Random Adventures: Rewind Era/Demo

***THIS IS A DEMO OF RANDOM ADVENTURES: REWIND ERA!***

***IN THIS DEMO, THERE ARE ONLY FOUR CHROMAS THAT WILL BE GONE OVER IN REEL #0.***

***IT IS RECOMMENDED YOU HAVE A BIG-SCREEN COMPUTER AND THAT YOU ARE LOGGED-IN, SINCE THE ENTIRE PAGE WAS DESIGNED SPECIFICALLY FOR THOSE COMPUTERS!***

## ***FIGHTERS***

***ONLY ONE FIGHTER PER PLAYER, AND ONLY TWO MOVES PER FIGHTER. USE SOURCE MODE TO EDIT THIS SECTION. IF YOU NEED HELP FROM MR. YOKAI, TELL HIM. ALSO, MAKE SURE TO ADD SOMETHING ABOVE BULLET LISTS BECAUSE OF THE ANNOYING "ADD CAPTION" (preferably quotes). DON'T DO IT WITH THE ICONS.***

***NEED HELP? CHECK THE TUTORIAL OR CLICK THIS IF YOU'RE REALLY HASTY (some things won't be in this game)***

* **DESCRIPTION**: Pokio as an individual has a very pointy beak. Rumored to especially like poking holes in Treevil bark.
* **STATS**: Pokio's well-rounded for what he is. The helmet provides some protection for him, two.
	+ **CHROMA**: ROJO/MIDORI
	+ **HRT**: 20 (+2)
	+ **CMB**: 6 (+2)
	+ **SHD**: 10% (1%+ upon reaching an even level)
	+ **CURRENT LEVEL**: 1
* **MOVESET**
	+ **Poke** (Attack): Deals [CMB] damage to a single enemy.
 **Tata***Can and Probably Will Stab* | "Balance is key, but so is destruction."
* **DESCRIPTION**: Tata enjoys attacking most foes, and will do so with her huge variety of attacks, which due to this being a demo currently don't exist.
* **STATS**: Tata is focused significantly more on damage then the average character.
	+ **CHROMA**: BIALY
	+ **HRT**: 18 (+2)
	+ **CMB**: 8 (+2.5 rounded down (ex. 10 at level 2, 13 at level 3, 15 at level 4, so on))
	+ **SHD**: 5% (1%+ every 4 levels)
	+ **CURRENT LEVEL**: 1
* **MOVESET**
	+ **Stab** (Attack): Deals [CMB] damage to a single enemy.
 **Enigma***Who Knows?* | "It's a mystery!"
* **DESCRIPTION**: Enigma has a few spells. He's too busy reading books and writing gullible on the ceiling to learn more. Also, he hates cheese sandwiches. I have no idea why.
* **STATS**: He has slightly more health than others, but is lower in combat and shield.
	+ **CHROMA**: BLAU
	+ **HRT**: 15 (+5)
	+ **CMB**: 5 (+1)
	+ **SHD**: 5%
	+ **CURRENT LEVEL**: 1
* **MOVESET**
	+ **Mysterious Enchantment** (Attack): Deals [CMB] damage to a single enemy.
	+ **Puzzle** (Attack): Deals [CMB/2] damage rounded up to a single enemy. 40% chance to *Confuse* them.

## ***ENEMY LIST***

* **DESCRIPTION**: Zummis were once supposed to come in a series known as the Chocobots. That never really worked out 'cause of the sheer laziness of the staff. Besides, y'know that uses a lot of energy, right?
* **STATS**: Zummi is a very basic enemy. There's nothing really bad to note about it, just handle it like a basic enemy.
	+ **CHROMA**: BIALY
	+ **HRT**: 15 (+1)
	+ **CMB**: 5 (+2.5 rounded down)
	+ **SHD**: 0%
	+ **AGI**: 4
* **MOVESET**
 **Turren Chul***Probably Has A Better Future With A Brain* | "SCRUNCH AND PUNCH!"
* **DESCRIPTION**: Assuming it did have a mind, Turren Chul would probably wish to be a disc jockey one day. But having three fingers should NEVER end well.
* **STATS**: Do not be fooled by Turren Chul's stats, Turren Chul is more on the offensive in combat, though not as offensive as later enemies. Their *Rush* can potentially leave a bad dent in your defenses.
	+ **CHROMA**: BIALY
	+ **HRT**: 12 (+2)
	+ **CMB**: 3 (+1)
	+ **SHD**: 0% (+0.5% rounded down)
	+ **AGI**: 4
* **MOVESET**
	+ **Salvo** (Attack; Block, Cover): Deals [CMB] damage three times. Can aim for multiple enemies.
	+ **Rush** (Attack; Block): Deals [CMB\*3] damage to a single enemy. 50% chance to *Stun* them.

There's also going to be tricks. Be careful...

For the later enemies, here they are. Note that this type of generosity won't be in the canon Random Adventures: Rewind Era. It's a guessing game on what enemies do in that game.

