Old Guide

## RPG Play Guide

Witchpunk uses basic 2-step combat

Concept by High Witch Lucilin

Play guide by Lucilin, Selene and Velocity

## Introduction

Witchpunk is an RP room on 3DXChat that makes use of the game's built-in roll system to augment character training and progression. Progress is maintained and updated via a bot on the group's Discord server, so those wishing to become active combatants can join the Discord to have their progress saved. Joining in combat events/missions is not mandatory to be a part of the RP or Discord. You are free to roleplay any position that feels thematically appropriate to the Witchpunk setting. Some examples might include:

* Hexcorp employee taking a break at the "Hideout" bar
* Coven researcher diving into the matrix, or studying forbidden grimoires
* Sex ritualist generating reserve arcanite energy for coven empowerment
* Passer-by stumbling upon the place and becoming a regular

### Character Creation

When joining the ranks of the Witchpunk RP, a gamemaster will need to create a new character for you inside the discord bot. Once the character is created, you will need to use the following command to make it your default character:

-char select Character Name

With Character Name being replaced with your character’s name as it was when created. If you don’t know your character’s name in the bot, you can use:

-char list

That will show you the list of all the characters currently created in the bot. You can simply copy your name as it’s written there.

### Combat Classes

Witchpunk offers 6 different combat classes for use in combat events. You can pick 1 to start with and mix it up at late levels:

* Shieldmage (Protects)
* Witchblade (Melee)
* Gunmage (Range)
* Meditek (Healers)
* Netrunner (Controls)
* Blooddancer (Debuffs)

Every combat class has its own set of weapons used to perform their skills and every skill has its uses for either dealing damage, boosting others' stats, healing, or a combination of them all. Also, players are not restricted to only playing one class. Multi-classing is encouraged so players can take advantage of multiple skills and be better prepared for all situations.

### Additional Skills

* Technomancy (Manipulation)
* Martial Arts (Self Buffs)
* The Hexarcanite (All-Rounder)

## Self-Training Guide

### Standard Training

**Training known skills** (level will increase +2)

* Use local chat to RP your training session in the WP training area
* Include the proper emotes for the skill (i.e. "Input command, Burning Beam" etc.)
* Include the emotes that coordinate with your successes or failures during the session
* (i.e. "/me hits the target, causing 69 points of damage")
* Practice until you are successful if you're determined to do so, or call it a day
* Take a screenshot of your practice session dialogue and post it on the server
* While you may RP training other classes in the same day, level credit is only awarded to 1 class per day.

**Training new skills** (level will increase +2)

* Use the same basic process as for increasing weapon levels
* Must be accompanied by a "Skill Trainer" or other witches already trained in the appropriate class
* As long as they know the skill already, any member may teach that skill to others
* The trainer will RP instructing you how to use the skill
* Demonstrate your new knowledge by performing the skill
* Practice until you are successful if diligent, or call it a day
* Take a screenshot of your practice session dialogue
* Only one skill will count towards level progress, but multiple skills may be learned in a day if catching up

**Post screenshot** (On the appropriate discord "training page")

* Include training goal in the post comments
* (i.e. "Weapon Training: Level 2 to level 4")
* (i.e. "Class Skill Training: Empty Mag")
* One post per day, exceptions made on skill training "catch up" events.

### **Advanced Training**

* Training past level 30 requires using the "X-Forge". Summary of the process is found in each class section
* One forge attempt per day (Post to the training "Crafting" section)
* On success, you will gain +1 weapon level
* You may train the mod's new skill the next day (after the forge has cooled)
* Training with a mod will increase your Weapon level by +1 and acquire the modded class skill
* No Trainer is necessary
* Include training goal in post (i.e. "Burning Strobe and Level 32")
* Post-30 progress is separate than pre-30, so you can forge an upgrade and practice another class in the same day and have both count.

