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The other two pillars fade out, breaking away into nothing as the dice disappear.
Yawn reaches out to grasp the coin,
but it fizzles away and disappears...
...Only to reappear just in front of Yawn's right shoulder,
fizzling back into existence with a soft, sifting noise.
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Yawn reaches out to grasp the coin,
but it fizzles away and disappears...
...Only to reappear just in front of Yawn's right shoulder,
fizzling back into existence with a soft, sifting noise.
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"First off: Rolls.
Rolls are a naturally-occurring phenomenon of Melocania.
All rolls are valued on a scale of 1-20, with higher numbers being a better outcome."
"As your Pippet, I will do these rolls automatically.
In my case, this consists of... flipping to see which side I land on.
This will determine the outcome of many actions you take, as well as passive events."
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"In addition to rolls, outcomes are also determined by your personal stats.
Your stats will affect almost everything you do while in Melocania."
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"PHYSICALITY stats are shown in orange, and are relatively simple.
They deal with your physical body; how well you can use it, and what for.
Your effectiveness in combat is mostly determined by PHYSICALITY stats, as well.
At base level, these stats are affected by your species and morph, as well as any outlying physical attributes."
"Force is physical strength.
How hard you can hit, how much weight you can lift, that sort of thing.
If you want to move, break or carry something sturdy, you'd need to roll Force.
Additionally, your rating with this affects your ability to use large, heavy weapons."
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"Precision is exactly as it sounds.
Anything that requires precise timing, positioning, or balance would require a Precision roll.
Weapons that require Precision can be anything from rapiers to firearms."
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"Pace is your physical speed.
Not just how quickly you can run; it involves your reflexes, as well.
If you need to sprint, dodge something, or catch something, you'd roll Pace.
Pace weapons would include dual-wielded weapons, certain small blades, and rapid-fire projectiles."
"Absence is more of an outlier, but it comes down to stealth.
It involves keeping your presence to a minimum - thus the name.
If you need to hide, move silently, or blend in with a crowd, you'd roll Absence.
This stat mainly affects concealed weapons."
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"MENTALITY stats are shown in green, and affect how you think about the world, and yourself.
They often involve picking up on information you otherwise might not.
Though, they can also deal with emotions, and even certain physical activities.
At base level, these stats are affected by your personality; namely, questions you answered before spawning."
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"Composure is your ability to keep calm despite your circumstances.
It deals not only with stressful situations, but pain tolerance as well.
An important note is that it will not make you less stressed, nor heal your wounds.
It will only allow you to keep going despite these things, and hide your distress and pain from others."
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"Sense is self-explanatory.
Attempting to gain information using your senses - your sight and hearing, mainly - will come down to a Sense roll.
Though, Sense rolls often happen automatically, without warning, allowing you to potentially notice something in the moment.
It's worth noting that a high Sense stat can lead to sensory overload if too much is happening at once."
"Inference deals with following logical threads to a conclusion.
Put pieces together and intuit solutions or answers based your available information.
And, when you can't solve a problem outright, Inference will help you theorize better.
Though, endless over-analysis can be taxing on one's mental health."
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"Finally, Drama deals with emotions, and 'acting.'
Detect the emotional cues of others better, as well as picking up on when they're acting in some way; typically lying.
On the flipside: Drama helps you fake emotions more convincingly, and lie better in general, should you need to.
The stat may help you play other parts better, but it won't help you deal with repercussions if you're found out."
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"The EXTRANATURALITY group of stats are in purple,
and are... new, to the expansion, replacing the old, simpler magic system.
They deal with extranatural entities, and can grant powerful... abilities,
at the expense of exposing yourself to extranatural forces - which I would say is inadvisable in all circumstances -
but especially in the case of having a negative in these stats, as you are essentially placing a target on your back."
"Seraphic deals with... angels.
Considering their reputation, I doubt I need to explain much.
Suffice to say, there are fates worse than death.
