Play Guide

==Introduction==
New Athens is an RP room on 3DXChat that makes use of the game's built-in roll system to augment character training and progression. Joining in combat events or classes is not mandatory to be a part of the RP.
==How to Play==
===Mechanics===
*/roll in-game for d100. 50+ or 60+ difficulty check for most actions. Add your proficiency (class exp) level as modifier. (Veterans start with 10 to spend, trainers with 30.)
===1 Roll Per Turn===
*There are no stats except your level modifier. One roll each per turn highest wins. This roll covers all attack, evading or counterattack actions to be RP emoted. Start with 3HP, buffable to 5 HP (aka first to 3 wins).
*Both single target and AoE's can be interrupted mid-cast and countered by a spell or attack.
===Preparation Turn===
*After briefing/before a fight, Legends get 1 free prep turn to roll and cast defensive buffs or use items.
*Plan strategically for optimal teamwork and share buffs across the party, ready for opening attacks.
*Out-of-combat, pets/companions can be summoned without an attack roll. Call it early on to follow you.
*Even in combat, companions or toggled passive skills and buffs can be dispelled any time out-of-turn.
===Critical Roll===
*If you roll a crit fail for attacking or defending (5 or less), you self inflict 1 point of damage.
*Crit success (95+) is double damage/shield/heal. Buffs numbers are added after the crit value.
*Sex Roll 69. Any roll of 69 (natural or accumulative) now has a bonus automatic charm effect that applies after whatever the attack itself is. The 69 sleep effect entrances the enemy with [Lovestruck] (sleep or trance, is a type of stun that falls off if attacked or awoken).
===Custom Spells===
*You can use freeform spells that are self-made or borrowed from other realms, but without any level buffs or modifiers. If you like our spells feel free to train, practice and use the provided Olympian skill sets.
===AoE Targeting===
*Most attacks or heals can be used as multi-target AoE, area of effect or area-wide (depending on directions and range) unless specified as ST, single target. Foes will roll to counter. 
*The main target of an AoE attack can try to out-roll it to interrupt with a counter attack or spell.
*Healing, shielding, buffs or stealth AoE spells can only affect up to 3 friendlies at a time.
===Positionals===
*Standing too close together might get you killed by area-wide attacks, make sure to spread out.
*Where possible, try to stay behind the enemy line of sight. One 'tank' should taunt and turn boss.
===Movement & Cover===
*Players may move short ranges during their turn, as well as an action. +1 range if mounted or flying.
*Ranges are Melee (face-to-face), Near (blast radius) and Far (healing range) or Distant (sniper). You can attack and move between 1 range during an attack turn. But across 2 ranges takes up the whole turn.
*In the event of a 2-turn Ultimate attack, cover can help. /roll 50/50 if damage is soaked by cover or not.
===Learning Skills===
*Anyone who has a spell already can teach it to another Legend. Spell emotes are pre-written for easy copying. The best way to understand this system is practicing with friends!
===Leveling & Training===
*Progession xp in any skillset is gained at most, twice a day from self-training or more from classes.
===Money & Jobs===
*Daily jobs will accrue gold for buying weapons, ritual components and forging upgrades. You can do up to 4 jobs a day, separately. Make a character page to track your wealth or edit into your in-game profile.
===Items & Inventory===
*Items 1 - Only 1 potions or medicine or spell can be used in pre-game prep for buffs, with debuff.
*Items 2 - At any time during combat, 1 potion or medicine can be used without an action, with debuff.
*Inventory 1 - After any class hits level 10, you may carry 1 buff item into battle to use at any time.
*Inventory 2 - After any class hits level 20, you may carry any 2 buff items into battle, potion or meds.
===Gear Bonuses===
*Shields add +2 or +3 sHP (shield hit points) but require repairs after major battles if broken in combat.
*Owl helms add +2 sHP (worn with starting Toga for total +3sHP) and armour sets add +2 or +3 sHP.
*1 weapon adds +5 to all rolls, 2 adds +1 class damage/heal. Only 2 weapons can be equipped at a time.
