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Rules and Character statistics for [[Unnatural Selection]]
Rules and Character statistics for [[Unnatural Selection]]


=Temporary Belenosian CAI statistics=
=Ultra Non-Canon Statistics=
==Inventory/Stats==
===Currency/Items===
::4,205,000 Dollars (Spending)
::Cell Phone (Polatt's)
::Cell Phone (Loviro's)
::Cell Phone (Fern's)
::Cell Phone (Syndicate)
::13 Cell Phones (1 for each division)
::5 Cell Phones (Spare)
::Biological Knowledge Module
::3 Camera Drones (generic)
::Trading Cards (Excellent Deck)
::Plush Doll
::Pepper Spray
::Combat Knife


All time units will be in the belenos form, which is explained at the bottom of this section.
===Clothing===
;3 Dress Outfits:Nice dress, high heels, nice underwear
;Casual Civilian:Dress pants & shirt with tie & shoes. Normal underwear.
;The Science of Friendship: Trench coat, underclothes shoes, underwear
;Casual Seduction:Fitting tank top and pants.
;Skanky Streetwalker:Tight fitting tank top, miniskirt, limb fishnets, underwear that technically exists.
;Leather Kink Outfit: Black leather. Chains included.
::Sunglasses
::Respirator
::Mega milk T-shirt
::Collection of threads for clothing repair.
;Racing Outfit
::Sleek suit with a poor safety rating.
::Includes collar and earrings.
::Helmet optional.


Surge value cost are for things that require a near instant, sudden burst of energy. Hence, things like regular battery usage and powering a plasma sword do not use surge. However, plasma shots and initially powering a plasma sword will use surge value.
===Jetal Stats and Divisions===
 
;Jetalium:116kg Owned
Using surge value also takes away from the battery power remaining.
:450kg On Loan (Syndicate)
 
;Divisions: 13 Available (1 Core, 12 Division modules)
==Material Wealth==
;Battery: Medium-High
::40000 New Empire Dollars
{| class="wikitable"
::12 small helicopter drones
|+ Jetal Divisions (Last Update: 858887)
::Three autocannon ammo shots
!  
::2x battery pack: 50,000 en each
! Division 1
 
! Division 2
==Jetal Base Body Stats==
! Division 3
::Morphability: 85/100
! Division 4
::Total Mass: 12,622 kg
! Division 5
 
! Division 6
::Main Core (Alison)
! Division 7
:::Mass: 12,622 KG
! Division 8
:::Volume: .12 m3
! Division 9
:::Density: ~100000 kg/m3
! Division 10
 
! Division 11
::Division 1 (Empty)
! Division 12
 
! Division 13
::Division 2 (Empty)
 
==Energy Usage==
::Battery: Currently 80000/80000 Energy Points
::Currently uses ~23,500 energy per hour
::Surge Max: 7650 (8000 - 350 morph penalty)
::Surge Regeneration: 147.5/sec (150 - 2.5 morph penalty)(belenos time, this is closer to 1233 energy per earth second)
::Surge Regen with cooling: 220.5/sec
At present, Unity requires roughly (x/(150 - (morphability - 20)))^2 + 1500 of battery power per hour, where x is her mass. She will not be able to lift herself if this value exceeds the maximum surge value of the battery (morph penalties towards the surge do not apply to this.)
 
==Morphability Notes==
::IF her morphability is over 20, then battery use required uses the equation (x/(150 - (morphability - 20))^2) + 1500, where x is her mass.
 
::Past morph 40, her surge max is reduced by ((morphRating - 40) * 10) and surge regeneration by ((morphRating - 40) / 5) per second. At max morph of 100, this means -600 max surge, and -12 regen/second.
 
::Unity will also become slightly more vulnerable at higher morph, but numbers are not known currently.
::Currently, Unity can hold a base number of 36 modules. For every 10 points past 20 morph, she can hold one more until morph 80. For every 5 points past 80, she can hold 1 more. Therefore, at 50, she could hold 39, and at 100, she could hold a maximum of 46.
 
==Absorption==
::Efficiency is labeled as xx/yy, where xx is for foreign jetalium in which the jetalium belongs or last belonged to another jetal, and yy is for familiar jetalium of which is either raw jetalium, or jetalium that was last owned by Unity.
::Straw Method:
:::97%/99% efficiency at a rate of 2 kg per 10 b-seconds
::Gel Method
:::43/76% efficiency at a rate of 1 kg per b-second
::Light Method
:::20/45% efficiency at a rate of 20 kg per b-second (effective rate of approximately 4 kg per b-second for foreign jetalium)
 
:Unity may also expend her own mass to recover battery power. She gains 63 Battery Energy for each kilogram of jetalium
 
==Weapon/Auxiliary List==
===Weapons===
::Sword Loviro - 1500 init, 25 SPB-S *
::Sword AN5 - 2000 init, 4 SPB-S
::KiloBeam AN5 - 800 init, 50 SPB-S *
::Plasma Driver - 1000 init, 50 SPB-s
::MegaBeam AJ6 - 4000 init, 100 SPB-S
::Gigabeam bending S (x2) - 3500 init, 215 SPB-S *
::Autocannon A - 50-100 SPB-S
::Plasma Well S - 3000 init, 100 SPB-S
::AJ6 Blaster - AJ6-Series 1000-MAX *
::AN5 Sniper - 500 init, 30-300 SPB-S *
::Displacer Rockets - 100 per rocket, approx 1 missile per 3 b-seconds
::EMP Field - 500 init, 40 SPB-S per 5 meters
::Stunner - 1-2000 init
:::See weapons listing for additional info
 
===Auxiliary===
::EIN Impersonator
::Ein Tracker
::Assorted Empirical Defense
::Explosive Shedding
::Jetalium Surge Conversion
::Core Dodge S
::Jetalium Magnetism B
::Jetalium-Acid Resistance S
::Core Hide S
::Jetalium Hide
::Core Detection S
::Surge Detection A
::Cooling Systems
::Reflection Shield Class A
::Light Absorption
::Anti Gravity
::Thruster A+
::Jetalium Sense
::Jetalium Division (2)
::Signature Sense
::Sticky Jetalium
::Surge Overdrive
::Quick Morph B
::Core Launcher
::Power Move
::Reflection Shield
::Shield Generator
::Master Musician(free)
 
===Modules studied by labs===
::AN5 Blaster
::AN5 Sword
::AN5 Beam
::AN5 Sniper
::AJ6 Blaster
::EINI
::EIN Tracker
 
==Weapons==
::All weapons need battery power. If it is only labeled as battery, then no surge is needed. If surge is specified, however, then it will require that amount of surge AND an equivalent amount in generic battery power, as surge is effectively nothing more than battery power that will overheat the core if too much power is drawn at one time. If Unity's cooling mechanism is deployed, she will regenerate the surge faster, but her battery power will drain twice as fast.
 
 
 
===Beam Weapons===
::Effectively a long range, harder to control plasma sword that requires a high deployment surge cost, and surge cost each b-second afterwards.
::Bending beams cost slightly more surge to upkeep, but can bend their path. However, the more a plasma beam bends, the weaker its end will get.
 
{| class="wikitable" style="text-align:center; width:500px; height:200px;"
|+ Beam Category
|-
! *
! Type
! Initial Surge Requirement
! Continuation Surge
! Quantity Owned
|-
! Class B
| KiloBeam || 800 || 40 surge per b-second || 0
|-
! Class A
| KiloBeam || 1500 || 75 surge per b-second || 0
|-
! Class S
| KiloBeam || 2500 || 100 surge per b-second || 0
|-
! Class B
| MegaBeam || 1200 || 80 surge per b-second || 0
|-
! Class A
| MegaBeam || 2000 || 60 surge per b-second || 0
|-
! Class S
| MegaBeam || 3000 || 125 surge per b-second || 0
|-
! Class S
| MegaBeam (Bending) || 3000 || 135 surge per b-second || 0
|-
! Class A
| GigaBeam || 2500 || 150* surge per b-second || 0
|-
! Class S
| GigaBeam (Bending) || 3500 || 215* surge per b-second || 2
|-
|-
! Class S
! Name/Identity
| TeraBeam || 3000 || 200 surge per b-second || 0
| Unity || Unity || Lobby Choice || Lobby Choice || Coral || Coral || Coral || Petunia || Unity || Princess Toya || Lobby Choice || Unity (Core) || Roxy
|-
|-
! AJ6-Series
! Mass (kg)
| MegaBeam || 4000* || 100 surge per b-second || 1
| 70 || 46 || 50 || 40 || 40 || 40 || 40 || 40 || 40 || 40 || 40 || 40 || 40
|-
|-
! AN5-Series
! Job/Location
| Kilobeam || 800 || 50 surge per b-second || 1
| Polatt || Polatt || Investigate Web || Search for Sevener || Blackmail || Blackmail || Blackmail || Healing a Jade || Vinyl || Vasha/Bo3/Tournament || Problem Officers || Loviro || Marchi
|}
|}


::*Gigabeams may use up to their specified surge continuation values, but may opt to reduce this.
==Modules==
::The AJ6 beam may be fired for less surge initially, down to 2000, but will have its surge per b-second cost raise gradually as the initial firing cost. The cost doubles for every 500 initial surge below 4000.
::Capacity: 28/30
===Owned===
::Beam Sword C
::Thrusters C
::Sex Module D (Hacked) ('''Add-on:''' Hide D)
::Bio-Emulator D
::Computer Link D
:::5 Simultaneous Cell Phone Capacity
::Computer C
::Scanner C ('''Add-on:''' Social Scanner C)
::Toolbox D
::Privacy C ('''Add-on:''' Hide C)
::Music Master D
::Dance Master C
::Jetalicum D
===Rented===
::Basic Sex Module, Rank D (Mostly Legal Shop, 5,000 a day)


===Plasma Sword===
===Loaned (From Syndicate)===
::A generic melee weapon with high concentration of damage.
::Division B x 12 (Debt: 55 million)
::They require a good deal of surge to turn on, and require more surge per second to continue powering it.
::Privacy B ('''Add-on:''' Hide B) (Mission Specific)
::Scanner B (Mission Specific)
::Sex Module C (Mission Specific)


{| class="wikitable" style="text-align:center; width:500px; height:200px;"
===Loaned (To Anya)===
|+ Plasma Sword Category
::Privacy D ('''Add-on:''' Hide C)
|-
::Bio-Emulator D
! *
! Initial Surge Requirement
! Continuation Surge
! Quantity Owned
|-
! AJ6
| 2000 || 40 surge per b-second || 0
|-
! AN5
| 2000 || 4 surge per b-second || 1
|-
! Loviro (Morphable Class A)
| 1500* || 25 surge per b-second || 1
|-
! Plasma Lance Class A
| 1000 || 60 surge per b-second || 0
|-
! Class A
| 1500 || 25 surge per b-second || 0
|-
! Class B
| 1000 || 15 surge per b-second || 0
|-
! Class C
| 500 || 8 surge per b-second || 0
|-
! Class D
| 600 || 5 surge per b-second || 0
|}


::Loviro's sword has a low powered setting that can be used to generate plasma at a very low cost, but cannot be used as an effective weapon on anything but the weakest forms. This does not create an energy surge.
==Job Listings==
::Active jobs: These require care and attention to complete. Unless otherwise noted, a job is active.
::Passive jobs: These are low risk, continuous jobs that can be done on a per hour basis. They are useful in filling in time between missions.


