“It was given unto him to make war with the saints.”
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GENERAL
Lapsarian Opera utilizes a turn-based battle system with dice rolls for actions similar to that of DnD. Every encounter will kick off with an initiative roll, and battles will progress according to turn order. Each turn, players have two action slots. These can be attacking, defending, skill activation, etc.
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Characters will have modifiers to their stats capped at +5. Upon entry to the group, mods will roll 6d5 to determine a stat spread. Players will then allocate the spread as they see fit. Any unused points of the 30 possible are converted to HP. More information will be available to accepted members and stats do not play a role in your application.
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The stats are as follows:
HP | hit points
ATK | attack
DEF | defense
DEX | dexterity
INT | intelligence
CHA | charisma
PER | perception
SAN | sanity
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SANITY
This group uses a modfied version of the CoC sanity system. As described by the wiki:
“[...] SAN is a corruption of human behavior, morals, and personality. Thus, "Sanity" is the game’s register of the investigator’s mental resilience. It is not designed to model or make light of real-world mental health conditions, in the same way that hit points (and the loss of them) in most RPGs do not make light of real-world physical trauma and injury.”
NOTE: If your character has mental illnesses or disabilities, those are completely separate from the sanity system. You will be expected to portray them in a respectful manner.
SANITY caps at 100, and your OC can have a starting value from 85 to 100, inclusive. At this level, there is no noticeable difference in behavior, so do not worry about portraying this in rp. Your character is still in the dark about most things.
Throughout the plot, there will be times where your OC’s mental fortitude is challenged through SANITY CHECKS. These can be traumatic events, terrifying revelations, etc, but will be limited to plot events only. You are not permitted to incorporate SAN into casual rp unless given express permission from mods.
Sanity checks are typically a 1d6 with the rolled amount being the sanity loss. If loss exceeds 5 points in a single roll, characters slip into a state of psychosis.
PSYCHOSIS
A temporary state induced by considerable sanity loss. During this time, the character will have trouble distinguishing fiction from reality, and may be confronted with visions of ineffable horrors or their personal fears. How you choose to rp this is up to you.
During psychosis, you have an ATK action and an INT action. For the attack, roll d20+mods per usual, but t!choose the target from all available entities.
In order to break out of psychosis, you must pass an INT check with DC 15. Psychosis will naturally dissipate after 5 turns.
Another way to break out of psychosis is to incapacitate the PC so they can be taken away for treatment. Characters will faint when their HP goes below 20.
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RAIDS
Later on in the group, raid-style battles will make an appearance. These will be done with a large party of people, so damage rolls and such will be tracked in a Google Sheet as well.
Raids have real-time turns. This will range from 6 to 24 real life hours per turn. Once the raid timer starts, everyone has that period of time to submit a post. Those who do not post in time will be excluded from damage calculations for that turn.
Initiative is effectively scrapped, but turn order rules still apply for attacking and defending.
Battle mechanics are subject to change as the group progresses. There will be a handful of preliminary events to iron out details and make appropriate changes to the system, alongside feedback forms to hear your thoughts. Thank you for being patient with us!