## Participation

Combat events are regular at Witchpunk, often used to help progress storylines. Most combat events go;

* Gathering and Briefing
* Transit/Preparatory Phase
* Combat Loop
* Conclusion/Extraction

### Mission Briefing

Participants in an event will start to gather at the time mentioned, often at the briefing room inside the Witchcave. There a briefing will take place, as well as establishing turn-order for the event. Generally rolls and Out of Character (OOC for short) discussions will take place in a Group chat with Local serving for the emotes of actions taken. During the briefing members will be given a run-down on their objectives. Some scenarios may have extra mechanics or goals beyond simply defeating the enemies.

### Preparation

After a briefing, we'll walk towards the vehicle garage to mount up. During travel or before the fight begins, members may take an action to prepare for battle, be it a self buff, ally buff, shielding spells or using an item.

* Note that only 1 item and 1 buff skill can be used prior to a mission, to create variety and limit stacking.

### Combat Loop

Emote Preparation

* Turn order. /roll for initiative. Enemies will go last but if they roll higher, those mobs get a surprise start.
* Emote Prep. ***Red Skulls Warlock leaps out from the speeding truck, his body rolls effortlessly through the air and he lands with his weapons drawn.*** Everyone decide your action and roll for it now. Start typing your emote nice and early and post them later in turn order. Some edits may be needed.

Combat Loop

* Initiative - Before any combat occurs, there will be rolls for initiative. Witches will always start the fight first unless an enemy beats our initiative, then that individual gets a bonus early strike. For turn order, the players may decide who will take actions first within a given strategy.
* Player Turn - You /roll for action. Get 50+ (including bonuses) and it hits. Your damage is the number you rolled (+ Atk/Dmg bonuses).
* Enemy Turn - They /roll to beat your defense Dc 50+ (+Def bonuses) to hit. No need to counter /roll.
* Most enemies attack twice a turn, once with a single target (ST) ability, and then again with an area of effect (AoE) ability. Higher difficulty, enemies may have stat buffs for greater challenge.

### Conclusion

Once the fight is over, some post-event roleplay may take place for flavor or fun. Some scenarios may have a certain extra condition that requires needing to make an escape or other similar special circumstance.

### Quest Rewards

For participating in combat missions, participants are rewarded with the following:

* 800 credits (500 for group activity pay + 300 hazard pay)
* +3 class levels (In main class or if at 30+, may apply to an 'observed' class)

### 69 Dice Option

Usually after rolling a 69, the orgy buff's ritual circle that Witchpunks are attuned to backfires on you and your lust spirals, similar to Cyberpunk's cyberpsychosis meter. You suffer a sexual overdrive of horny and can seize a partner to expel this debuff over 1 turn or wait it out to wear off. Either way, you complete your attack as normal, there is no actual penalty. (Important Note: This is a fun joke, no one HAS to actually have sex, carry on.)

## Economy

In order to use the skills learned in a class outside of the training area, you will need to purchase the weapon associated with the skill from the shop. If the respective shop merchants are around, you may request a played-out trade RP. Details on which weapons are used for which skills are outlined on the class page, but in order to buy a weapon, you need money. So, how do you make money? There are a few opportunities to earn cash and are as follows:

### Daily Tasks

Daily tasks are jobs that can be completed for pay once a day. The requirements and pay for tasks are outlined in the #rp-daily-tasks channel on the discord. The more difficult the job, the higher the pay. There are now a variety of tasks to complete and 2 different jobs can be completed per day. Hunting and fishing tasks can be performed till reaching a weekly quota (8 animals for hunting, 40 fish for fishing). When completing a job, take screenshots and submit them to the appropriate job thread.

### Group Events

Regularly there will be events posted on the discord for training or missions. Participating in these events will award +2 (training) or +3 (missions) and pay. (500 for training, 700 to instructors, 800 for combat missions).

### Sex Ritualists

An optional system for those more sexually inclined is the sex ritualist escort work in which you get paid for sex. First time with a new person is 100 credits, with a previous client is 40 and with a regular is 60.

