planned to last a little longer than 2 months.
ROLEPLAY LOCATION
Google docs are where the majority of event roleplays will be conducted! A main doc will be provided to each team at the start of an event. Each team will be able to view each other's Google Doc, however you may only post on the google doc belonging to your own team.
Discord
Some parts of events may be conducted over Discord.
TEAMS
Each event will have you and your chosen character assigned to a random team of other players. These teams will typically be 6-8 players in size (this number is subject to change depending on the size of the playerbase).
While some overlap with other teams during roleplay may occur, your team roster will be the characters you predominantly get to interact with during the event!
For later events, there may be options to select other characters you would prefer to be on a team with— they will, however, always include some randomness.
CHECKPOINTS
Checkpoints are a mod’s provided response to character’s actions as well as the means of progressing the plot. Checkpoints are oftentimes larger than midpoints and will include more crucial information.
Checkpoints May:
- Introduce location changes and/or timeskips.
- Introduce a new central obstacle to respond to.
- Ease one situation into another, providing new elements to interact with.
MIDPOINTS
Midpoints are smaller checkpoints that simply focus on responses to Character’s interaction with NPCs, the environment, or ongoing Encounters. They may also sometimes progress the plot in smaller ways. Midpoints will usually be a lot shorter in length and simply focus on making your character feel as if they are part of the world and current situation.
Midpoints will allow 1-2 days for character responses, and expect smaller responses than that of Checkpoints. Think of Midpoints as a chance to do quicker and shorter-form RP both involving the current plot, and other players!
POSTING TABLES
You will want to utilize a posting table when making your posts for the Google Doc. This will allow the moderators to identify key information about your character when they write their checkpoints/midpoints. The template provided above contains all of the minimum required information you will need, however, you are free to add more if you like!
Posting Table Rules:
While you are able to format your posting table however you wish to best fit your character, there are a few important rules to keep in mind:
- Tables are not allowed to be used within your format (this is to allow better readability on phones).
- Please make sure your chosen body text is large enough, has enough contrast on the background of the document, and that the text is not in all uppercase. This is to assist with accessibility and readability. A mod may ask you to change your body text formatting if they believe it is not readable enough.
- Images are allowed! Please provide alt text when possible.
- Rozetta’s Google Docs utilize the pageless format. Please make sure your table works pageless!
OVERWORLD SYSTEM
The Overworld simply refers to the state that characters exist in when they are not in designated combat situations. When in the Overworld, characters are free to interact with the environment, and NPCs.
ACTIONS, BONUS ACTIONS & PASSIVE ABILITIES
When existing in the overworld, characters will have three different things they can do during their turn. Actions, Bonus Actions, and Passive Abilities! When and how to use each is described below.
(Main) Actions
Main actions will be the most important thing your character does during their turn, and will be the focus of the DM’s response. That said, you may be able to select other, less conventional options if it feels more fitting for the current situation! Your Main Action will have a lot of flexibility, but remember that you (typically) only get one per turn!
Examples of potential Main Actions:
- Making an argument against an NPC.
- Atempting to progress or directly alter the current situation.
- Performing an action against a prominent object.
Bonus Actions
Bonus actions are secondary or supplementary actions your character can take during their turn. Bonus Actions tend to be passive and/or anticipatory, allowing you to gather information, reposition, or assist other teammates in small ways. Be aware that some actions will always be counted as Main Actions, and cannot be used as Bonus Actions. Like Main Actions, your character can do one Bonus Action per turn!
Examples of potential Bonus Actions:
- Having your character be on standby to anticipate what comes during the next checkpoint.
- Having your character listen out or be wary of their surroundings.
- Small interactions with the environment, such as minor interactions with NPCs or descriptions about how your character may be percieved.
- Assisting a teammate.
Note: Make sure that your Bonus Actions are passive, secondary, or reactive in nature! If a bonus action is played out to be more active, it may have to be counted as a Main Action instead!
Note: Want to use two Bonus Actions? You can select two Bonus Actions instead of a Main Action and Bonus action instead if it feels more fitting for the situation!
Passive Abilities
Passive abilities are only sometimes used, and are attached to some spells. Passive abilities typically have automatic, recurring properties.