*While in combat, swapping out weapons from your carried inventory takes an action turn.
*You may purchase gear from this store with your wages, or it may be cheaper to buy/gather the materials and craft them at the weapons forge in Hades. Only 1 armour and/or 1 shield can be worn at one time.
===Legendaries===
*Legendaries - After any class hits level 30, you may forge its god weapon to unlock 1 legendary skill.
*Legendaries require gathering certain crafting ingredients, and possibly rare loot drop from missions.
*Upon the death of (2) allies, the next person in the turn order can choose to use their legendary weapon to summon an aspect of their god, who will cast an ultimate action. /roll dice 50/50 the prayer is answered.
===Rest Healing===
*Short Rest mends 1hp of health over 3 hours or more.
*Long Rest mends 2hp every 12 hours.
*Medical treatment may be needed depending in severity of injury, but this is only RP flavour.
===Status Effects===
*To prevent stun-locking, status effects only work once and buffs from the same skill do not stack.
*While targets are disabled through stuns or binds, opportunity attacks need a dc50 or 60+.
*Turned enemies, taunted or unable to see hidden foes cannot counter but will roll for passive dodge/resist.
List of Status Effects
*🧠 Bind/Stun - You are stunned or bound and miss 1 turn even is hit.
*🧠 Sleep - You are entranced or asleep and miss 1 turn unless hit.
*🧠 Disarmed - You are weaponless and cannot used weapon-based effects for 1 turn.
*🧠 Confuse - You are confused and attack an ally for 1 turn.
*🧠 Immobilised - You cannot reposition for 1 turn (AOE applicable)
*🧠 Knockback - You're pushed back 2 ranges into FAR or DISTANT. (AOE applicable)
*🧠 Knockdown/up - You fall and cannot melee for 1 turn (AOE applicable)
*🧠 Knockin/Silence - You are pulled and fall or silenced, cannot use range for 1 turn (AOE)
*🧠 Taunted - You are compelled to focus fire on one particular target for 2 turns. (AOE applicable)
*🧠 Charmed - You are compelled to not harm or focus fire away from a target for 1 turn.
*🧠 Cold/Slow - Movement is slowed to half-range, actions are queued to release on next turn). (AOE)
*💥 Burning - 1 point of fire damage over time repeats on next turn.
*💥 Bleeding - You are heavily wounded and suffer -5lvl every turn unless cleansed.
*💚 Cleansed - You are cleansed of debilitating effects (AOE applicable)
*💚 Recovery - You are rejuvenated and gain +hp (AOE applicable)
*💚 Revival - You are returned from the brink of death.
*🛡️ Fortified - You are shielded and gain +shp (AOE applicable)
*🛡️ Invisible - You are stealthed and do not take ST or conal ranged damage.
*🛡️ Distant - You are hidden far away and do not take AoE or melee damage.
*🤩 Upgrade - You are new and improved and gain +5lvl for the day.
*🤩 Inspired - You are motivated by inspiration and perform better by re-rolling.
*🤩 Advantage - You roll twice and pick the best result.
*🤩 Uplifted - You are esteemed with charisma and perform better, +10lvl for 3 turns.
*🤕 Disadvantage - You roll twice and pick the worst result.
*🤕 Shocked - You are debilitated and suffer -10lvl once. (Rarely AOE applicable)
*🤕 Drained - You are drained and feed the enemy essence. -3lvl / +3lvl
*🤕 Enfeebled/Poison - You are poisoned and suffer -3lvl every turn unless cleansed.
*🤕 Blinded/Deafened/Crushed - You cannot see, hear, move and suffer -5lvl once (AOE applicable)
List of AoE Ranges
*🔻 Conal range, attack spreads forward from caster damaging MELEE and NEAR range.
*⭕ Ring range, attack spread outwards in a ring from caster damaging only NEAR range.
*🔴 Sphere range, attack lands at a distance in a spherical cast in NEAR or FAR range.
Category:Combat