===Kinetic Autoguns/cannons===
===Polatt===
::The mechanics of these may have a recall in the near future.
;Passive Job : Stripping with an established persona generates 18k an hour at a low quality Dead Battery strip club.
::Machine guns made out of jetalium. They can fire regular bullets, and class C and up can automatically help form jetalium bullets for consumption. D and lower autoguns require the jetalium bullet addon.
::A deca b-seconds is 10 b-seconds, which is about 1.2 normal time seconds.
::The jetal can choose a wide range of bullet mass per shot, anywhere between the labeled min/max mass per class of autogun. Min/Max Mass Battery/RoF is in regards to battery usage and rate of fire statistics, which are dependent on the size of the bullets shot. For example, a class D autogun will fire 20 bullets per deca b-second if only 10 gram bullets are used, but will only fire 10 per deca b-second if 100 gram bullets are chosen. Likewise, it will cost either 1 battery or 3 battery for each 10 or 100 gram shot respectively. The RoF and battery usage is linear throughout, so a 55 gram shot would cost 2 battery and have an RoF of 15.
::A jetal can only form bullets at a limited rate, decided by the Morphability * 20 grams per second. At 50 morphability, a jetal can produce 1 kg of bullets per b-second. Higher morph bullets have more spread and knockback, while low morphability bullets tend to be more armor piercing.
::Min/Max Mass RoF at 50 morphability column is, assuming Unity remains at 50 morphability, Unity's effective rate of fire that she will go by.
::If bullets are set to explode, the minimum time to detonation is greatly reduced to 4~8 b-seconds (but can still be increased to 15 b-minutes if desired).


{| class="wikitable" style="text-align:center; width:800px; height:200px;"
===Fern===
|+ Autogun Category
;Reasonably Priced Blackmail
|-
:Pays 1 million plus any modules/loot.
! *
:A smalltime group of jetals have been blackmailing the syndicate with hard evidence to some of their seedier operations. The syndicate has been paying the demanded money of one million per month, since it is not worth having that evidence go to the police officers. The syndicate would rather pay nothing. Sugartooth is to either destroy the evidence, or neutralize the jetals.
! Min Bullet Mass
! Max Bullet Mass
! Min Mass Battery Usage
! Max Mass Battery Usage
! Min Mass Rate of Fire (per deca-b-seconds)
! Max Mass Rate of Fire (per deca-b-seconds)
! % RoF Bonus for each morph rating
! Min/Max Mass RoF at 50 morphability
! Quantity Owned
|-
! Class D
| 10 || 100 || 1 || 3 || 20 || 10 || 1 || 30/15 || 0
|-
! Class C
| 10 || 200 || 2 || 10 || 20 || 10 || 2 || 40/20 || 0
|-
! Class A
| 10 || 600 || 5 || 25 || 30 || 20 || 3 || 75/50 || 0
|}


{| class="wikitable" style="text-align:center; width:800px; height:200px;"
;Problem Officers
|+ AutoCannon Category
:A pair of jetal officers have been busting some drug operations. Attempting to fight them directly will summon an army of cops. If Sugartooth is able to get them to stop blowing up drug factories, Fern would appreciate it.
|-
! *
! Min Bullet Mass
! Max Bullet Mass
! Min Mass Battery Usage
! Max Mass Battery Usage
! Rate of Fire (per deca-b-seconds)
! Quantity Owned
|-
! Class A
| 100 || 1000 || 50 || 500 || 1 || 1
|}


===Plasma Blasters===
;Blackzone Treasure Hunt
Plasma type blasters use surge, and the user is allowed to use the amount of surge used up to the weapon's max amount. They are somewhat weaker compared to other weapon classes, but are still popular due to being simple and easy to use in a variety of situations and surge status.
:A blackzone city outside of the empire's control is said to contain jetals with experimental and high ranked modules. This town has no laws, no EIN, no security feed and lots of wireless jamming. Sugartooth will head into town via a syndicate insider to see what modules she can take from the populace. Fern warns that this is highly dangerous, but the rewards will be in the tens of millions of dollars, to billions, depending on what she manages to grab.


{| class="wikitable" style="text-align:center; width:500px; height:200px;"
;Antiquated Bounty Hunt
|+ Plasma Category
:Pays 300k
|-
:This bounty is private and directly pursued through the lollipop gang, and so it is unlikely the target knows they have a bounty. The client wishes for his antique computer back, or at least get evidence that it has been destroyed or otherwise unnattainable. It was stolen by a man named Clair, and after a police investigation, Clair was proven innocent. The client is unconvinced and is certain that Clair is in possession.
! *
;Passive Job : Gambling/Trading card game. The lobby's gambling team is currently generating money online by using Princess Toya's deck as well as other money making venues.
! Minimum/Maximum Surge Output
! Quantity Owned
|-
! Class F
| 0-200 || 0
|-
! Class B
| 0-1000 || 0
|-
! Class A
| 0-2000 || 0
|-
! AJ6-Series*
| 1000-MAX || 1
|-
! AN5-Series*
| 0-2000 || 0
|}


::The AN5 series can have 2k spent at once, however, the optimal cost occurs at 1000 and lower. Putting 2k only increases power by a factor of about 1.3.
===Winch===
::The AJ6 can have as much power as the Jetal has surge.
;Musical Echo: A robot musician's music has grown stale and formulaic over time, and is offering auditions to music inclined jetals or robots to do a co-author album. The co-author will receive an equal share in royalties with a minimum amount of 1 million which is paid up front.
:This musician is popular, and competition is expected to be enormous. Persuing this job will require multiple hours in real time in a music training module for a reasonable chance.
;Passive Job: Waitering. Petunia may go into a restaurant, bar or club owned by Blue Box and serve customers.


===Missiles===
===Sevener===
::Every missile has a camera, and can be controlled remotely.


{| class="wikitable" style="text-align:center; width:500px; height:200px;"
;Currently, None
|+ Missile Category
|-
! *
! Surge Per Missile
! Minimum Mass (kg)
! Maximum Mass (kg)
! Quantity Owned
|-
! Class A
| 100 || 20 || 200 || 0
|-
! Displacer Rockets
| 100 || 10 || 2000 || 1
|}


===Plasma Driver===
===Unity (Hunting Sapphire)===
::A plasma based missile that can be remotedly controlled and detonated. Up to three can be made at once. It specialized in overpowering and dissipating other incoming beams.
;Operator Career: Visit the Harvest building to learn about operators and what Unity may want to do before going to the real world.
;Bug Felix: Felix still knows more.


::Initial energy: 1000
===Completed Jobs===
::Continuation surge/sec: 50/s
;Forming Connections (Polatt)
:Payment is 50k plus with Dead Battery appreciation.
:The Dead Batteries would like to form connection with a crime boss, who's son has trouble with confidence in meeting girls. As a token of good will, the DBs would like to offer a kind girl to help the son with his confidence.
;No Strings Attached (Polatt)
:Pays 300k.
:A woman with a public location sex fetish would like to copulate with a jetal under the stipulation that no one ever find out she has had sex.
;Ghost Dealer (Fern)
:Pays 300k plus a share of any plundered loot.
:A jaded jetal who is an independent drug dealer is suspected of dishing out melted down lollipops. Fern wants Unity to approach the dealer to receive these drugs, which are often called CnJ on the streets. If she receives them, this will be proof of bootlegging the Lollipop's goods, and Fern's bodyguards will have sufficient relations to sack the dealer's business.
;Stripper Justice:Sevener would like Roxy to testify about her misadventures.
;Party Gang 2:Polatt is also in contact with about two dozen girls who would like a jetal or robot off of the grid to please all of them, not necessarily at once but within the night. Begins on any day after 5 PM and will last until they are tired of Unity. This will pay 600k.
;Healing A Jade: A high executive jetal is offering a reward to a jetal that can satisfy her for 12 hours straight. She has a Rank A sex module.
;Party Gang :Polatt is in contact with about two dozen guys who have pooled their money together in the interest of renting out Roxy for the night starting at 7 PM on any night and will last until they are tired of her. This will pay 600k. Roxy is laying low, but a similar persona can be supplied.


===Plasma Wells===
==Factions==
::A concentrated orb of plasma that, instead of being focused as an entry and exit for beam weapon energy, simply collects on itself and is controlled by the Jetal.
===Dead Battery===
::It is difficult to use as a weapon against fast opponents, but typically are highly classed for the massive amounts of damage they can inflict on otherwise beam-resistant buildings and structures.
;Loyalty: The Battery is willing to sell Unity C rank modules. After a few more jobs, they are willing to discuss cash advances in large sums. Being a member of the Syndicate, they will not be investing beyond loans in Unity, but she is still in welcome standing with them, and they will offer her jobs that offer more immediate rewards for themselves.
;Active Jobs: Polatt, who directs her in jobs that focus primarily in prostitution and other sexually driven jobs. He enjoys jobs that are not just done successfully, but ones that leave the client wanting more.
;Module Bias: Utility and novelty.


{| class="wikitable" style="text-align:center; width:500px; height:200px;"
===Lollipop Syndicate===
|+ Plasma Well Category
;Loyalty: As an official Syndicate member in good standing, Unity has access to many of their resources, and Fern is willing to lend her expensive modules per job, as well as additional modules either for the profit of the Syndicate or, to a lesser degree, personal use.
|-
;Jobs: Fern's primary source of jobs involves bounty hunting, gathering intel on rival businesses, and side jobs that require discretion. Fern will not give Unity any jobs where failure will generate problems for the syndicate. Fern does not care so much about clean execution so much as if the job gets done fast and efficiently.
! *
;Module Bias: Spying and Combat.
! Initial Surge Requirement
! Continuation Surge Requirement
! Quantity Owned
|-
! Class S
| 3000 || 100/b-sec || 1
|}


===Sniper Beams===
===Blue Box Corporation===
::A concentrated beam that does not burn much mass, but can potentially bisect a jetal (and other objects).
;Loyalty: Winch is satisfied with Petunia's performance, and is willing to give more jobs. Because Unity is off the records as far as her involvement with Blue Box goes, loyalty is more specific to Winch himself rather than his employer.
;Active Jobs: High class entertainment. These pay well, but often take a significant amount of time and contain the highest prerequisites as well as demanding high standards of execution. Because Unity is not hired by Blue Box, Winch will typically give Unity the dirtier jobs that demand non-official employees take.
;Module Bias: Entertainment and Novelty Modules.


