World Grid

Newly joined players start off with 100 sol, connecting to the world grid allows players to expand their experiences and fight in a completely new way. When you first become connected to the grid, you are level zero.

Sol, the currency of the grid is solely required and is a necessity in order to exist as an entity to the grid. While connected and challenging new players for sol, you must keep in mind that if you lose all of your sol, you will permanently lose access to the grid network.

If you lose a game, you lose 10 sol.

If you win a game, you win 10 sol.

If you are the winner of a game in which the loser loses all of their sol, you will gain 50 sol as a bonus reward from the grid.

Keep in mind ranks, race, and other rank modifiers become nullified in a grid challenge, the grid determines strength in a different way.

Level Zero: The training level for beginners with 100 sol. Level Zero users will only be able to be challenged by other level zero users, higher levels will not be able to challenge you, you can challenge them however.

Attack Damage dice (Normal): 1d20
Attack Damage dice (Super Effective): 2d20
Attack Damage Dice (Not effective): 1d10

Character HP: 100
Android Memory: 3

Level One (Cost 80 Sol): Level ones are out of the tutorial and will gain one defense modifier point. Level ones can only challenge level one players and up.

 Attack Damage dice (Normal): 1d20
Attack Damage dice (Super Effective): 2d20
Attack Damage Dice (Not effective): 1d10

Character HP: 150
Android Memory: 10
Creature Slots: 1

Level Two (Cost 150 Sol): You gain one free invite to a non-grid user, you cannot ever invite someone else to play ever again after you use this once. You will gain an additional defense modifier point. Level twos can attack level ones and up.

 Attack Damage dice (Normal): 1d20
Attack Damage dice (Super Effective): 2d20
Attack Damage Dice (Not effective): 1d10

Character HP: 200
Android Memory: 20

Level Three (Cost 200 Sol): Gain access to tier 1 Sol Store when connected to the grid, you will gain an additional defense modifier point. Level threes can attack level twos and up. You may now travel the world inside the grid as your avatar. This makes traveling faster, and more interesting from a different point of view. (this action counts as teleporting)

 Attack Damage dice (Normal): 1d20
Attack Damage dice (Super Effective): 2d20
Attack Damage Dice (Not effective): 1d10

Character HP: 250
Android Memory: 25

Level Four (Cost 250 Sol): Level fours gain an additional defense modifier point and a +1 attack point to their main element. Level fours can only fight level fours or higher.

 Attack Damage dice (Normal): 2d20
Attack Damage dice (Super Effective): 3d20
Attack Damage Dice (Not effective): 1d20

Character HP: 300
Android Memory: 30

Level Five (Cost 300 Sol): Level fives can be attacked by any level, gain access to the tier 2 Sol Store when connected to the grid, you gain an additional defense point.

 Attack Damage dice (Normal): 2d20
Attack Damage dice (Super Effective): 3d20
Attack Damage Dice (Not effective): 1d20

Character HP: 350
Android Memory: 35
Creature Slots: 2

Level Six (Cost 400 Sol): Level sixes can make bets to lower or increase the winnings/losings of a battle as long as both parties are in an agreement about it. They gain one additional defense point.

 Attack Damage dice (Normal): 2d20
Attack Damage dice (Super Effective): 3d20
Attack Damage Dice (Not effective): 1d20

Character HP: 400
Android Memory: 40

Level Seven (Cost 500 Sol): Level sevens gain one point to the modifier tree (Str, Def, or Speed.) this tree affects ties mostly, level sevens also gain an additional defense point.

Attack Damage dice (Normal): 2d20
Attack Damage dice (Super Effective): 3d20
Attack Damage Dice (Not effective): 1d20

Character HP: 450
Android Memory: 45

Level Eight (Cost 600 Sol): Level eights are able to travel to the Celeste city as long as they abide by the Celeste rules and city regulations, level eights are treated like guests to all sectors. They gain an additional defense point. You have access to top tier (T3) items in the sol store when connected to the grid.

Attack Damage dice (Normal): 1d50
Attack Damage dice (Super Effective): 1d100
Attack Damage Dice (Not effective): 1d20

Character HP: 500
Android Memory: 50

Level Nine (Cost 800 Sol): Level nines can own land, you can claim one land that is not claimed and immediately gain its boons however you’ll need to go to war for additional land boons. You may only go to war once per thread. You gain an additional defense point, at this level you are revered as a king or queen of land you own. At level nine and up if you lose a match you lose all your sol and can never be attached to the grid ever again.

 Attack Damage dice (Normal): 1d50
Attack Damage dice (Super Effective): 1d100
Attack Damage Dice (Not effective): 1d20

Character HP: 850
Android Memory: 85

Level Ten (Cost Kill 3 Level Nines): Level tens automatically own the land the nines had control over. There can only be eighteen level tens, one per element in our group. Once there are eighteen level tens, players need to kill level tens to level up instead of level nines.

Attack Damage dice (Normal): 1d100
Attack Damage dice (Super Effective): 2d100
Attack Damage Dice (Not effective): 1d50

Character HP: 1500
Android Memory: 150
Creature Slots: 3

At level ten the player can choose an element that is available and gain the exclusive passive ability that allows the user to become immune to that element. (You may absorb or reflect but not both).

Please Note: Level ten players CANNOT challenge anyone other than a level 10 player.

Connecting to the world grid allows players to challenge you wherever in Seire as long as you are not in a main city or sleeping, this action drags you into Ein and drops your humanity entirely, this makes it difficult to leave Ein. You can disconnect from the grid if you wish when you decide to return to Seire, however you will not have access to perks or the sol store in Seire or Ein if you do.

