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Mechanics

Events

There is not a set format for events, though there are a few different types that you can expect to see over the course of the story. Some of these events will require muns to sign up in advance for planning purposes, and every event will likely contain multiple of these:

 

  • Island Exploration. Participants will need to sign up in advance and will be split into randomized groups of 3-4 crewmates with one crewmate serving as the “group leader”. Groups and leaders will change for every island to force everyone to interact. Each group will have 1-2 weeks OOC to explore regions of an island by participating with bot prompts. 

  • ​Investigation. We have a series of quest lines that rely on solving puzzles within ruins or of the Shae Language (see Language). 

  • Worldbuilding Events. These events aren’t connected to the story but optionally allow members to make their own contributions to the world by designing myths, monsters, islands, NPCs, etc, which may be used later down the line.

  • Art Prompts. Every event will have an art prompt involved. Some times these art prompts will be tied into a worldbuilding event or general event, other times they’ll be separate.

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We also have (optional) events that will occur frequently on the ship to keep morale up. These will occur regardless of if an event is currently ongoing or not.

events

Stats â—†

stats

Poor

Below Average

Average

Above Average

Skilled

Excellent

Legendary

Stats are used for both combat purposes and skill checks. Each stat is ranked on a scale of 1-15, and each level will have a corresponding cap on what you can make the max value of each stat.

0-1

2-3

4-5

6-8

9-10

11-13

14-15

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Strength

Physical strength and power.

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Combat: Calculates damage of all physical attacks, excluding firearms

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Skill Checks: Physical tests of strength, including moving boulders, winning at arm wrestling, jumping long distances, etc

Magic

Magical damage and knowledge.

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Combat: Calculates damage of all magical attacks

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Skill Checks: Avoiding effects (ie paralysis, charm, fear; anything except damage) of arcane spells, identifying the magic within artifacts

Speed

Nimbleness, speed, and the ability to avoid traps and AOE effects.

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Combat: Affects turn order, ability to hit twice, and firearm damage

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Skill Checks: Avoiding AOE effects and trap effects, etc

Defense

Physical hardiness; knowledge of blocking physical attacks based on knowledge of the attackers or sidestepping to avoid damage. As your defense increases, you become more adept in defending against blows from all sorts of weapons and monsters

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Combat: Affects damage taken by physical attacks and firearms

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Skill Checks: N/A

Resistance

Mental fortitude; ability to disperse and absorb magical damage. As your resistance score increases over the course of the group, you become more adept in resisting the damage from magic

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Combat: Affects damage taken by magical attacks

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Skill Checks: N/A

Endurance

Physical constitution. Ability to resist poisons and illness. As your endurance score increases over the course of the group, your stamina continues to increase

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Combat: Affects your maximum HP

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Skill Checks: Running long distances for an extended period of time, resisting poisons and illnesses, etc

combat

Combat â—†

This is a roleplay group as opposed to D&D, and because of that, we’ve made efforts to simplify combat as much as possible to ensure that it’s smooth and quick as opposed to long and drawn out. There are certainly limitations with our battle system, and as such, this system is prone to being changed throughout the story if we find that certain aspects are not working out. 

 

Combat is currently being tested and so details regarding it have been removed. Details regarding the combat system will be finalized after our opening

Weapons â—†

As in Fire Emblem, the skill a character has with their weapon is detailed by their corresponding weapon rank. Ranks range from E to S. Having at least an E Rank is required to wield a weapon in combat. 

To start off, characters will have 3 WP to distribute when choosing weapons. This means that you can assign 1 weapon a Rank C (3), or one weapon Rank D (2) and one weapon Rank E (1), or three weapons Rank E (1x3). At certain level ups, the moderators may allow give you the option to add a point to a weapon rank of your choice. If you reach the cost of the next weapon rank, then your rank will increase. If a weapon is in between two costs (for example, having a weapon value of 4 WP, which is in between C and B), then your rank will be that of the lower rank.

There are eight categories of weapons in LC, detailed below. Each weapon has a corresponding damage type.

weapons
level

Level Ups 

For simplicity, everyone will “level up” at the same time. These level up will occur at mod discretion but are likely to happen at the end of every other event. 

 

You will receive a total of +3 to your stats. +1 will be randomized by a bot and the remaining +2 are up to your discretion. If you do not add these stat increments to your character by the time the next level up rolls around, all three will be randomized and added to the master spreadsheet by a mod.

Skill Checks

Skill checks are any rolls which require the use of RNG. Moderators will let you know when a skill check is happening. Assume a skill check uses a 20-sided dice (1d20) unless stated otherwise. Most skill check have corresponding DCs (difficulty classes) that you must try to beat or skill checks may base their results on the order, from highest to lowest rolls, of those who participated in the skill check. You roll 1d20+STAT for each check.

 

As an example, if there’s a large chasm that your character wishes to jump across, the moderator may ask for a Strength Skill Check. If your STR is 7, then you would roll 1d20+7. A moderator may have the following DCs: 12+ is able to jump across easily, 10+ is falling and catching the side of the chasm, 9 or below may be falling. :{

skill
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