The one passive ability that is unique is the ability to Form Change! Instead of using a bonus action, characters can shapeshift/change their stance through their passive ability. More about Form Changes can be found in the Combat System tab! Form Changes are able to be done in the overworld as well as in Encounters.
Character Interactions
Interactions between Characters typically do NOT take up Actions or Bonus actions unless a spell or skill is being used, or if said characters are teaming up to tackle an obstacle. Feel free to do as much as you like between characters during a turn/checkpoint!
ARGUMENT STATS
Argument stats are stats used predominantly for non-combat situations. There are three stats that characters can invest in when it comes to the Overworld. These stats focus on interaction with NPCs and your character’s ability to persuade them through their preferred method.
Certain NPCs may be more receptive to certain kinds of arguments. It will be up to you and your character to decide what kind of argument they should try based on their own abilities, and their interpretation of the NPC in question. It will be important for you to outline if your character is using Ethos, Pathos, or Lagos when interacting with NPCs
ETHOS STAT
The Ability to persuade others through intimidation, credibility, and/or moral arguments.
Character’s with a high ETHO stat have a strong presence and are often good spokespeople. Ethos arguments rely on targeting an NPC’s morals, or establishing your own thoughts or threats as credible. Unlike Logos arguments, Ethos arguments do not have to be entirely factual, only persuasive. Characters can use this skill in more manipulative ways, or in more leaderly and morally-driven ways. It is entirely up to you and how your character convinces others through Ethos actions.
Examples of Ethos Actions:
- Threatening an NPC with a display of strength or confidence.
- Establishing that your character is an expert in a certain field, and therefore, their opinion is valuable.
- Telling lies or half-lies that are believable or hard to deny with given information.
- Playing into an NPCs vulnerabilities to get them to make certain decisions.
- A character presenting themself as a good leader who has reasons to be trusted.
- Citing previous achievements your character has contributed to and the consistency in said achievements.
- Appealing to an NPC’s sense of morality.
- Giving a moving speech that incites action.
PATHOS STAT
Ability to persuade others through compassion and understanding.
Characters with high PATH are typically empathetic, and tend to understand an NPCs thoughts and feelings. They appeal to them not by just making arguments, but by looking to understand them and establish familiarity and trust.
Examples of Pathos Actions:
- Having a character help ground an NPC who is distressed, or who has experienced something negative.
- Having your character tell a moving story that helps to establish a shared sense of understanding.
- Having a character express a strong emotional reaction to an NPC’s plight— showing emotional investment towards their thoughts and feelings.
- Making arguments that appeal to the emotions of the group.
- Making arguments that appeal to an NPC’s values and establishes relatability.
LOGOS STAT
Ability to persuade others with logical arguments and facts.
Characters with high LOGS appeal to proven facts, and attempt to make their arguments with logic. They are often smart and observant individuals who understand the need to appeal to hard or obvious truths.
Examples of Logos Actions:
- Reminding an NPC of the facts of a given situation, and presenting an argument that suggests opposite action would be less beneficial for them.
- Grounding an NPC with hard truths, reminding them of what can and can’t be done. (e.g. ‘We can’t go back to save Goober, because the bridge back to town is broken’).
- Dispelling misinformation with proof and evidence.
- Offering simple statistical facts that disprove an NPC’s current opinion or belief.
WHICH STAT SHOULD I USE?
Some questions and/or statements may be acceptable under one (or even all!) of the Logos/Pathos/Ethos umbrellas. If you are unsure, you can simply choose the one your character has the highest stat in, or the one that you think will work best on the NPC.
You should also think about what you want the NPC to notice about your character! Each type of argument will prompt the NPC to interpret your character's statement in different ways— consider if you would like your character to come across as logical, appealing to emotion, or simply being loud— this can also help you to decide which kind of argument to apply!
Ethos Argument Example
- Your Character: Your character asks sternly, “Are you sure you want to do this? I thought you believed we all had a choice.”
- Potential NPC Respose: NPC is drawn to your character’s presence. They feel as if they will not back down unless they are given a good answer. NPC considers the moral implications of what they are about to do, does this really align with what they believe?
Pathos Argument Example
- Your Character: Your character asks with a compassionate look in their eye, “Are you sure you want to go through with this? Think of everyone who could be hurt. Do you need a moment to process this?”