{| class="wikitable" style="text-align:center; width:500px; height:200px;"
==Shop==
|+ Sniper Category
===Jetalium===
|-
::1kG - 40,000
! *
! Initial Surge Requirement
! Continuation Surge Requirement
! Quantity Owned
|-
! Class B
| 25-300 || 60/b-sec || 0
|-
! Class A
| 50-500 || 80/b-sec || 0
|-
! AJ6-Series
| 2000-5000 || 200-500/b-sec* || 0
|-
! AN5-Series
| 500 || 30-300/bsec* || 1
|}


::The AJ6 sniper's surge/b-sec cost is directly proportional to how much energy is put into the initial shot.
===Weapons===
::The AN5 always takes 500 initial surge, however, the power behind it is determined by the surge/second setting, which can be raised or lowered during fire. The change can happen at 90 per second. This weapon does not cause an energy surge.
::Beam Sword D - 1,200,000
::Beam Sword C - 2,000,000
::Rockets C - 1,500,000 (Lollipop)


===Mines===
===Maneuvering/Defense===
::A lump of formed Jetalium that explodes upon a predesignated trigger. Mines can be reabsorbed by the jetal if desired. Triggers include selective proximity, pressure plated or timed, and can be detonated at well regardless. Proximity can be made selective between biological, robot, jetalium sensing or any combination thereof. It will, by default, not detonate if the jetal who deployed the mine is the one to trigger it.
::Core Dodge C - 1,000,000(Lollipop)
::The battery requirement has to be paid in full at the time of deployment, and is in terms of each b-minute it will be on. Therefore, if a requirement is 20, and the jetal pays 200 battery for it, then it will last 10 b-minutes. If that time passes, then it may still be re-absorbed, but it will not be able to explode.
::Core Dodge D - 250,000
::Flight  C  - 1,000,000 (Lollipop)
::Thrusters  D - 500,000 (Lollipop)
::Thrusters  C - 800,000 (Lollipop)
::Shields D - 600,000
::Shields C - 2,000,000 (Lollipop)


{| class="wikitable" style="text-align:center; width:500px; height:200px;"
===Social/Novelty===
|+ Mine Category
::Bio-emulator  D - 200,000
|-
::Fluid Generator D - 400,000
! *
::Sex Module  D - 500,000
! Mass Allowance in kg
::Sex Module  C - 1,500,000 (Lollipop)
! Battery Requirement per b-minute
::Sex Module  B - 3,000,000 (Lollipop)
! Quantity Owned
::Sex Orgasm Denial C - 200,000 (Dead Batteries)
|-
::Privacy D - 150,000
! Class A
::Privacy C - 1,200,000 (Dead Batteries/Lollipop)
| 20-500 || 40 || 0
::Music Master D - 500,000
|}
::Music Master C - 2,000,000 (Dead Batteries)
::Dance Master D - 500,000
::Dance Master C - 2,000,000 (Dead Batteries)
::Jetalicum D - 600,000


===EMP Field===
===Utility===
::Creates an EMP field around the jetal or any of its divisions, if applicable. This will cause ongoing damage to robotics caught inside.
::Toolbox D - 150,000
::Continuation surge is per 5 meters, and scales linearly up to its maximum range. Therefore, having a range of 15 meters will cost 3 times the continuation surge per b-second.
::Scanner  D - 200,000
::Scanner  C - 1,100,000 (Lollipop)
::Computer Link  D - 200,000
::Computer Link  C - 1,500,000 (Lollipop)
::Division B - 5,000,000 (Lollipop)
::Chemical Analyzer D - 250,000
::Chemical Analyzer C - 500,000
::Computer D - 500,000
::Computer C - 2,250,000 (Dead Batteries, Lollipop)
::Extra Senses D - 400,000


{| class="wikitable" style="text-align:center; width:500px; height:200px;"
===Special===
|+ EMP Category
::Sexhack D: 100,000 (Lollipop)
|-
::Sexhack C: 800,000 (Dead Batteries)
! *
::Hide Add-on D: - 200,000
! Surge requirement
::Hide Add-on C: - 1,000,000 (Lollipop)
! Continuation Requirement (per 5 meters diameter)
::Social Scanner Add-on D: - 100,000
! Maximum Range
::Social Scanner Add-on C: - 500,000
! Quantity Owned
|-
! Class A
| 500 || 40 || 50 meters || 1
|}


===Stunner===
===Non-Modules===
::Temporarily stuns a jetal, as well as interrupts any weapons that are being used. Its effectiveness relies on a few different factors. It is more effective on jetals with higher density, lower morphability, and how much surge the user puts into the stun. It can range from not working whatsoever to, in extreme cases, completely disabling the jetal for a few moments.
::Cell Phone - 1,000
::Both the user and target must be in close proximity to work, effectively in melee range.


{| class="wikitable" style="text-align:center; width:500px; height:200px;"
==Descriptions==
|+ Stunner Category
===Modules===
|-
;Autocannon: Forms a machine gun firing either internally stored rounds, or jetalium.
! *
;Beam Sword:Produces a single plasma sword approximately 1-3 feet in length.
! Surge range
;Bio-emulator:Activating this module for the jetal will override the default body behaviorisms and modify them to behave like biologicals. This includes heartbeats, breathing, modifyable body temperature, and so on.
! Quantity Owned
;Chemical Analyzer:Allows for identification of what chemicals are made out of.
|-
;Computer:By using this module, the jetal is able to transform their jetalium into additional processing power. This allows for a sped up rate of thought, and higher modules can virtually freeze their perceived time to think things over.
! Class A
;Computer Link:Allows the jetal to directly plug into common phones and computers with any commercial plug. This allows them to use computers without having to use the UI. This, to a small degree, allows the jetal to use the computers to aid in sped up thought beyond what the jetal core normally allows.
| 1-2000 || 1
;Core Dodge:Allows for rapid movement of the core inside of the jetal's body beyond what morphability would allow. Higher morphability still aids in movement.
|}
;Core Hide: Hides the jetal's core location from the module 'Core Sense' provided the Hide rank matches or exceeds the Sense rank.
;Core Sense: Although a regular scanner may locate the existence of a core, Core Sense will give a precise location of the core within the jetal's body.
;Dance Master:While any jetal can put on the moves, activating this module gives them the right moves. Like music, the dance module can be see as just that by leading dance experts.
;Division:The jetal can separate their jetalium and control it. This module allows for 1 division, but a jetal can have this module multiple times. The range is wide, although not interplanetary, and there is noticeable lag on the other side of the planet. Module use may also be weakened at ranges past hundreds of miles, but most modules can be used by divisions and primary core as though each of them had their own seperate module, at the exception of privacy, which is toggled on or off across all divisions.
;Extra Senses:Normal sensations such as hearing and tasting are enhanced, and additional senses are included. This includes thermal, sonar, and a broad expansion of the lightwave spectrum.
;Flight:Also known as 'hover' or 'anti-grav', this applies anti gravity over the jetal.
;Fluid Generator:By storing in raw materials, this module allows for the creation of many mundane fluids.
;Jetalicum:A module specializing in cum production. The resulting fluid by default is realistic, but can be modified. It tastes sweet and typically pleasant to biologicals and others with taste buds, and reacts with jetalium to give a warm pleasant feeling to the jetal's body.
;Jetalium Sense:Allows sensing deactivated jetalium within line of sight, or actively powered line of sight anywhere within a certain range (C rank within 50m, B rank within 200m)
;Jetalium Hide: Hide's one's jetalium from the module 'Jetalium Sense' provided the Hide rank matches or exceeds the Sense rank.
;Jetalium Exploder:Turns one's own jetalium into a high powered explosive material, which can have an explosion delayed for anywhere from instantaneous to one hour.
;Kilobeam:The standard in small scale plasma beams for use in long-range self defense.
;Music Master:Allows the jetal to form instruments, as well as give the jetal a sense of music and rhythm. While most belenosians will enjoy music from this, more refined tastes will recognize when the module is used by a jetal with no innate ability or training, and often prefer music by a talented jetal with a lower rank over music by a rich jetal that only got a high rank.
;Privacy:Denies other scanners the ability to scan ''any'' module. The scanner is alerted that the privacy module is active, provided the privacy module does not have a hide add-on. (See Addon: "Hide")
;Rockets:Functionally the same as thrusters, but can be used to divide jetalium and fly it around wirelessly, unlike thrusters, which require a direct jetalium line between the core and location of thrust.
;Scanner:Allows scanning the modules of jetals and robots. This bypasses Privacy and Hide Addons that are lower ranks. This module can also be used for more mundane purposes such as locating specific objects, searching areas, reading body language, and so on. This also includes reading public GPS systems and other augmented reality features.
;Sex Module:Allows the creation of genetalia, as well as modifying the core's mind to include a sex drive and mental response to simulation. Higher ranks allow more advanced genetalia and a higher sensitivity for both the owner of the module and the other jetal in ownership of a sex module.
;Sex Orgasm Denial:While sex modules allow for orgasms, this will deny any other sex modules from orgasming provided they are of equal or lower rank. Does not work on biologicals.
;Shields:Produces shields. This blocks all plasma and other material. Rank C and up allows for selective entry, while rank D will block everything.
;Shield Breaker: A beam weapon that is weak to damaging normal materials, but effectively destroys an active shield.
;Sniper: A condensed beam that shoots fast and far.
;Straw Absorption: This module allows the jetal to absorb jetalium efficiently, with a near 100% recovery rate for claimed jetalium.
;Thrusters:Allows the jetal to form thrust rockets to move quickly.
;Toolbox:Allows the jetal to easily form mundane tools accurately and faster than their morphability would otherwise allow. This also includes basic utilities like megaphones and flashlights, allowing the jetal to make loud noises and illuminate themselves.