...However, begrudgingly, I can't brush off the immense power they hold.
There is no question that having an angel on your side could trivialize most potential problems.
The more sensible question, then, is: Do you want an angel on your side?"
"Depth concerns the 'Neleval', which I know little about.
Research on them is practically nonexistent, due to their elusive nature and lack of concrete evidence on their existence.
There are really only rumors.
Supposedly, they existed even before the angels.
Supposedly, they speak an ancient, long-forgotten language.
It's all hearsay, really. But I would tread lightly."
"Realmic..."
Bit sighs.
"...Fairies. And fairy realms."
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"Memento supposedly deals with 'Memoirs'.
All I know is that it's apparently a location,
and that memories are involved somehow, hence the name.
Beyond that, it's a mystery.
No rumors, no fairy tales, nothing. Clearly not something to involve yourself in."
"It's my opinion that this new magic system is volatile and dangerous,
and should not be tampered with.
Luckily, if you have a flat zero in these stats, you will rarely if ever have to roll for them.
'Ignorance is bliss,' is the mindset I'd suggest sticking with."
"You are of course, free to make your own decisions."
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[ PYTHON ]
Proficiencies: FORCE / DRAMA / MEMENTO
Stat Changes: FORCE +3, DRAMA +3, MEMENTO +3, PRECISION -3, DEPTH -3
Class Skills: Prehensile, Lure, Shutdown
[ HORNET ]
Proficiencies: PRECISION / PACE / SENSE
Stat Changes: PRECISION +2, PACE +3, SENSE +3, DEPTH +1, FORCE -3, COMPOSURE -2, MEMENTO -1
Class Skills: Nest, Venom, Mechanosensory
[ WEASEL ]
Proficiencies: ABSENCE / COMPOSURE / DRAMA
Stat Changes: ABSENCE +3, COMPOSURE +2, DRAMA +3, REALMIC +1, PRECISION -3, INFERENCE -2, DEPTH -1
Class Skills: Squeeze, Slink, Feign
[ BLOODHOUND ]
Proficiencies: SENSE / INFERENCE / MEMENTO
Stat Changes: SENSE +3, INFERENCE +3, MEMENTO +3, PACE -3, REALMIC -3
Class Skills: Track, Discernment, Record
[ GULL ]
Proficiencies: FORCE / PRECISION / PACE
Stat Changes: FORCE +3, PRECISION +3, PACE +3, ABSENCE -1, COMPOSURE -1, DRAMA -1, SERAPHIC -3
Class Skills: Dent, Trip, Counter
[ HALLOW ]
Proficiencies: PRECISION / SENSE / SERAPHIC
Stat Changes: PRECISION +3, SENSE +3, SERAPHIC +3, FORCE -3, DRAMA -3
Class Skills: Judgment, Divination, Halo
[ SYLPH ]
Proficiencies: INFERENCE / DRAMA / REALMIC
Stat Changes: INFERENCE +3, DRAMA +3, REALMIC +3, FORCE -3, PACE -3
Class Skills: Charm, Glimpse, Flit
[ DIVER ]
Proficiencies: FORCE / ABSENCE / DEPTH
Stat Changes: FORCE +3, ABSENCE +3, DEPTH +3, SENSE -3, INFERENCE -3
Class Skills: Prong, Ink, Mitosis
[ CHRONICLE ]
Proficiencies: PACE / COMPOSURE / MEMENTO
Stat Changes: PACE +3, COMPOSURE +3, MEMENTO +3, SENSE -3, SERAPHIC -3
Class Skills: Ghost, Ring, Overwrite
[ MOCKINGBIRD ]
Proficiencies: SERAPHIC / DEPTH / REALMIC
Stat Changes: SERAPHIC +3, DEPTH +3, REALMIC +3, PRECISION -2, COMPOSURE -2, MEMENTO -2
Class Skills: Beckon, Blue, Carbon
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