- Potential NPC Respose: NPC thinks about their emotional attachment to the situation. Were they ready for this? Were they simply caught up in their emotions and not thinking clearly? Perhaps they did need a moment to calm down and really think about it. They appreciated your character noticing how they really felt.
Logos Argument Example
- Your Character: Your character asks, “Are you sure you want to do this? I don’t believe we have the advantage in this situation.”
- Potential NPC Respose: NPC stops to ponder your query. It was true and factual— they would be at a disadvantage if they progressed in such a manner. Perhaps it would be wise to approach the problem from a different angle.
STAT ARGUMENT DISTRIBUTION
Character’s have 6 stat points to disperse between each category of Overworld Stat, with the maximum amount for one stat being 4, and the average being 2. Characters are allowed to have 0 for any stat.
OVERWORLD CONDITIONS
Certain conditions can be triggered in the overworld that causes characters to take HP damage! This could be in the form of harsh weather, or single events characters need to pass (e.g. climbing a cliff). This makes CON (a combat stat) a somewhat relevant stat for the overworld as well.
STR (also a Combat Stat), may also sometimes be used as a way to help characters negate damage in the overworld by overcoming laborious tasks with more ease.
SKILLS
Skills are abilities that give characters select advantages when navigating the overworld (they also have some effects during encounters!). These skills are the equivalent of DnD skills, and combine a few notable ones to cover a wider range of RP scenarios!
Characters may start with one skill from the list below. Having a skill will increase the chances of sucess when applied to an Action and/or Bouns Action.
| Stealth | Advantage on stealth rolls. Stealth is the ability to perform an action without others noticing, or to evade others attention entirely. Good for sneaky or quiet characters. DnD equivalent: Stealth and Sleight of Hand. |
| Recall | Advantage on rolls where a character attempts to recall information. Good for character’s who are supposed to be knowledgeable on a wide range of subjects. DnD equivalent: Arcana, History, Nature, and Religion. |
| Perception | Advantage on rolls where a character survey’s their surroundings. Good for character’s who are observant and are good at piecing together information. DnD equivalent: Perception, Investigation, and Survival. |
| Reflex | Advantage rolls when reacting to sudden events. Good for characters who are quick on their feet or fast-thinkers. DnD equivalent: a bit of Acrobatics and athletics |
| Improvisor | Advantage rolls when improvising solutions to a problem. Good for innovative characters, or characters who like to come up with untested ideas. DnD equivalent: a bit of Investigation |
| Performer | Advantage rolls when drawing attention to one’s self, either in the form of a distraction, speech, or performance. Good for characters who can easily command attention. DnD equivalent: Performance |
| Medic | Allows the user to restore 20 HP to either themself, or a teammate, in the form of treating their injuries. Does not use up an action. Once per event. DnD equivalent: Medicine |
COMBAT SYSTEM
The combat system is the system that will be utilized during encounters. Encounters are initiated when a team enters combat with a foe and/or obstacle.
⚠️ Be sure to read this section thoroughly when an encounter is triggered! Actions and Bonus Actions work differently in an encounter compared to how they work in the overworld.
FIRST OF ALL, WHAT IS AN ENCOUNTER?
An encounter is a state that a team enters into when facing down a foe/obstacle that can fight back against them! Typically, an encounter ends when all foes have been defeated and/or pacified.
How are encounters triggered / how will I know when one has been triggered?
Encounters are typically only triggered when both parties (the team and the foe) are directly facing each other in combat.
A clear message will always be displayed during RP to let teams know when they might/will trigger an encounter, and/or when one has started/ended.
Note: Not all combat situations will be considered an encounter! If one party is attempting to flee (for example) or if the situation isn’t a direct fight between two parties, an encounter may not be triggered. In this situation, overworld mechanics will apply instead.
What is the main difference between an Encounter state and existing in the Overworld state?
The main difference will be how Actions and Bonus actions are handled, and as well as how much more important HP will be! Damage inflicted onto foes will be calculated in HP, and characters will be much more likely to take HP damage during an encounter.
ACTIONS
Just like in the Overworld, are three different types of actions that can be taken during an encounter turn! Main Actions, Bonus actions and Passive Abilities. Be sure to familiarise yourself with each of these before selecting your actions.