==Auxiliary Jetal Improvements==
===Addons===
===EIN Impersonator===
::Add-ons are placed on top of modules. Only one addon can be placed on a module. Once added, the add-on cannot be removed from the module, and if it is sold back, it will be at a penalty based on how popular the addon is.
::Spoofs a key for EIN. Approximately a .0031% chance of failing each check.
;Hide Add-on:Hides the attached module from being scanned. This will completely hide the module's existence, and not give an alert to the scanner that it is hidden, unlike the jetal-wide privacy module. This can be toggled on and off at will.
===EIN Tracker===
;Sexhack:Not technically an add-on, this hack will allow a user to send an image of themselves to another jetal that is actively engaged in intercourse with the user. This gives a feedback loop to intensify the sensations, and is frequently abused to the point of becoming completely numb to regular intercourse.
::The user may read data through EIN. Chance of discovery is 2 percent per b-minute, plus an unknown chance while actively mining data.
;Social Scanner Add-on:While normal scanners are capable of reading body language, this add-on will focus the scanner on the body language of biologicals, robots and jetals. While this addon is active, the scanner is incapable of scanning non-body language items and modules.
===Assorted Empirical Defense Systems===
A wide usage module that is used to manually weaken/hinder opposing weapons of various kinds. Energy usage is minimal, and the Engineer will give more information as it comes, as well as handle the usage of this.
===Explosive shedding===
::Ability to shed off a certain amount of mass normally. This ability optionally allows that jetalium mass to become highly unstable, and explode between 60 b-seconds and 15 b-minutes after being completely detached.
::Current rate: 20 kg is roughly comparable to 1 kg of c4
===Jetalium Surge Conversion===
::Able to substitute surge energy with jetalium mass. 1 kg gives 10 surge. A maximum pool of 200 kg is available for burning, which recovers at 10 kg/second. In other words, Unity has a pool of 2,000 surge worth of burnable mass (which can be spent all at once if desired), which recovers at 100 surge per b-second.
===Core Dodge S===
::Gives far more mobility to the core within ones jetalium mass, and dodging incoming blows are automatically detected and given evasion maneuvers to minimize the chance of getting struck.
===Shield Generator A===
::Manually blocks shots. Defensive numbers are impossible to pinpoint, but on average, this generator blocks 50% of damage of most A grade weapons.
===Core Launcher===
Launches the core out of the body at high speeds, typically intented as a last ditch escape method.
===Sticky Jetalium===
::Allows sticking to surfaces, can be combined with other jetalium launched things, such as explosive shedded jetalium.
===Quick Morph Class B===
::For 300 surge per second, Unity can have 100/100 morphability for up to 20 b-seconds, at which she will revert back to her normal morphability.
===Jetalium Magnetism B===
::Forms a magnetic bond between Unity and other jetal masses. This cannot be selective, either it attracts all nearby jetalium, or none.
===Core Magnetism A (IN STORAGE)===
::Forms a magnetic bond between Unity and other jetal cores. This cannot be selective, either it attracts all nearby cores, or none.
===Jetalium Acid resistance Class S===
::Provides near complete protection against most forms of anti jetalium concoctions.
===Thrusters Class A+===
::Thrusts that give additional mobility and possible flight. May spend up to 100 surge/second, at which point it will grant hovering capabilities to up to 8000 KG of mass. Less mass will allow flight, while higher mass will cause less acceleration during a fall. It may also be spread out to 10 different points in the body for balancing purposes.
===Core Detection A===
::Able to see a relatively wide jetal core glow inside of jetalium. Class B also allows to scan a jetal's weapons and auxiliaries.
===Core Hide S===
::Unity's Core will not show up on most core scanners.
===Jetalium Hide===
::Prevents jetalium from being sensed by appropriate scanners
===Sense Signature===
::Requires Core Detection. This allows a jetal to detect a specific core's identification to a unique value, provided they can sense the core in the first place.
===Surge Detection A===
::Ability to detect the general vicinity of where an energy surge is located.
===Shields A===
::Drastically reduces nearly all forms of damage, mostly proportional to the amount of surge used. Can use up to 100 surge/second.
===Reflection Shield A===
::May be deplyoyed, and will reflect projectile plasma weapons. Ineffective towards kinetics, melee plasma, and tends to be fickle. The surge required is greately dependant on the weapon used, and usually is equivalent to the weapon itself. For beam weapons, this includes the surge startup cost, and the surge continuation cost to continue deflecting it.
===Anti Gravity===
Creates a field of anti gravity around the jetal at a cost of 100 surge per b-second per square meter of volume. Thrusters are still effective, allowing flight even with weak thrusters.
===Cooling Systems (Active Ability)===
::Surge regeneration is boosted by 50%
::Battery Usage increased by 100%. This does not affect surge requirements, i.e., if a plasma sword requires 100 surge to activate, it will only cost 100 surge, but take away 200 battery energy.
===Light Jetalium Absorption===
::Allows quick, inefficient jetalium absorption while on the move.
===Jetalium Sense===
::Allows Unity to sense nearby powered and unpowered jetalium up to approximately 150 meters away, as well as how much jetalium there is.
===Jetal Division (2)===
::This allows Unity to divide herself twice. Although the core will remain in only one of the bodies, the split body may behave like Alison. This does not take surge, however, battery power will be drained steadily at a rate of around 300 per b-hour for every 100 meters of distance for each divided body, regardless of how much mass the division is given. More battery power is required as a divided body gets farther away, and will be lost should it get 1 km away from the main core.
===Surge Overdrive===
::Can spend twice the surge on a weapon to boost its power. Typically, it will be well worth the cost and be more than twice as powerful. The downside is that only that weapon can be active, all other weapons will be disabled until the overdriven weapon is disabled.
===Power Move===
::Up to 20 surge per b-second can be used to perform physical feats of strength at a greater capacity. At maximum power, strength is approximately tripled.
===Master Musician===
::A databank and coordination system for playing every common and almost every uncommon belenosian instrument.


==Belenos Time Format==
===Mundane===
;Cell Phone:1,000


::Belenosian denominations: 100 sec = 1 minute, 100 min = 1 hr, 100 hr = 1 day, 421 day = 1 year
==Identities / Aliases==
===Unity===
Our public / real face within the CAI simulation, used for interacting with friends and allies.  Our fembiter / Loviro's daughter look.


{| class="wikitable" style="text-align:center; width:500px; height:200px;"
===Petunia===
|+ Normal to Belenos Duration Equivalent
A jetal waitress, who can get jobs from Winch.
|-
! *
! Normal
! Belenos
|-
! Seconds
| 1 || 8.33
|-
! Minutes
| 1 || 5
|-
! Hours
| 1 || 2.96
|-
! Days
| 1 || 1.4
|-
! Years
| 1 || 1.61
|}
 
{| class="wikitable" style="text-align:center; width:500px; height:200px;"
|+ Belenos to Normal Duration Equivalent
|-
! *
! Belenos
! Normal
|-
! Seconds
| 1 || 0.12
|-
! Minutes
| 1 || 0.2
|-
! Hours
| 1 || 0.34
|-
! Days
| 1 || 0.71
|-
! Years
| 1 || 0.62
|}


==Supercore Seal-4==
===Princess Toya===
::Anti-gravity
Appearance tailored to the preferences of Baron of Threes in order to enter a trading card game tournament and get close enough to collect the bounty on him.  Currently being used for earning money in online gaming.
::Thruster Boost
::Cooling Systems
::Quick Morph S
::Surge Detection A
::Robot Sense S
::Biological Sense S
::Core Detect S
::AED
::Shields S
::Personal Electric Interface S-5
::Kilobeam S x2
::Terabeam S
::Plasma Sword S
::Plasma Exposion A
::Blaster S
::Sniper Beam A x3


=Ability/Statistic Lines=
===Roxy===
A faux-biological dancer for the Dead Batteries, with a faked CnJ addiction.


==Tier 1==
After her starring role in the Ghost Dealer job, she caught Sevener's / Anya's attention to testify as a witness.
===Body===
Max Rank 20 - Each rank increases HP by 1. A character starts without a body rank, and appears as a nondescript blob with a face and 0 HP. On getting rank 1, they are able to form a body. It is purely aesthetic, and has virtually no impact on platform stages; although freeroam and safezones take their form into account, to an extent.


===Armor===
===EndlessFragment47 / Tanya===
Max Rank 20 - Each rank increases armor by 1. Rank 1, 5, 10, 15 and 20 allows the choosing of a different set of armor. This blocks damage by a flat amount, and takes that amount in damage. If a turn passes without the user taking damage, then the armor regenerates slightly, increasing by consecutive rounds without taking damage. This amount follows the fibonacci series in order starting with the second number, 1, 1, 2, 3, 5, 8 and so on. If the user gets hit during this sequence, the armor does not regenerate that turn, and the series starts over. Armor is entirely aesthetic, and a revealing bikini will be just as strong as full plate or power armor at the same armor rank.
A personality created to get close to Fargow for the "Forming Connections" job.


===Weapon===
===Princess Sugartooth===
Max Rank 20 - Each rank increases weapon damage by 1. Rank 1, 5, 10, 15 and 20 allows the choosing of a different type of weapon. Like armor/body, these are all aesthetic in stages, although can be used as tools in freeroam and safe zones between the stages.
Our official gang name in the Lollipop Guild.


===Absorb===
===Coral===
Max Rank 10 - When a contender dies, their essence scatters in the air and lingers for a moment. Absorption is the ability to absorb a fellow contender's C.U. Each level will return 10% of the C.U. that the absorbee has spent on ability stats. To absorb, they must either be in range, and the range is equal to the Absorption Rank. When 2 contenders try to absorb the same person, the one with higher priority wins. Each rank gives 1 priority, and each priority boon gets another priority. Tier 3 players, assuming they have 10 in absorb, will have equal priority.
Our Upper Class Trash look, posing as an expensive jetal hooker. Has decorate glowing "tattoos" that move and change over time.


When ties of priority occur, a deadlock will occur in which the dead individual will hover in space while 2 or more different people attempt to absorb him. While the absorbers focus, they will not be able to perform any actions or move, and must keep attempting to absorb. When everyone bails out except one, that one will win the absorb. If the last 2 people bail at the same round phase, then the unit in question will be lost, and no one will absorb.
Created for the Reasonably Priced Blackmail job.


CU gained by absorbing a tier 3 character is capped at one-half of the absorbed character's own maximum CU level.
===Vajra===
A street biker, employed as part of our extended gambit for the "Reasonably Priced Blackmail" job to distract and collect some dirt on the Acid Bikers gang.


===Deprecated Tier 1 Ability lines===
===Bike===
Vajra's bike, also a division.  Employs some real parts and jetalium.