### Starter Pack

Once you're setup on the bot, you will need to buy the following items from the Darkangel Relics shop:

* Coven ID Thumbprint
* Cyber Deck Comms
* Hell's Coven Tattoo
* Witchpunk Coat and Hat
* Witchpunk Coven Ring
* <Your starting class> Ring, along with the rings for any other classes you may wish to train

You may also wish to purchase the Bulletproof Vest from Killenger's Killshop along with your starting weapon

### Weapon Shopping

To access the shops, you will use the command: -shop

When you use the shop command, you will be greeted with a list of shops

* 1. Alleyway BodyMods
* 2. Darkangel Relics
* 3. Killinger’s Killshop
* 4. Hideout Bar & Food
* 5. Demon’s Den Loveshop

Enter the number of the shop you’d like to visit. When leveling up you will primarily want to put your funds towards the weapons in Killinger’s Killshop. Once in a shop, you will see a numbered list of inventory items.

Some shops will have multiple pages of inventory and you can type p to go to the previous page or n to go to the next page. If you see something you’re interested in, type the number next to it to view a detailed summary page of that item. From the summary page, you can type buy followed by the number you wish to purchase to purchase it and add it to your inventory. You can also type r to return to the previous menu or stop to exit. Keep in mind the shop interface will close automatically after so long without a response.

If you’d like to view your purchased items, as well as any other items you own, the command is: -inv

### WP Bot Commands

Some of the other commands in the bot are as follows:

-skills | Shows you the list of skills for your character, or for a specified character if you add the name

-jobs | Shows you the list of jobs assigned to your character, or for a specified character if named

-give (Char name) | Give the specified character an item from your inventory

-bank | Shows you how much credits you have accumulated in your Witchpunk bank account

-money give (Char name) (Amount) | Gives a character the specified amount of money from your -bank

-help | Gives a list of all commands, some have their own specific help such as -char help, -money help, etc.

## Other Details

### Health & Damage

All objects and people have aura. Aura is the life energy around all things and when we are shot and slashed, our aura is the first thing that absorbs physical and magical damage. Aura can be healed with spells and reinforced by shields. When both aura and shields are depleted, the physical body incurs all the injuries originally mitigated as well as further damage. At this point the person is unconscious and will die if not taken to Medbay for the auto-doc recovery process. (Character death is optional on player decision.)

### Critical Roll

* If you roll a crit fail for attacking or defending (5 or less), you self inflict 10 points of damage.
* Crit success (95+) will do double damage. Some buff skills also allow double damage or auto-crit.
* Buff totals are added after the crit value. Adding buffs to get 95+ does not make a natural crit.

### Stat Modifiers

If you have items and body mods, find out what your stats add up to and lay them out on a character page.
(for example) Georgina - HP: 200 - Shield: 0 - Level: 30 - Atk: +20 - Def: +25

* Attack & Defense Buffs - Items and gear can add +2, +4, +6 up to +10. Coven buffs also improve atk/def.
* Progression Level - Your weapon level improves damage and healing. Add level and buffs to your /roll

### Casting AoEs

When casting an AoE your damage number is repeated across each target. The amount of targets you hit is determined by your weapon level's first number x2.

For example level **2**4 will hit 2 x 2, (4) targets. (below level 10 is counted as 10)

### Intervention Turns

Outside of an initiative (opening) turn, you can switch out your turn to go before someone that is in peril and attempt intervention attacks or shields. Enemies can do this too, so beware. Additionally you may not intervene on yourself. Your DEF stat does that for you automatically.

### Status Effects

Some spells and skills will apply effects that buff or debuff a target. Repeat buffs or debuffs do not stack.

* Burning - Fire damage over time repeats on next turn
* Cold/Slow - Movement is slowed, take 2 turns to complete actions.
* Paralyse - You are debilitated and suffer -10lvl for 1 turn.
* Held/Sleep - You are stunned or held and miss 1 turn.
* Confuse - You are confused and attack an ally for 1 turn.
* Immobilised - You cannot reposition for 1 turn
* Knockback/down/up - You fall and cannot melee for 1 turn
* Blinded - You cannot see and suffer -atk.
* Bleeding - You are heavily wounded and suffer -def.
* Invisible - You are stealthed and do not take ST or ranged damage.
* Distant - You are hidden far away and do not take AoE or melee damage