(Main) Actions
Main actions will be the most important thing your character does during their turn, and will be the focus of the DM’s response. Certain default options will always count as Main Actions. That said, you may be able to select other, less conventional options if it feels more fitting for the current situation! Your Main Action will have a lot of flexibility, but remember that you (typically) only get one per turn!
Examples of potential Main Actions:
- Using a Main Action Spell (e.g. Ardor, String, or Symbiosis).
- Doing a Basic Attack (can be flavoured to be punching, kicking, scratching, throwing an object at the foe, etc.).
- Trying to dodge an incoming attack (with more effectiveness than a bonus action).
- Trying to defend against an incoming attack (with more effectiveness than a bonus action).
- Assisting a teammate (with more effectiveness than a bonus action).
- Using a bonus action with a more active effect (e.g. using the skill Improvisor to directly damage a foe, instead of reacting).
Bonus Actions
Bonus actions are secondary or supplementary actions your character can take during their turn. Bonus Actions tend to be passive and/or anticipatory, allowing you to gather information, reposition, or assist other teammates in small ways. Be aware that some actions will always be counted as Main Actions, and cannot be used as Bonus Actions. Like Main Actions, your character can do one Bonus Action per turn!
Examples of potential Bonus Actions:
- Using a Bonus Action Spell (e.g. Insight).
- Attempting to dodge an incoming attack.
- Attempting to defend from an incoming attack.
- Repositioning for the next turn.
- Scouring the battlefield for information / clues.
- Attempting to assist a teammate.
Note: Make sure that your Bonus Actions are passive, secondary, or reactive in nature! If a bonus action is played out to be more active, it may have to be counted as a Main Action instead (e.g. using Improvisor to dismantle a robot foe would be considered active, and would have to be done as a Main Action! Using Improvisor to find a piece of scrap metal that could work as a shield is more passive/reactionary, and therefore, would be a good Bonus Action!)
Note: Want to use two Bonus Actions? You can select two Bonus Actions instead of a Main Action and Bonus action instead if it feels more fitting for the situation!
Passive Abilities
Passive abilities are only sometimes used, and are attached to some spells. Passive abilities typically have automatic, recurring properties.
The one passive ability that is unique is the ability to Form Change! Instead of using a bonus action, characters can shapeshift/change their stance through their passive ability. More about Form Changes is listed below!
STATS
While stats can be utilized in the Overworld, they also have special functions in combat!
| CONSTITUTION | CON Determines your characters general defenses and/or level of willpower. It will also determine how much HP your character has. It will be up to you to decide if you would like this stat to reflect your character’s physical defense, or if your character is simply resilient in other ways. |
| STRENGTH | STR Determines your character’s physical strength outside of their magic. This stat will determine the damage output of your character’s Basic Attack, and may be used for various other rolls. (Strength may also contribute to certain spells). |
| MAGIC | MAG Determines the power of your character’s magic and the potential output of your character’s Magic Skills. It may also help with resisting magical effects or in some saving throws. |
| DEXTERITY | DEX Determines your character’s speed, reflexes, and/or acrobatic skills. Dexterity heightens your character’s change to dodge incoming attacks, and may allow for more chances at advantage rolls and/or second actions. A character’s dexterity also reduces the chances of a foe being able to dodge one’s attacks and abilities. |
| CONSISTENCY | CNS Determines how consistent your character’s damage output is. Characters with low consistency will have a wider range of variability with their damage output, while characters with high consistency are more likely to do the same amount of damage each time. |
UNIVERSAL SKILLS + CALCULATORS
Universal Skills are default skills that all characters can perform as their action at any time during combat! This section covers how they work mechanically.
An attack your character can do at any time using anything available to them (claws, teeth, weapons, etc). It has a potency of 3, and scales off of your character’s STR Stat. It may be upgraded as the campaign progresses.
You can calculate damage ranges below!
Attempt to dodge an incoming attack. Success rate scales off of a character’s DEX stat. Doding is more effective when used as a Main Action!
Note: The benefit of using Dodge over Defend is that it has a higher ability for your character to avoid more damage, but can have a lesser effect if you are unlucky.
You can calculate your character's sucess rate below!
Attempt to defend against an incoming attack. Success rate scales off of a character’s CON stat. Shielding is more effective when used as a Main Action!