Scan - Max Rank 10 - The ability to scan statistics of other players.
==Enemy Jetal Loadouts==
===Laner===
::Autocannon B
::Autocannon C
::Beam Sword B
::Computer C
::Computer Link C
::Core Dodge D
::Core Hide C
::Core Detection C
::Jetalium Hide D
::Kilobeam B
::Flight C
::Privacy C
::Scanner B
::Sex Module B - Addon: Hide B
::Shields B
::Thruster B


Heal - Max Rank 5 - This allows the caster to heal a number of HP equivalent to the rank. This replaces an attack.
===Bolonn===
::Autocannon B
::Autocannon C
::Battery (Long Lasting)
::Beam Sword C
::Computer C
::Computer Link C
::Core Dodge C
::Core Hide C
::Core Detection C
::Jetalium Hide C
::Flight C
::Privacy C
::Scanner B
::Shields C
::Sex Module B (Addon: Hide B)
::Thruster C


Range - Max Rank 5 - A player can attack from their Range Rank tiles away, regardless of weapon appearance.
===Rike===
::Autocannon B
::Autocannon C
::Battery (Long Lasting)
::Beam Sword C
::Computer B
::Computer Link C
::Core Dodge D
::Core Hide D
::Core Detection C
::Jetalium Hide C
::Flight C
::Privacy C
::Scanner B (Addon: Social B)
::Sex Module D (Addon: Hide D)
::Shields C
::Thruster C


Knockback - Max Rank 3 - On hit, the person struck will be thrown away from the attacker by a platform number equal to the rank. Since attacks are simultaneous (first strike notwithstanding), 2 people with knockback hitting each other will both knock each other away. They will not be thrown off of platforms.
===Rans===
::Autocannon B
::Autocannon C
::Battery (High Surge)
::Beam Sword C
::Computer C
::Computer Link C
::Core Dodge C
::Core Hide C
::Core Detection C
::Jetalium Hide C
::Jetalium Exploder B
::Jetalium Sense C
::Flight C
::Kilobeam B
::Privacy C
::Scanner B
::Shield Breaker B
::Sniper B
::Straw Absorption B
::Shields C
::Thruster C


Disarm - Max Rank 3 - A form of attack. Instead of dealing damage, the user disarms the target (applied on that turn), for 1 turn, forcing use of unarmed. Unarmed damage is equal to 1/3 of the weapon's rank. As a 1 on 1 with someone using disarm would be the target whittling away with 1/3 damage on the user, this is a support ability.


Protector - Max Rank 6 - The ability to take damage for others. The user is able to move, then prior to attacks, chooses a target. Any damage dealt to the target is redirected to the user, but any additions to the attack (such as knockback) still affect the target.
===Anya===
::Autocannon C
::Autocannon C
::Battery (High Surge)
::Beam Sword C
::Computer D
::Computer Link C
::Core Dodge D
::Core Hide D
::Jetalium Hide C
::Flight D
::Kilobeam C
::Privacy C
::Scanner C
::Shield Breaker D
::Sniper C
::Shields C
::Thruster C
::Chemical Analyzer C
::Rented
:::Dance D
:::Sex D


Banditry - Max Rank 10 - Steals 10% per rank amount of currently held CU. This can only be done on stages, and the bandit must be on the same tile as the victim.
==Loviro's Shopping List==
::2 million - Biological Knowledge Module
:::With Loviro's installed brain outlet, he can make use of training modules, which are often more expensive due to safety concerns about nature's lack of standardized builds. This will let him study technological advances made within the last few decades.


Double Jump - Single rank - Able to jump twice, although this does not double ones speed. It grants the ability to jump on a platform that has disappeared, though still exists - instead of dying, the owner of this will be able to jump to safety, provided that the second jump doesn't also lead to a missing platform.
::70 million - Basic Core Interface Study
:::A simple device to decompile a jetal core and make edits. If Loviro has the basic knowledge module, he will be able to optimize Unity's core, or even make drastic changes that he normally would not have been allowed to make while under clean, legal business practices.


Speech/Understand/Read - Single Rank Each - Each of these grant the ability to understand speech, speak speech (even if the user cannot understand speech), and read.
::150 Million - Module hacking
:::Loviro will be able to make add-ons. While he does not have a clear idea how to make classic add-ons, he is confident that he will be able to make add-ons that make the module resonate perfectly between Unity's core and the module, boosting performance.


==Tier 2==
=Basic Abilities=


===Fortify Body===
All characters currently have access to these.
Max Rank 20 - Each rank gives +20 HP.


===Fortify Armor===
==Basic Communication==
Max Rank 20 - Each rank gives +20 armor.
::Grants the ability to communicate with spoken and written language.
==Summon Rulekeeper==
::If the player spots a rule violation, or simply feels that their puzzle was unfair for the purposes of the contest, then the player may summon the Rulekeeper. They may argue their points, and the Rulekeeper will make a decision and, if necessary, convey the argument to the stage's Judges who will assist in forming a decision.


===Fortify Weapon===
==Review Known Rulesets==
Max Rank 20 - Each rank gives +20 weapon damage.
::The contestant will be refreshed on the rules of any specific puzzles (Stage 7 and beyond) it has encountered.


===Deprecated Tier 2 Ability Lines===
=Stage 8 Mechanics=
First Strike - Max Rank 5 - Gives +1 attack priority. If the person struck is slain and has not attacked yet, they will not be able to strike back. However, all abilities that are invoked by attack (such as knockback) apply only after all attacks have been made, therefore they will not be knocked backwards before they can strike back.


Scatter Damage - Able to split damage evenly across multiple targets. Each rank allows a +1 damage split. Damage is rounded down. All targets must be on the same platform that is attacked, although it can be used with range.
==Alison's Inventory==
::271 Zeny
::Rank 2 Weapon
::Rock Candy
::Ghost Emblem


Shapeshift - Able to switch forms. This is an illusion, and touching the shapeshifter will reveal the users true form. It can be held for 10 rounds or 30 minutes in a safe zone.
==Known Item Descriptions==
    Rank 1: May hold up to 1 minor change at a time.
::Items are non-tradeable, and no other player can block usage of an item. There is no limit to the number of items one can have.
    Rank 2: May hold up to 2 minor changes at a time.
    Rank 3: May hold up to 2 minor changes at a time, and one major body change.
    Rank 4: Duration is increased to 15 rounds, or 45 minutes.
    Rank 5: Duration is increased to 20 rounds, or 60 minutes.


Teleportation - Allows teleportation to a new tile, with a cooldown of 6 rounds. This is still dependant on light trails, however, and can be treated as a burst of extra movement. This can be used as a movement action OR an attack action.
===Lava Immunity For 10 Seconds - 250z===
    Rank 1: Teleport range 1
:: - One Time Consumable - Allows the user to touch lava without harm for the duration. (Rulekeep note: What we call lava is not actually lava, it is just a red liquid that kills instantly on any contact. Clothes included! Please remove loose strands of clothing, and watch your hair.)
    Rank 2: Cooldown reduced to 5.
    Rank 3: Teleport range 2
    Rank 4: Cooldown reduced to 4.
    Rank 5: Teleport range 3


Swap Position - Max Rank 5 - During the move phase, but before any movement has been made, the user may swap a position with a willing target. The range of this is equal to the rank.
===Rock Candy - 200z===
:: - One Time Consumable - Feeds Ghosts, pacifying them from their insatiable bloodlust. (Rulekeep note: These ghosts cannot actually pass through the walls! Perhaps a zombie or ghoul would have been a better word choice? Unfortunately, we don't have a vocabularian with us! Oh, and these ghosts have no relation to any other ghosts you may have heard of, by name or form.)


Fortified Heal - Instead of attacking, the user may heal. This does not stack with the heal amounts from tier one Heal ability, but the boons still carry over.
===Rank 2 Weapon - 300z===
    Rank 1: Heals 10 HP.
:: - Upgrades weapon from Rank 1 - (Rulekeep note: Your normal fists and body maneuvers count as rank 1 already, so don't think we overlooked something! This also allows a new weapon form, much like before. It can even have range! Up to 5 meters. Note that players start with defense 3, meaning you need a rank 3 weapon before you can engage in killing other players! Until that point, there are some baddies along the way you might need to fight. Still freeroam, so there aren't stats or HP or whatever! If you're near death, though, you'll know it, trust me. Oh, uh, pain receptors are at 20% with a modest sedative cap, if that means anything to anyone. Try to get used to it, all pain limiters are getting removed on stage 9!)
    Rank 2: Heals 20 HP.
    Rank 3: Heals 30 HP.
    Rank 4: Heals 40 HP.
    Rank 5: Heals 50 HP.  


==Tier 3==
===Magnifying Glass - 250z===
===Immunity===
:: - One Time Consumable - Gives a hint towards solving the current puzzle (Rulekeep's note: These are one-time use only! After use, the magnifying glass explodes. No refunds! If you are unhappy with your hint, then please summon the rulekeep.)
Gains immunity against lower tier Abilities and Boons
    Rank 1 - Immune to all Tier 1 and 2 abilities and boons, except for absorption and basic stats (body, armor, weapon).
    Rank 2 - Selective immunity. The user may opt to be affected by positive T1/2 abilities, such as heal/swap position.


===Damage reduction===
===Ghost Emblem===
Reduces damage after all attacks have been made.
:: - Can hold up to 5 ghosts, one in each node.
    Rank 1 - 25% less damage
:: - According to Fuzz, once a ghost enters the emblem, the emblem's node will be dedicated to that ghost, and no other ghost can be put in it.
    Rank 2 - 50% less damage
:: - It is believed that there are 2 checkpoints. At each of the two checkpoints, 2 nodes will have to be deactivated. The ghosts inside, if any, will be killed off. The remaining ghost will be resurrected into the normal competition.
    Rank 3 - 75% less damage


===Increased damage===
=Stand-Alone Mechanics=
    Rank 1 - 25% more damage
    Rank 2 - 50% more damage
    Rank 3 - 75% more damage
    Rank 4 - 100% more damage


===Item Cancellation===
==Isolated Exit NPC==
Provides a 3-range item cancellation barrier, preventing anyone in the barrier from using items and anyone outside the barrier using items on anyone inside the barrier. This does not apply to glove scissors.
    Rank 1 - Blocks up to 2 Tier-1 items per round.
    Rank 2 - Complete immunity to tier 1 items, blocks 2 tier 2 items per round.
    Rank 3 - Complete immunity to tier 1 and 2 items, blocks 1 Tier 3 item per round


===T. 3 Range===
Entrants: 1
    Rank 1 - Range 1
Exits: 1
    Rank 2 - Range 2


===Create Light Trail===
NPCs surround the entrant, each with a specific message. There is a lower limit of 2 NPCs, and no upper limit.
Creates one light trail to a platform that has a gap of no more than 1.5 platform lengths. This is done as a replacement to movement, and although it is done during the movement phase, the effect only takes place after everyone else has moved, but before attacks are made.
    Rank 1 - Lasts for 1 turn
    Rank 2 - Lasts for 2 turns
    Rank 3 - Lasts for 3 turns, range increases to 2.5


===Block Light Trail===
Area Specific Abilities gained:
Blocks a light trail. This takes effect after everyone has moved, but before attacks are made. The user must be next to the targeted light trail. This replaces a movement.
Have NPC talk - When used, the NPC will say a predetermined message. This message never changes.
    Rank 1 - Lasts for 1 turn
Trigger NPC - The NPC's ability will be triggered. There is one NPC who's ability is to transport the contestant to the next area. The other 9 NPC's ability is to kill the contestant.
    Rank 2 - Lasts for 2 turns
    Rank 3 - Lasts for 3 turns, +1 range


===Create Platform===
NPCs may be Blue, White or Red.
Creates one platform in the air that creates a gap of no more than 1.5 platforms between the user and the new platform. This happens at the same time as movement, therefore a player may jump safely across a light trail that leads to the spot where the created platform ends up. The platform disappears <rank> turns later, after the movement phase. This action replaces a movement.
    Rank 1 - Lasts for 1 turn
    Rank 2 - Lasts for 2 turns
    Rank 3 - Lasts for 3 turns, range increases to 2.5


===Remove Platform===
Blue NPCs always tell the truth.
Removes any platform within a range of 1. This is done during the movement phase, but after everyone has made normal movements. The platform, however, will not be removed until the next turn, after everyone has had a chance to move again. This is to prevent instantly killing other tier 3's that would not have double jump. This actionreplaces a movement.
    Rank 1 - Lasts for 1 turn
    Rank 2 - Lasts for 2 turns
    Rank 3 - Lasts for 3 turns, increased range to 2.


