COMBAT RULES: Based on rolling 1d20s. Please bold your actions!
What counts as an action: Attacks, heals, buffs/debuffs, cleanses, persuasion attempts or any other major actions taken against an enemy.
What DOESN'T count as an action: General yapping
Roll an 11+ to hit
18-20 is a crit (for attacks against players: this is just extra damage for flavor)
Multi-targets hit up to 3 targets at once; any multi-target utility skills like healing and buffing will work on 2 targets plus the caster (3 people total).
Healing/buff/debuff/cleanse will work as needed, no rolls are needed
Any healing, buffs, debuffs, or cleanses will take place in the round after they were casted.
I.e. Tenn gets Rage on Boss Turn 1. Arlecchino cleanses Rage on Player Turn 1; Tenn will still have Rage on that turn. Tenn will be cured of Rage starting on Boss Turn 2 (unless the Boss inflicts them with Rage on Boss Turn 2 again).
FOR SLEEP
If you have no cleanse, you can try to physically wake someone up! If you are going down this route, flip a coin. 1 = successful awakening, 2 = no dice. This will take an action.
GOLD TRACKER As of Chapter 1: 30 As of Chapter 2: 45
Food: Good for a single-use self-cleanse. When you are afflicted with a status condition in which you are cognizant (so not Sleep, enjoy your nap!) flip a coin to see if you can use it that turn. 1 = you can use it, 2 = no dice! Try again next time.
Medicine: Good for a single-use self-heal. Heals a medium amount of HP.
MECHANICS (READ ONLY)
COMBAT
FOR SLEEP
GOLD TRACKER
As of Chapter 1: 30
As of Chapter 2: 45
COMBAT ITEMS
Medicine: Good for a single-use self-heal. Heals a medium amount of HP.
FINAL FIGHT: BUFFS/DEBUFFS
SPECIAL DEBUFF: No Preservation (can be cleansed with any cleanse spell)