Note: The benefit of using Defend over Dodge is that it is more consistent, however, it has a lower output potential.
You can calculate your character's sucess rate below!
Attempt to reposition for the next turn— gives either advantage, or the ability to perform another action on the next turn depending on a roll results. Scales off of either DEX or STR depending on your preference.
You can calculate your character's sucess rate below!
Rest for one turn, reducing cooldown by 2 instead of one. Can only be used if a character is on cooldown for more than 1 turn. Effect is the same both both Main and Bonus actions.
FOR FELS ONLY
If your character is a Fel, you have the ability to shapeshift and change their form. This can be purely cosmetic, or you will have the opportunity to shuffle your stats around temporarily.
- You may add a temporary boost of +2 to one stat, at the cost of adding a debuff of -2 to another stat or stats. (make sure the buff and debuff is stated in your post in order for a mod to calculate it!)
- No stat may go above 15 for a buff, and no stat may go under 1 for a debuff.
- The way in which your character shapeshifts is up to you! It could be going from their walking form to their beast form or vice versa. Certain elements of their body may be altered in order to justify the stat buff and debuff.
- The stats you alter do not have to remain consistent every time your character shapeshifts (meaning you could do + STR one time, and + CON another time).
FOR EARTHLINGS ONLY
If your character is an Earthling, you have the option of temporarily flipping two of your stats with each other, (e.g. swapping your CON stat with your DEX stat).
How this stat change is reflected in RP is up to you!
Some Examples:
- A character equipping a large weapon, causing them to be slower but more powerful, making their DEX and STR stat flip.
- A character shedding armour, making their DEX and CON stat flip.
MAGIC SKILLS
Magic skills are individualized and depend on the kind of magic your character has. Spells work off a cooldown system, meaning that you typically cannot use them consecutively. Magic Skills also typically have higher potency.
SKILLS
Skills that characters use in the overworld can also be used in combat! All Skills are classified as Bonus Actions within Encounters unless stated otherwise.
Check out the the Overworld system to learn more about these skills. To begin with, characters may only start out with one Overworld Skill.
| Stealth | Applies advantage to any dodge roll, allowing your character to try and evade a foe’s notice, and therefore avoid damage. Can be applied to either Bonus Action or Main Action Dodge attempts. |
| Recall | Allows your character to notice or remember facts during an encounter, and use them to their advantage. The information learned (or assumed to be known by your character) will vary depending on the situation. |
| Perception | Allows your character to survey the battlefield with an advantage roll. The information uncovered will vary depending on the situation. |
| Reflex | Applies advantage to any dodge roll, allowing your character to quickly react to incoming attacks, and therefore avoid damage. Can be applied to either Bonus Action or Main Action Dodge attempts. |
| Improvisor | Gives your character an advantage when trying unconventional ideas. Works similarly to Recall and Perception in practice, where the effect will vary depending on the situation. |
| Performer | Your character draws attention to themself, making it more likely for foes to target them next turn. |
| Medic | Allows the user to restore 10HP to either themselves or a teammate by tending to their injuries. Can only be used once per encounter. |
MISC. INFORMATION
For those of you who are curious about some of the more specific mechanics/rules! This section is not technically required reading, but may be useful to understand!
When a character’s HP falls to 0, they will be assigned the DEFEATED status. A DEFEATED character will not be able to perform actions or bonus actions for 2 turns. Some passive effects may also be nullified.
When DEFEATED, a character will be able to give either an advantage roll, or a 25% increase to potency to a character of your choosing.
After 2 turns, or after an encounter ends, a DEFEATED character will be revived with 10 HP.
In-Character Implications
How being defeated reflects on your character is entirely up to you! They could completely pass out, or simply be too injured to act.
The buff given to teammates can be thought of as them being inspired to fight on your character’s behalf, or your character giving them advice or support while they are down.
How you translate this in RP is also up to you!
All character actions will always be performed before foes act. While no order is typically defined for character actions, some actions will have priority in order to heighten their effectiveness (e.g. if one character gives another character a buff of some sort, this will always occur before the buffed character acts so they may fully make use of that buff during the turn).
Both player characters and foes can be afflicted with statuses! All possible statuses are listed in the Combat Glossary tab.