===T. 3 Protector===
Red NPCs always lie.
Functionally the same as Tier 1 protector.
    Rank 1 - Able to target 1 person at up to 1 range, or everyone but himself on his/her current platform.
    Rank 2 - Able to target 2 people at up to 2 range, or everyone but himself on a platform up to 1 range away.


===T. 3 Knockback===
White NPCs can tell both truth and lies.
    Rank 1 - Knocks its target one platform away from the attacker. If the attacker is on the same tile, the direction may be chosen.


===T. 3 Scan===
==Questionnaire==
    Rank 1 - Able to see all Body/Armor/Weapon numbers, and owned abilities with at least 1 rank.
    Rank 2 - Able to see all stats and boons.


===T. 3 Heal===
Entrants: 5-10
Able to heal users on the same platform. This replaces the user's attack.
Exits: 1-4
    Rank 1 - 20 HP
Each player answers 3-6 questions.
    Rank 2 - 40 HP
<br><br>
    Rank 3 - 60 HP
Abilities Gained:
    Rank 4 - 80 HP
<br><br>
    Rank 5 - 100 HP
Trade Answer - An manner to safely trade answers with one or more others. Each player will choose any answer they know - either one of their own, or a question they gained from another player. These choices will be known to the people within the trade, including who the answer belongs to. If all players agree to the final trade proposal, then the trade is enacted. Every player must choose at least one answer - a trade will not trigger if a player chooses nothing, even if all participants would agree, and it will not trigger if all answers offered are already owned by the recipient.
<br><br>
Link - Choose at least one target. All targets will get the chance to decline this link. If all players accept this link, then all players will be able to talk telepathically to each other. In the case of a 3 person or more link, anything one person says will be heard by both other people. The only way person A will be able to say something to person B without person C hearing is to either set up a link with person B alone, or to attempt to whisper using normal speech (however, people will be able to see or overhear this if they are paying attention.) A player can only maintain 3 links at any given time.
<br><br>
Disengage Link - Disengages from an existing link. If this link contains at least 3 people including the user, then this will not break the link for the other players.
<br><br>
Elimination - Target one other contestant. Success in using this ability requires that the user accurately recites all of the target's answers to the questionnaire. If the user succeeds, this will eliminate the other player. If the user fails to answer accurately, then the user is eliminated.
<br><br>
Rules:
<br><br>
Use any given abilities to eliminate all other players. The last survivor will continue to the next area.
<br><br>
If no trades are performed inside of a 5 minute period, then the game breaks the tie. Whoever has the most answers of all contestants disincluding themselves will be the winner. Should multiple people have the same number, then the winner will be the one having the most answers belonging to a single contestant besides themselves (example: Person A only knows answer for Person B and C, with 2 answers for B and 4 for C. Person D knows 3 answers from each E and F. If the game ends with a tie breaker, then A and D both know 6 answers total. Since A owns the most for a single person, then A will win the next phase of the tie break).
<br><br>If a tie remains, then survivors will continue on. However, the exit may only be overloaded by a maximum of 4 people. If 5 or more have a tiebreaker, then all contestants will be killed.
<br><br>If multiple contestants survive, then they will engage in another puzzle to the death in which only one will survive.


===T.3 Body===
==Not Go Fish==


Each rank in this gives +20 HP. Max rank of 20.
::Found in Stage 8, Area 2 (Citadel Basement)
::Alison entered on Round 28.


===T.3 Armor===
===Overview===
::Freeroam: No
::Attacks: On
::Entrants: 5
::Each Player starts in a room next to a locked stairwell, and must be unlocked by using cards. See the section on 'Cards' and 'Rooms and Exits'.


Each rank in this gives +20 Armor. Max rank of 20.
::Each turn you may take one action. The primary actions are Attack, Search, Ability, Use Item, and Move, and the priority of each goes in that order (the exception is for multiple attacks, see the attack section for more). Other actions include Unlock Stairwell, put ghost in or out of an emblem, and Do Nothing. These other actions all take absolute last priority.


===T3. Weapon===
::Although moves have priority, your actions are decided in advance; there is no mid-round decision making.
Each Rank in this gives +20 Weapon Damage. Max Rank of 20.
::Free actions, which can be done indefinitely without occupying an action, include things like giving cards to other players, speaking, and so on.


===Summon Allies===
::Regardless of where a ghost is, they can speak with the host at any time, but a host can only speak to ghosts in the same room, but outside of the emblem.
Replaces an attack with known friendly units. Let's all friendlies answer the call optionally. The range is traversable through disabled/inactive light trails.
    Rank 1: Cooldown of 13 rounds. All friends within 5 walking platforms are alerted.
    Rank 2: Cooldown of 10 rounds. All friends within 10 walking platforms are alerted.
    Rank 3: Cooldown of 7 rounds. All friends within 15 walking platforms are alerted.


===Bounce===
::Rounds take as long as you need! Time will still be abstracted, so you won't need to wait for others at all when you finish a round. There is also no time limit for this stage.
Ranged attacks will bounce, able to deal extra attacks at 50% damage on its way to the primary target (which will still receive normal damage). It cannot attack twice on the same platform. Although range is not required, this ability at rank 1 is useless without range 1, and useless at rank 2 without Range rank 2.
    Rank 1: Bounces up to 1 time.
    Rank 2: Bounces up to 2 times.


===Item Thief===
===Attacking===
Allows stealing items. This has a range of 0, so the thief must share a platform with his target, or be next to the target in a tile stage.
::One's ghosts can use attack at 1 HP regardless of one's own weapon rank (remember, it always starts at one HP - to simplify that, weapon ranks start at 1 instead of 0 now, so everyone gets +1 to weapon rank)
    Rank 1: A random inventory slot (including any empty slots) is selected, and if there is an item in that slot, it will be taken.
    Rank 2: A random item will be taken.
    Rank 3: The bandit may select which item will be stolen.


::Your starting HP: 5
::Your max HP: 15
::Ghosts HP: Infinity, but a hit ghost will be returned to the emblem instantly and be unable to leave the emblem for a number of rounds equal to 3 times the number of damage inflicted. These disabled ghosts will not give in-emblem bonuses, but may still speak.
::By means of leveling up, one can gain multiple attacks. However, additional attacks beyond the first are given the last priority and done simultanously. That is, if player A attacks player B three times, and player B decides to move to the next area, then the round will start with A attacking B once, B moves, and then A misses the remaining attacks. If player A happened to anticipate the move and attacked 3 times and moved to the same location as player B, then all three attacks would hit.
::Targets of attacks can be selected for conditionally. This mostly applies for multiple attacks, which happen last. For example, 'Attack player B, but if they are gone, attack player C instead, and if they are also gone, then randomly attack anyone I consider the enemy.' This still must be decided upon at the beginning of the round.
::Shield HP gained by levels is depleted like regular HP. The difference between Shield and regular HP is that shields are regenerated anywhere. If shields are depleted without fully absorbing an attack, the remainder of that attack will deplete regular HP.
====Who Can Attack Who====
::Blue ghosts can only attack Hosts
::Hosts can attack anything.
::Purple ghosts can only attack Hosts
::*Any ghost can harm a ghost that protects their host from harm.


=Tier Upgrading=
{| class="wikitable"
Tier 2 can be gained by purchasing Access from the shop, granting more abilities and boons.
|+ style="caption-side:bottom"|Can [row] attack [column]?
 
| || '''Host''' || '''Blue''' || '''Puprle'''
Tier 3 can be gained after getting the Delimiter (to get past the initial 100k CU stat limit), then purchasing Tier 3 Access. All Tier 1 and 2 abilities will be lost on going to Tier 3, with the exception of all weapon/armor/body and absorption stat lines. Most absorption abilities are lost, but Resurrection, Ability Absorb, Ghost Talk and Retroactive are kept. All other boons and abilities are lost, although some have tier 3 versions. All priorities are maximized - a tier 2 with full priority boons on an ability will have the same priority as a normal Tier 3.
|-
 
| '''Host''' || Yes || Yes || Yes
Stats from previous tiers do not add up to the Character CU levels.
|-
 
| '''Blue''' || Yes || No || No
=Bonuses=
|-
 
| '''Purple''' || Yes || No || No
This list is incomplete. Most known boons are in the flash shops in-quest, and this section is to cover additional boons that the shop has not updated to.
|}
 
==Lift==
Able to lift consenting allies. This may be done as a free action during the movement round. Lifted allies will go wherever the user goes, and is immune to normal knockback. If the user is knocked back, every lifted person will also move with the user. Also, in connected tile stages, this allowed multiple people to occupy the same tile. Lifted allies may still attack.
 
    Lift I: Can lift 1 person
    Lift II: Can lift 2 persons (Occupies 2 boon slots)
 
==Double Move==
Able to replace attack with another movement
 
    Double Move I - cooldown of 2 rounds
    Double Move II - cooldown of 1 round (useable every round)
 
=Character Statistics=
If a Tier 3 character has Increase Damage, their effective weapon damage will be to the side in parenthesis.
 