You may connect or disconnect to the grid at the World Grid or at an official gate that allows players to cross from Seire to Ein and vice versa.

Rules of grid battles

Player 1 and Player 2 choose two elements from our elemental system (anonymously)

Element of land is rolled prior.

Player 1 and Player 2 get six abilities to choose from anonymously. (two abilities out of six)

Element of land gives either a boon, or a bane, or a neutral ability to players.

Player 1 and Player 2 fight with abilities gained with their ‘avatars’ which will be set up when connecting to the grid for the first time. Ranking is determined by character levels, elemental strengths, environment boons, and finally stat modifiers.

- You cannot use the same move twice in a row
- You can only use one ability/move per turn

How ranking works:

>If level is higher +5 per level
>If element has advantage +5
>If boon from environment + 5

>If stat attack is higher +5 to roll on attacks and damage modifier to attacks
>If stat defense is higher +5 to roll on defense and dodges to negate damage

the higher the rank number is the higher an opponent needs on a roll for successful attacks, dodges, and damage.

Dodging: Chance to negate damage
Dodging requires a +10 higher roll then defending which requires you to be at least +1
Defending: Chance to negate half damage

If you win you cannot re-challenge and spam challenge the loser.

If you are connected to the grid you CAN be challenged at ANY time by ANYONE connected to the grid as well. If you wish to remain safe, disconnect from this grid!

NOTE: If you do not trust your opponents to play fair, you can tag Aki to DM rolls.

-Information Pending-

Sol Store
-Store Pending-

-Elemental land boons/banes-

Depending on the main element you choose, you will gain a neutral, a boon, or a bane ability from the elemental type of the land (randomly chosen)

Boon: If your main chosen element matches the environment
Bane: If you are strong against the environment
Neutral: If you are not strong against the environment

 Chi
-Boon: +10 defense rolls passively
-Bane: None
-Neutral: Ability active, swap an ability with the enemy. (one time use)

Energy
-Boon: Choose one attack that deals double damage if it hits, and +5 to attack rolls passively
-Bane: -5 defense roll passively, and +5 attack roll passively
-Neutral: + 5 to attack roll passively.

Air
-Boon: Gets rid of electric type advantages passively (electric attacks -5 passively instead of +5 from rank)
-Bane: reduces damage from all grass, or energy type attacks by half
-Neutral: allows the user to negate one move by flying up high, however the next turn the player has to land, making them more vulnerable to the next attack.

Poison
-Boon: Rolling a 1, 3, or 5, in a 6 sided die will give the user poison touch. Poison deals 5 damage per turn to the enemy. (need to touch enemy for it to work)
-Bane: Defending will deal poison damage to you (HP -5)
-Neutral: Heal 5 damage when you use up your turn dodging or initiating attack

Ground
-Boon: Able to hit flying types and passively have a +5 defense modifiers against super effective attacks.
-Bane: You are unable to dodge but you may defend
-Neutral: coin flip with your enemy, if they lose they become trapped in quicksand and cannot dodge for one turn. (this cannot be spammed)

Rock
Animal
-Boon: Gain +5 to attack, if you are a creature +5 to defensive rolls too.
-Bane: -5 to attack, you feel nauseated, if you’re a mewman +5 to defenses
-Neutral: Taunt the enemy with a coin flip, if they lose the coin flip, they cannot use non-offensive abilities. If you are a mewman, gain a +5 to attack as well.

Ghost
Metal
-Boon: Gain + 5 to defenses, if you are an android gain +5 to attack rolls too.
-Bane: -5 to defenses, you feel slow, if you’re a creature +5 to attack.
-Neutral: Summon a shield to deflect one attack, (every 5 turns). If you are a creature +5 to your attack as well.

Fire
-Boon: Absorb water damage as health instead of damage
-Bane: Take 2x more damage from fire attacks
-Neutral: Gain an ability to make your next turn hit 100% of the time (uses up one turn and makes you vulnerable)

Water

Plant

Electric

Psychic

Ice

Mana
-Boon: Get an ability that negates all race abilities (including yours if you use it), if you are mewmen you gain +5 HP per turn
-Bane: Lose one of your abilities (your choice), if you are an Android you lose all of your memory chips but gain + 10 attack.
-Neutral: Gain an ability that allows you to swap one ability for another from the six the dm provided in the middle of a fight anytime (2 times max only). If you are an Android gain +5 to your attack as well.

Dark
Light

-Battling information pending-

-Land Ownership Perks-
-Land pending info + mapping out area-

Avatar Creation:

Races Available: Android, Creature Kin, and Mewmen

Android Desc: Beings of metal, robotic and high tech.

Android Custom Ability: Able to have storage per level for chips to buy in the rift store, this can add abilities to install into a character depending on how much memory is available.

## Passive: +5 attack chance if fighting Mewmen class
Creature Kin Desc: Beings of monsters and creatures, can be dragon kin, ninetails, or fauna based creatures.

Creature Custom Ability: Able to modify and rearrange stats gained from levels, creatures can buy creature boons in the store that is relevant to their animalistic traits. (these will be updated and appear per different creature that is created)

## Passive: +5 attack chance if fighting Android class
Mewmen Desc: an ‘other’ class that encompasses everything non-mechanical, and non-creature/monster. Humanoid classes that encompass dwarves, elves, fairies, and other weird things one could find.

Mewmen Custom Ability: Able to roll environment to a new environment (non including the ones chosen by either player), Mewmen can also choose whether they want a neutral or a boon ability (but not both) if they fall under either of those categories. Mewmen can buy and take one rift weapon with them from the store to a rift battle.

## Passive: +5 attack chance if fighting Creature class

YOU MAY NOT REMAKE YOUR AVATAR ONCE IT IS CREATED.