# Seppia: Game Mechs and Out of Character Items

Author: TessyFloof
Tags: Battle, Game, Mechanics, Out of Character, Roleplaying, Seppia, TRPG, Table-top, dice, items, paper

#1 of Seppia: Furry TRPG

Ok, This is the other Mechs that Will be used in Seppia. (OOC Items are the dice and paper, Needless to say, I was just making sure i had everything)
Please, If you find anything that could use recorrections, along with Clarifications, Please inform me and I will get to it ASAP

Items For Gameplay

--D-10 (Two per player)

--D-6 (Three DM Only)

--Paper & Pencil (Keep track of game/story)

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Random Encounters

**Encountering Enemies are based on the DM's decision. EX; "You walk into the room, when you notice a group&nbsp;of three standing in the middleof the room. One barks a command, ordering the other two to attack."**

Battle

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Each Player gets 2 D-10 die, one red and one white. The red dice reads as the tens digit while the white dice reads as ones digit.

Attacks

-Dungeon Master (DM) and Player(s) Roll. Attacker's roll is taken into account first, Then defenders.

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Attaker's Roll

00: Critical (3xDamage)

01-30: Full Damage

31-60: 50% Damage

61-98: Miss

99: Fumble (Self Damage)

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If the Attacker rolls Double Zero (00) The Defender recieves three times the damage they normaly would.

If the Attacker Rolls between 01-30 The Defender will recieve full damage, based on the Defender's Roll.

If the Attacker rolls between 30-60 The Defender will recive 50% damage based on The Defenders Roll (Minimum Damage is 1).

If the Attacker rolls between 61-98 The Attacker will miss the Defender.

If the Attacker rolls 99 They will fumble and damage themselves for 15 HP

Defender's Roll

00: Counter

01-30: Dodge

31-60: Half Damage

61-98: Full Damage

99: 2x Damage

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If the Attacker Rolls Between 01-60 While the Defender Rolls a Double Zero (00) The Defender will Counter the attack, Dealing the damage they would have recived from the Attacker

If the Attacker Rolls Between 01-60 While The Defender Rolls between 01-30 They Dodge the attack.

If the Attacker Rolls Between 01-60 While the Defender Rolls between 31-60 They Recive Half of the damage they would normally (Minimum Damage is 1).

If the Attacker Rolls Between 01-60 While the Defender Rolls Between 61-98 They Recive Full damage from the Attacker

If the Attacker Rolls Between 01-60 While the Defender Rolls 99 They will recive twice the damage from the Attacker.

**_Damage Calculation_**

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Dealing Damage to an Opponent.

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Damage a player deals = (Player's Attack + Weapon strength) - Enemy Defence.

Recieving damage from an Opponent

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Damage a player recives = Enemy's Attack - (Player's Defence + Player's Armor)

**_Experiance (EXP) Gain_**

Gaining experiance is something that becomes harder over Time. As you level up, you will find yourself gaining less and less experiance.

Experiance gained (When lower level than Opponent) = 10 + Differance in level

Experiance gained (When higher Level than Opponent) = 10 - Differance in level. (Lowest amount of experiance a player can gain is 1 point of EXP)

**_Attack Per Turn_**

If: Player's Speed is +/- 5 Of the Enemy's Speed; Each unit gets 1 attack

If Player's Speed is 6 more than the Enemy's Speed; Player Gets 2 Attacks; Enemy Gets 1 Attack.

If Player's Speed is 6 less than the Enemy's Speed; Player gets 1 Attack; Enemy Gets 2 Attacks.

**Gold Earnings**

-DM Rolls 2 D-10 Dice and the result, multiplied by 10 is the total gold earned from battle.

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Fleeing

-Fleeing from battle. You do not gain experience or gold. Using 2 D-10 Die, the Chances of Fleeing are:

00-40: Flee

41-99: Fail to Flee.

Source: https://sofurry.com/s/Oe5bqLMm
Part of the series Seppia: Furry TRPG
Previous: https://fse.anthro.fr/stories/413500-seppia-leveling-system.md