==Alison==
 
'''Character CU: 19,800,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 720 (1440)
 
::Absorb 10
::All Communications
 
::Immunity Rank 2
::Damage Reduction 2
::Increase Damage Rank 4
::Bounce 1
::T3 Range 2
::T3 Weapon Rank 15
 
 
'''Bonuses'''
 
::Ghost Talk
::Absorb: Retroactive
::Double Offense
 
''Other Key Traits''
::Delimiter x2
::Tier 3 access
 
'''Current Items'''
5 million CU
 
==Duelist / Mako==
 
'''Character CU: 20,000,000'''
 
'''Stats'''
 
::HP: 800
::Armor: 800
::Weapon: 420
 
::Absorb 10
 
::Immunity 2
::Damage Reduction 3
::T3 Protector 2
::T3 Body 19
::T3 Armor 19
 
'''Bonuses'''
::Float
::Block
::Absorb: Ability Absorb
 
''Other Key Traits''
::Delimiter x2
::Tier 3 access
 
'''Current Items'''
::Bomb
 
==Recluse==
 
'''Character CU: 20,000,000'''
 
'''Stats'''
 
::HP: 700
::Armor: 660
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 2
::Damage Reduction 3
::T3 Protector 2
::T3 Body 19
::T3 Armor 19
 
 
'''Bonuses'''
::Float
::Block
::Absorb: Ghost Talk
 
''Other Key Traits''
::Delimiter x2
::Tier 3 access
 
'''Current Items'''
::Red Glove x3
 
==Scanner==
 
'''Character CU: 9,550,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 1
::Damage Reduction 1
::Item Cancellation 3
::T3 Range 1
::T3 Scan 2
 
 
'''Bonuses'''
 
::Float
::Selective Item Cancellation
::Absorb: Boon Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
'''Current Items'''
::Bomb
 
==Iso==
 
'''Character CU: 20,000,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 420 (630)
 
::Absorb 10
::All Communications
 
::Immunity 2
::Increase Damage 2
::Block Light Trail 3
::Create Light Trail 3
::Remove Platform 3
::Create Platform 3
::T3 Range 2
::T3 Knockback 1
::Bounce 1
 
 
'''Bonuses'''
::Double Move II
::Absorb: Boon Absorb
 
''Other Key Traits''
::Delimiter x2
::Tier 3 access
 
'''Current Items'''
::Bomb
 
 
==Clarence==
 
'''Character CU: 9,800,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 2
::Block Light Trail 3
::Create Light Trail 3
::Remove Platform 3
::Create Platform 3
 
 
'''Bonuses'''
::Double Move II
::Absorb: Boon Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
'''Current Items'''
::Red Glove
::500,000 CU
 
==Healer==
 
'''Character CU: 9,900,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 2
::Damage Reduction 1
::T3 Range 1
::T3 Heal 5
 
 
'''Bonuses'''
 
::Float
::Heal Range
::Absorb: Ability Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
'''Current Items'''
::Red Glove x2
 
==Guardsman==
 
'''Character CU: 9,700,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 420 (820)
 
::Absorb 10
::Immunity 1
::Increase Damage 4
::T3 Range 2
 
 
'''Bonuses'''
 
::Float
::Double Offense
::Absorb: Ability Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
'''Current Items'''
 
==Scholar==
 
'''Character CU: 10,000,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 420 (660)
 
::Absorb 10
::Immunity 1
::Damage Reduction 3
::Increase Damage 2
::T3 Range 1
 
 
'''Bonuses'''
 
::Double Move II
::Absorb: Boon Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
'''Current Items'''
::Glove Scissors
::Red Glove
 
==Atlas==
 
'''Character CU: 10,000,000'''
 
'''Stats'''
 
::HP: 440
::Armor: 440
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 2
::Damage Reduction 3
::Summon Ally 2
::Protector 1
::T3 Body 1
::T3 Armor 1
 
'''Bonuses'''
::Double Move II
::Absorb: Ability Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
'''Current Items'''
::Red Glove
 
==Strongarm==
 
'''Character CU: 10,000,000'''
 
'''Stats'''
 
::HP: 440
::Armor: 440
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 2
::Damage Reduction 3
::Summon Ally 2
::Protector 1
::T3 Body 1
::T3 Armor 1
 
'''Bonuses'''
::Double Move II
::Absorb: Boon Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
'''Current Items'''
::Red Glove
 
==Bandit==
'''Character CU: 9,950,000'''
 
'''Stats'''
 
::HP: 480
::Armor: 440
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 2
::Damage Reduction 3
::Item Thief 3
::T3 Body 3
::T3 Armor 2
 
'''Bonuses'''
::Double Move II
::Absorb: Boon Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
'''Current Items'''
 
==Gambler Twirl, Sword, Shield, Charles, Spear, Chief, Math, Engineer, Friendgy==
 
'''Character CU: 295,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 420
 
::Absorb 10
::Scan 10
::Heal 5
::Range 5
::Knockback 3
::Disarm 3
::Protector 6
::Banditry 10
::Double Jump
::All Communications
 
::First Strike 5
::Scatter Damage 5
::Teleportation 5
::Swap Position 5
::Fortified Heal 5
 
'''Bonuses'''
::Heal: Range II, Movement, Mini, Double, Overcharge
::Absorb: Retroactive, Double
::Inventory Space V
::First Strike Priority V
::Scatter Damage: Leftovers
::Double Attack
::Delimiter
 
'''Current Items'''
::Twirl: Red Glove
::Sword: Red Glove
::Shield: Red Glove
::Charles: Red Glove
::Spear: Red Glove
 
==Succubus==
 
'''Character CU'''
 
'''Stats'''
 
::HP: 260
::Armor: 200
::Weapon: 180
 
::Absorb 10
::Scan 10
::Heal 5
::Range 5
::Knockback 3
::Disarm 3
::Banditry 10
::Double Jump
::All Communications
 
::Shapeshift 5
::Teleportation 3
::Swap Position 2
::Fortified Heal 2
 
'''Bonuses'''
::Scan: All Scan, Spent CU, Unspent CU, Ability Levels, Absorption Number, Boons
::Absorb: Retroactive, Double
::Inventory Space V
 
==The Arbiter==
 
'''Character CU: 19,975,000'''
 
'''Stats'''
 
::HP: 780
::Armor: 760
::Weapon: 420
 
::Absorb 10
::Immunity 2
::Damage Reduction 3
::T.3 Range 1
::T.3 Protector 2
::T.3 Body 18
::T.3 Armor 16
 
'''Bonuses'''
::Float
::Block
::Absorb: Ghost Talk
 
''Other Key Traits''
::Delimiter x2
::Tier 3 access
 
==Smuggler==
 
'''Character CU: 10,000,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 420 (660)
 
::Absorb 10
::Immunity 1
::Damage Reduction 3
::Increase Damage 2
::T3 Range 1
 
 
'''Bonuses'''
 
::Block
::Float
::Double Move I
 
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
==Backup Tier 3 Builds/Classes==
 
===Fighter (Offense)===
 
'''Character CU: 9,925,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 620(1240)
 
::Immunity 2
::Increase Damage 4
::T3 Range 1
::T3 Weapon 10
 
'''Bonuses'''
::Float
::Double Offense
::Absorb: Ghost Talk
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
===Tank===
 
'''Character CU: 9,900,000'''
 
'''Stats'''
 
::HP: 520
::Armor: 520
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 2
::Damage Reduction 3
::T3 Protector 2
::T3 Body 5
::T3 Armor 5
 
 
'''Bonuses'''
::Float
::Block
::Absorb: Ghost Talk
 
''Other Key Traits''
::Delimiter x1
::Double Move I
 
===Healer===
 
'''Character CU: 9,850,000'''
 
'''Stats'''
 
::HP: 460
::Armor: 460
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 2
::Damage Reduction 2
::T3 Heal Rank 5
::T3 Body 6
::T3 Armor 6
 
 
'''Bonuses'''
::Float
::Heal Range
::Absorb: Ghost Talk
 
''Other Key Traits''
::Delimiter x1
::Tier 3 access
 
===Scanner===
 
'''Character CU: 10,000,000'''
 
'''Stats'''
 
::HP: 480
::Armor: 480
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 2
::Damage Reduction 2
::Item Cancellation 3
::T3 Scan 2
::T3 Body 3
::T3 Body 3
 
 
'''Bonuses'''
 
::Float
::Selective Item Cancellation
::Absorb: Boon Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
===Platformer===
 
'''Character CU: 9,800,000'''
 
'''Stats'''
 
::HP: 420
::Armor: 420
::Weapon: 420
 
::Absorb 10
::All Communications
 
::Immunity 2
::Block Light Trail 3
::Create Light Trail 3
::Remove Platform 3
::Create Platform 3
 
 
'''Bonuses'''
::Double Move II
::Absorb: Boon Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
===Summoner===
 
'''Character CU: 9,975,000'''
 
'''Stats'''
 
::HP: 480
::Armor: 500
::Weapon: 520 (780)
 
::Absorb 10
::All Communications
 
::Immunity 2
::Increase Damage 2
::T3 Body 3
::T3 Armor 4
::T3 Weapon 5
::Summon Ally 3
 
 
'''Bonuses'''
::Ghost Talk
::Float
::Absorb: Boon Absorb
 
''Other Key Traits''
::Delimiter
::Tier 3 access
 
==Alison's House/Dream Statistics==
 
Alison has approximately 14200 total players backed up.  The bulk are through King's recursion, many from Arbiter's recursion, and only around 1300 from herself. Around 9200 of those are currently dead.


Of those, Alison has a current count of 1853 people who are currently alive. King, allied with Alison, has 3,120 members, bringing their forces to a grand total of 4,973 members.
===Cards===
::Every card is unique! There are 5 decks, each with 5 cards numbered 1 to 5, for 5 entrants.
::These do not count as items for use, and they are only used to unlock the exit to the next area.
::Although there may be hidden ways to find cards, the primary two ways are to guess an opponent's card, or get lucky searching a room. There is no limit to the number of cards one can have at the same time.
::If a card is lost, then it is returned to an unclaimed pool of cards. This pool can be randomly drawn from by searching rooms. The exception to this is if a player leaves the area with cards still in their deck, or in their personal room with no permissions allowed for any remaining entrants, these cards are ''permanently'' lost.


There is a total of 257,312,301 CU prior to the abusing the smuggler boon reselling exploit, leading to far more CU than mathematician can keep track of for the moment.


===Rooms and Exits===
::The personal room can be used to safely stock items and oneself from harm, as only you and any entrants you grant permission to will be allowed inside. But be warned, permission cannot be revoked, and any entrants who have permission can attack you inside this room.


On top of the listed tier 3 characters, Alison's House also has 30 Tier 3's as backups. They are arranged in builds, split evenly across three teams.
::While inside, you heal 1 hp every 2 rounds.


::6 Fighters (Offense)
::This room contains a door to a stairwell to the next area - you and anyone with permission can enter to the next area. Note that you can unlock the stairwell from any room. The exit contains a five part lock sequence (although it does not take multiple rounds to unlock multiple sequences). To unlock each sequence, one must expend a card denoted on each sequence (used cards will return to the unclaimed pool). At the beginning, this will be 1-2-3-4-5, effectively meaning a player must have 1 card of each number to unlock it. However, as the game runs on, or as players find items to expand sequences, a single lock segment may be given multiple options. For example, a lock sequence of 1 - (2 & 5) - 3 - 4 - 5 can unlock the exit with a deck of either 1-2-3-4-5 or 1-3-4-5-5 - in other words, they are able to substitute a second five in place of a two.
::6 Tanks
:::You can unlock multiple exits so long as you have the cards and access to personal rooms.
::3 Healers
::6 Platformers
::3 Scanners
::6 Summoners


=Mechanics=
::Non-personal rooms are either segments of hallways (as denoted by a circle on the map), which have nothing inside of them and only serve to make room, or are feature rooms (rectangles). These latter rooms can be ''searched''. This will give a random chance for items, zeny, ''cards'', etc. Searching a room takes one round, and only yields one item per round max.