* Enemies
	+ Sniperfist (Battle 0-2): Does a LOT of damage (to the point he can OHKO you), but overly telegraphs how he will attack you and has to charge for one turn. Take good advantage of that. Meant to explore the "Positions" gimmick.
	+ Likistiki (Battle 0-2): Has the ability to lock your position in place for one turn. Considering where it debuts, Likistiki will be an enemy you will NOT like. Meant to explore how enemies work in tandem more.
	+ Nanuttony (Battle 0-3): Can boost enemy AGI or take away enemy AGI. Otherwise has a wrench whack attack. Meant for you to start considering how bad AGI could get on you.
	+ Shwell RP3 (Battle 0-3): First enemy to actually have SHD. Mostly attacks like a Zummi, doesn't have the best damage out there. Meant to demonstrate how SHD works.
	+ Ropcop (Battle 0-5): First enemy to have two Chromas at once, can manipulate your position if he has to. Further explores the "Positions" gimmick and shows you that some enemies can exploit the gimmicks.
	+ ??? (Battle 0-6): Le boss of the entire section. Can confirm it's a returning one and they're going to be more in-character I guess.
* Tricksters: no you aren't getting information until later.
	+ ??? (Battle 0-4)
	+ ??? (Battle 0-4)

# **THE ACTUAL BATTLES**

## ***REEL #0-1*: The Test Is On**

***Fact***: There was originally a "Dialogue" part of the fight but Mr. Yokai feared that it would make waves drag on for longer than wanted.

 **Luke Triton***Hired. That's All* | **BATTLE SYSTEM**When it comes to setting up for a battle, all players will scramble into position; either they're on the left, middle, or right of the team. YOUR POSITION CAN AFFECT WHAT ATTACKS HAPPEN TO YOU. Keep in mind there exists enemies that target a certain position, or try and attack their target's position. You can swap positions as many times as you'd like for your turn in case you want to get someone else under less fire. You can NOT swap positions after at least one person makes a move. Oh, wait, what are the turns even?
1. **Player Shuffle**: Players can swap positions as many times as they'd like, just in case they need to prep for an attack.
2. **Player Attacks**: Players make at least one move for this turn, unless boosts are in effect that allows them to play two.
3. **Player Guards**: Players will either Block, Cover, or Jump attacks to negate damage if they don't have restrictive abilities on them.
4. **Enemy Attacks**: Enemies will make at least one move for their turn.

 **Luke Triton***Hired. That's All* | **THE GUARD SYSTEM**During Player Guards, you can choose between blocking, covering, jumping, or just not blocking. But what do these even mean?! Well, if you successfully manage to guard yourself from an attack, you'll take 40% less damage from the attack, rounded down! But wait! Which one is for which?
* Blocking is for frontal attacks;
* Covering is for overhead attacks;
* and Jumping is for lower attacks.

There is also a fourth *Null* Guard, which will make you deal 50% more damage for your next attack during Player Attacks... BUT in return, you take 50% more damage from enemies during Enemy Attacks and Enemy Tricks (if there any).Remember when I said that the Chromas have a weakness chart? Well, it's simple! ROJO > MIDORI > BLAU > ROJO! BIALY has its unique weakness chart, but that's not in the demo. So, it's basically like this, using ROJO as an example for successful guards (and for Null Guards):
* ROJO > BIALY Guard = Opponent takes 40% less damage from attack. Effects will apply to the fighter.
* ROJO > MIDORI Guard = Opponent takes 0% less damage from attack. Effects will not apply to the fighter.
* ROJO > BLAU Guard = Opponent takes 80% less damage from attack. Effects will apply to the fighter.
* ROJO > BIALY Null = Opponent takes 50% more damage from attack. Effects will apply to the fighter.
* ROJO > MIDORI Null = Opponent takes 75% more damage from attack. Effects will apply to the fighter.
* ROJO > BLAU Null = Opponent takes 25% more damage from attack. Effects will apply to the fighter.

Note that Guards are only effective against ONE enemy attack (not multi-hits, though). So say there's an attack that must be blocked by Jumping. Foe #1 does an Unjumpable attack, Foe #2 does a Jumpable attack, Foe #3 does a Jumpable attack. Foe #1 damages normally, Foe #2 has his attack guarded against, and Foe #3 does not have his attack guarded against. That's where enemy Agility plays a role, because the turn order of them can mean that your guard is wasted. If enemies share Agility with another enemy, they will attack in a random order. Okay, but how do you know what to guard against? Well... let me give a simple explanation! Attacks will list in parentheses what they can be guarded with, or their status of attack. So!
* **Attack** (Attack; Block): The attack can be guarded by Blocking.
* **Attack** (Attack; Block, Jump): The attack either must be guarded with a Block or a Jump. It's random, so all that a can be said is take your best shot.
* **Attack** (Passive): The attack is a passive effect, which works as some sort of ability. The can be activated, though!

And that's pretty much about it... in case I missed something, I'll go back to try and relay it to you. OTHERWISE! I'll see you later!

## ***BATTLE #0-1*: Call 'N Sic (3 Waves)**

### **SET-UP**

 **Luke Triton***Hired. That's All* | ***Alright! This is your guys' placement! It won't really do much... for now.***Remember, this is NOT the turn order!