During combat, a character’s damage/healing output will scale depending on how many individuals post. This is to make sure damage/healing is consistent! If you notice that there's some big variation in how much damage you do / how much you heal, this is why!
Missed at least three checkpoints/midpoints during an event? Your character will be eligible to receive a returning bonus!
A returning bonus gives your character advantage on any action performed for the turn and can be used both in and outside of combat. We encourage members to be creative with how their returning bonus is reflected in roleplay. Some examples of how this could be reflected are:
- Perhaps you join the roleplay late, so your character joins the group late too! Feel free to coordinate with a moderator if you feel such a scenario may be tricky to set up yourself. We will likely endeavor to create a fun entrance for your character.
- Perhaps your character leaves the group temporarily, and then rejoins.
- Perhaps in your absence, your character has been quietly planning in the background, giving them an advantage.
Foes are what your character will be fighting during encounters! A Foe’s stats and actions will differ from player characters to keep things simple. Some foes will have unique things they can do in order to keep encounters interesting, however the below stats will be the default things that all Foes have.
| HP | Foes will have a HP stat. Once it falls to zero, they will be considered defeated. A Foe’s HP stat will be hidden unless Insight is used on them. |
|---|---|
| DEX | Foes will have a DEX stat. Foes with higher DEX are more easily able to avoid attacks.
A foe's DEX stat is more simple than characters, and it will range from 0 to 3.
0 being the foe cannot dodge at all, and 3 being that the foe is quite nimble (it isn’t equivalent to player character DEX stat). A foe’s dexterity will also be weighted against a character’s dexterity when doing checks. Characters with a higher DEX stat are more likely to land attacks on foes. |
| Dodge | A foe’s (current) only consistent possible bonus action is to dodge. Foes can attempt to dodge and use an action in the same turn. If a foe succeeds in dodging, they will only take 25% of intended damage. |
| Saving Throw Stat | Either CON STR MAG or DEX. This is the stat that your character will have to use during saving throws against this foe. There will be no numeral value, just a selection of one of these 4 stats. |
| Species / Magic Type | For flavour. Can be learned using Insight or potentially by investigating the foe. |
Foe Dodge Chance Calculator
Use this calculator to determine the likelyhood of a foe dodging one of your actions!
Q: Can a foe/character have multiple statuses/do statuses stack?
A: Yes and no! A foe can have many statuses, and they do stack. For example, if 50% damage reduction is applied twice, a target will then do 25% of their intended damage.
If applied thrice, their damage output will be 12.5%, and so on.
A character can only be afflicted with one status at a time, so they do not stack in this case!
Q: Can characters do damage in the decimals (e.g. 1.5HP damage)
A: No! All damage numbers are rounded to the nearest whole number. 1.5 is rounded to 2, but 1.4 is rounded to 1. Typical rounding stuff.
Q: What happens if Damage Reduction AND a Damage Modifier are applied on the same foe?
Percentages cancel out to keep things easy. Say your character boosts their damage output by 25%, and then the enemy decreases it by 25%, your output will then simply be returned to normal.
BASE STATS
A basic guide to stats and how they can be allotted. This section is designed to help you when filling out your Character’s Application Sheet.
COMBAT STATS
Includes CON STR MAG DEX
Characters will have set base stats based on their Fel species (or lack thereof)
- Fels will have a total BST of 20
- Earthlings will have a total BST of 3
Fels will have an extra 12 allocatable stats. You can distribute them however you please.
This brings your maximum stat total to 32
Earthlings will have an extra allocatable 18 stats. You can distribute them however you please.
This brings your maximum stat total to 21
Other Info
- Earthlings have a little bit less in stats compared to Fels, accounting for the fact that they do not have a usable magic stat!
- Earthlings have some more flexibility in their stats to compensate for their lower base stat total.
- No stat can exceed 15 points in total.
- A stat must be at least 1 (the exception is for Earthlings, who will always have 0 Magic).
- The average stat number is 8. This means anything lower is considered less proficient than average, and anything higher is considered to be more proficient than average.
CONSISTENCY
CNS can be any number between 1 and 5. Consistency can be changed throughout the campaign during rest breaks.
LOGOS, PATHOS, AND ETHOS
Characters will have 6 stat points they can distribute between their LOGS PATH and ETHO stats.
- 2 is considered to be average proficiency.
- 4 is the maximum you can have in any one stat.
- Stats cannot be in the negatives, but can be 0.
WINGS ADDITION
If your character can summon wings and/or fly, DEX+2 but CON-2 OR STR-2
SPECIES BASE STATS
Below is a list of all base stats for all species!
UNICORN BASE STATS
Can have Wings?: Yes
CON8.
STR4.
MAG6.
DEX2.
DRAGON BASE STATS
Can have Wings?: Yes
CON2.
STR6.
MAG4.
DEX8.
GRIFFIN BASE STATS
Can have Wings?: Yes
CON4.
STR2.
MAG8.
DEX6.
LYCANTHROPE BASE STATS
Can have Wings?: No
CON6.
STR8.
MAG2.
DEX4.
KIRIN BASE STATS
Can have Wings?: Yes
CON5.
STR5.
MAG5.
DEX5.
HIPPOGRIFF BASE STATS
Can have Wings?: Yes
CON6.
STR3.
MAG7.
DEX4.
NIGHTMARE BASE STATS
Can have Wings?: Yes
CON7.
STR6.
MAG4.
DEX3.
COCKATRICE BASE STATS
Can have Wings?: Yes
CON3.
STR4.
MAG6.
DEX7.
BASILISK BASE STATS
Can have Wings?: Yes
CON4.
STR7.
MAG3.
DEX6.
PHOENIX BASE STATS
Can have Wings?: Yes
CON5.
STR5.
MAG5.
DEX5.
HIPPOCAMPUS BASE STATS
Can have Wings?: Yes
CON8.
STR4.
MAG7.
DEX1.
LEVIATHAN BASE STATS
Can have Wings?: Yes
CON1.
STR7.
MAG4.
DEX8.
DOBHAR-CHU BASE STATS
Can have Wings?: No
CON7.
STR8.
MAG1.
DEX4.
CHIMERA BASE STATS
Can have Wings?: Yes
CON4.
STR1.
MAG8.
DEX7.
EARTHING BASE STATS
Can have Wings?: No
CON1.
STR1.
MAG0
DEX1.
COMBAT GLOSSARY
A glossary of statuses as well as definitions for other terms!
STATUSES PLAYERS CAN GET
The way that statuses will affect players and foes will be different to allow for things to stay fun and easier to engage with!
| Status | Effect & Cure |
|---|---|
| STUNNED | Can be caused by blunt-force trauma or things such as electricity.
|
| BOUND | An effect is put into place where your character is unable to move freely.
|
| RESTRICTED | Happens when a foe physically restricts a character.
|
| POISONED | Can be caused by ingestion or venom.
|
| ENFEEBLED | Your character has to deal with some sort of distraction as they attempt to act.
|
| BURNED | Your character has been burned either by fire, heat, or acid.
|
| BLEED | Your character is suffering from blood loss due to a wound or other means.
|
| DAZED | Your character is afflicted by pain or disorientation caused by magic.
|
| DEFEATED | The status inflicted when your character’s HP drops to 0
|
STATUSES THAT CAN BE INFLICTED ON FOES
The way that statuses will affect players and foes will be different to allow for things to stay fun and easier to engage with!
| Status | Effect |
|---|---|
| STUNNED | The foe’s damage will be halved for the turn. |
| BOUND | Bound foes take 1.5x more damage next turn. Their attacks will also be 50% easier to dodge. |
| SILENCED | The foe(s) will be unable to act for the turn. |
| DAZED | Foes will have their damage output reduced by 50%, and take damage with a potency of 2 for 2 turns. Dazed foes will be unable to avoid any attacks for 2 turns. |
| DEFEATED | The status inflicted when a foe’s HP drops to 0. They can no longer act when defeated. |
OTHER DEFINITIONS
| Advantage / Disadvantage | An effect that is applied with skills and various other conditions. Having an advantage means that a result is rolled twice and the highest result is taken, having disadvantage means that the result is rolled twice and the lowest result is taken. |
|---|---|
| Saving Throws | A roll taken to avoid a detrimental effect. Can be done both in and outside of encounters. |
| Difficulty Checks | An indicator of how difficult a task may be which can be requested from the DM. In Rozetta, this system is simplified to be a number between 1 and 3, with 1 being the easiest, and 3 being the hardest. |