==Items==
===Area Specific Item rules===
Items can be traded at a range of 1 platform (or 2 tiles on connected-tile stages) as a free action whenever desired, but a character can only give 1 item away per round.
::Lava invulnerability
:::Lasts for 10 rounds
::Magnifying Glass uses
:::Tells how many hidden objects remain in a room (must be in the same room).
:::Tells how many cards an opponent has that are of a different number than the user(must be in the same room).
:::Reveals the location of all opponents (but not ghosts) for the current round.
::Rock Candy:
:::Instant use, can only be used in the same room, to turn a purple ghost into a blue one permanently.


Attacking items (red duel gloves, bombs, etc) must be done as an attack action.  
===Abilities===
::Guess Card
:::Guess the number of a card on an enemy player's deck. If you're right, you gain their card! If you're wrong, and you take damage equal to the number of cards in their deck, and then they get a random card from your deck.
::Guess Deck
:::If a player has 2 cards or more, you may guess their entire deck. This ability has a cooldown of 20 rounds. If you are correct, you deal damage equal to 5 times the number of cards in their deck. If you are incorrect, you receive the damage instead. This ability is invoked before the round begins as usual, but the guess only occurs when the ability is activated. However, the player '''must''' guess no matter what, and will either be right or wrong.
::Add Permission
:::Grants opponents access to your personal room. Any number of opponents can be added per use of this ability, and this can be done regardless of opponent location.
::Ghost Speak
:::This allows the host to speak directly through a selected ghost. The ghost just acts as speakers to the host's voice; they may still speak at the same time, and hear the host. This is the only direct way for the host to speak to a ghost (and others in the same room as the ghost) in a separate room.
::'''Instant''':Ghost Pull
:::This ability brings out any number of ghosts from the emblem, or ghosts within 2 rooms, by your side. While pulling ghosts from the emblem is possible to do without spending any action points, unlike other abilities, this ability has max priority and will bring ghosts out to protect you before any attacks occur. ''This expends all action points in a round, regardless of level.''


==Platform and Attack Mechanics==
===Ghosts===
::Ghosts provide sight to their host, and telepathically speak to them (but not vice versa!) If they can see an opponent or other ghost, so can you.


Each turn is comprised of three phases. In the first phase, everyone decides where to move before any attacking will be done.
::Ghosts can search rooms as well, but ''multiple people from the same party cannot search the same room in the same round!'' (Party: the people consisting of the host and their ghosts, regardless of separation). Don't ask about that rule - we're not trying to abstract real life, otherwise we would have just freeroamed this stage. If they find an item, then they can use it, but will drop it if they are sent back to the emblem either by attack or host summon.


In the second phase, after everyone has landed, they are free to attack. If someone holds their position, and another person jumps on their platform, they will be able to tell at this point whether or not the enemy is attacking, and can decide freely to attack or not.
::Ghosts cannot attack other ghosts directly (but indirectly, a ghost can take ghost damage by blocking an attack made on a player).
For all other cases, such as two people jumping on a new tile, they will not be able to tell if the other is attacking. Also, it should note, that if two people are on 2 tiles next to each other, and try to attack each other by leaping onto each other's tiles, they will not be able to attack each other. Instead, they will simply flip positions, unable to perform any midair attacks.
::Summoning a ghost back to the emblem takes a number of rounds equal to the number of rooms away they are divided by 3, rounded up.
::You can pull any number of ghosts in the same room into your emblem freely, or push them out as a free action. However, ghosts pulled/summoned through this free action only show up at the end of the round. To have them show up instantly, use the Instant Ability: Pull Ghost.


Once all of the attacks are decided, then all attacks will be performed simultaneously. With sufficient attack, they may kill one another. If not, then they may leap again next round before any new attacks come.
::Ghosts in the same room can take damage in place of the host. Even if they've already chosen an action for the round, they will be alerted to incoming attacks towards their host and given the option to, instead of their original option, block one single attack of their choosing.
::Ghosts in the emblem provided what we will call level ups. Each ghost inside of an emblem allows for one level each. Although you will instantly drop all your levels if you drop all of your ghosts out of the emblem, you can only gain a maximum of 1 level per round (which takes place as soon as the round is over.) Everyone starts at level 0 with all 5 ghosts in their emblem, gaining 1 level per round until they reach the number of ghosts they keep in their emblem.


The third phase allows for any available non-attack abilities or spoken words if available, even if they received a fatal attack.
- Level 1 - +3 Shield (Regenerates 1 per 3 round in any room. If one goes to level 0, then the current shield value is frozen and will not replenish until level 1 is regained.)
- Level 2 - Gain one free Move action per round
- Level 3 - +1 Weapon Rank
- Level 4 - Gain one free Search action per round
- Level 5 - +1 Action Per Round (Priority cannot be changed, but the same action can be done twice)


There are an unlimited number of people that can occupy a single tile.
===Purple Ghosts===
::Every contestant has probably made an enemy by now! Therefore, all 5 contestants have had all of their previously encountered individuals who are now dead and put into a single pool. From that pool, an ungiven number of purple ghosts who have the highest amount of animosity towards their respective contestant are pulled out to wander this area, and periodically through the rest of the stage. That means that the less hateful enemies you have in proportion to the other contestants, the less purple ghosts will have a personal vendetta against you during this stage. And the more, the more!
::Their HP is 1, and their attack is infinite versus players.
::They cannot attack any ghost directly, but if the damage is blocked, the host's ghost receives 5 damage.
::They do not get move actions automatically, and must spend one round getting a move action.
::If they are killed, then they get teleported to a random spot in the entire stage. But they are then granted the ability to move through through areas freely, so they can come back to find you again.


These are the normal rules, but items may supersede any of the above, and some abilities happen in sub-phases - for instance, Remove Platform happens during the move phase, but after everyone has made actual movement
===Lava===
::Through means one will have to find out for themselves, a room can be flooded with lava for a certain number of rounds. After each round, the lava will flood all connected rooms that are A) lower in elevation than the current room, and B)smaller or equal in size. This flow is continual, so a flood in a high room will eventually flood all the rooms until the lava either must raise up or go to a bigger room.
::Rooms will be colored highest to lowest, denoted from from blue at the highest to a light grey at the lowest.
::Lava rooms, and how many rounds they last, are broadcasted to everyone regardless of location.
::Although each round lasts far longer than a single second, the Lava Invulnerability item will grant 10 rounds of invulnerability. During this, lava can be swam through.
::All ghosts are invulnerable to lava, but if they are in a room with lava, they cannot move. If they are holding any items, then the lava destroys one random item per turn. For this, 200 zeny counts as one item.
::Checks for lava damage and item destruction are considered an Attack for priority purposes.


==Connected Tile Platforms==
===Death===
Some stages are set to have all tiles connected, rather than a platform and light trail combination.
::If someone dies, then they die like anywhere else.
::Zeny and standard items are dropped. If these are destroyed by lava, they are lost permanently.
::Cards are lost as soon as the player dies. The cards will return to the unclaimed card pool, and can be found by any player searching in rooms.
::Their personal rooms will maintain the same permissions at time of death.


For these, all range capabilities are effectively set to be +1, such as protection and attack range. The exception being area of effect items or abilities, in which the effected region will still be as written.
===Found Hints===
::The War Room has a chance to yield a permanent Weapon Rank +1 (up to rank 4. Ghosts cannot use or take advantages of this, but they can hold the item and give it to a player to use.)
::Chances of a successful search gradually increase the more times you search without taking any other actions.
::Any specific object or section in a rooms can be targeted for search, but most objects will have a reduced chance of success.
::The main hall has a +30% chance that a purple ghost will be found if no other items are found.
::"The square comes before the circle."
::"The Helix cannot go on the edge."

Latest revision as of 16:33, 3 May 2018

Rules and Character statistics for Unnatural Selection

Ultra Non-Canon Statistics

Inventory/Stats

Currency/Items

4,205,000 Dollars (Spending)
Cell Phone (Polatt's)
Cell Phone (Loviro's)
Cell Phone (Fern's)
Cell Phone (Syndicate)
13 Cell Phones (1 for each division)
5 Cell Phones (Spare)
Biological Knowledge Module
3 Camera Drones (generic)
Trading Cards (Excellent Deck)
Plush Doll
Pepper Spray
Combat Knife

Clothing

3 Dress Outfits
Nice dress, high heels, nice underwear
Casual Civilian
Dress pants & shirt with tie & shoes. Normal underwear.
The Science of Friendship
Trench coat, underclothes shoes, underwear
Casual Seduction
Fitting tank top and pants.
Skanky Streetwalker
Tight fitting tank top, miniskirt, limb fishnets, underwear that technically exists.
Leather Kink Outfit
Black leather. Chains included.
Sunglasses
Respirator
Mega milk T-shirt
Collection of threads for clothing repair.
Racing Outfit
Sleek suit with a poor safety rating.
Includes collar and earrings.
Helmet optional.

Jetal Stats and Divisions

Jetalium
116kg Owned
450kg On Loan (Syndicate)
Divisions
13 Available (1 Core, 12 Division modules)
Battery
Medium-High
Jetal Divisions (Last Update: 858887)
Division 1 Division 2 Division 3 Division 4 Division 5 Division 6 Division 7 Division 8 Division 9 Division 10 Division 11 Division 12 Division 13
Name/Identity Unity Unity Lobby Choice Lobby Choice Coral Coral Coral Petunia Unity Princess Toya Lobby Choice Unity (Core) Roxy
Mass (kg) 70 46 50 40 40 40 40 40 40 40 40 40 40
Job/Location Polatt Polatt Investigate Web Search for Sevener Blackmail Blackmail Blackmail Healing a Jade Vinyl Vasha/Bo3/Tournament Problem Officers Loviro Marchi

Modules

Capacity: 28/30

Owned

Beam Sword C
Thrusters C
Sex Module D (Hacked) (Add-on: Hide D)
Bio-Emulator D
Computer Link D
5 Simultaneous Cell Phone Capacity
Computer C
Scanner C (Add-on: Social Scanner C)
Toolbox D
Privacy C (Add-on: Hide C)
Music Master D
Dance Master C
Jetalicum D

Rented

Basic Sex Module, Rank D (Mostly Legal Shop, 5,000 a day)

Loaned (From Syndicate)

Division B x 12 (Debt: 55 million)
Privacy B (Add-on: Hide B) (Mission Specific)
Scanner B (Mission Specific)
Sex Module C (Mission Specific)

Loaned (To Anya)

Privacy D (Add-on: Hide C)
Bio-Emulator D

Job Listings

Active jobs: These require care and attention to complete. Unless otherwise noted, a job is active.
Passive jobs: These are low risk, continuous jobs that can be done on a per hour basis. They are useful in filling in time between missions.

Polatt

Passive Job
Stripping with an established persona generates 18k an hour at a low quality Dead Battery strip club.

Fern

Reasonably Priced Blackmail
Pays 1 million plus any modules/loot.
A smalltime group of jetals have been blackmailing the syndicate with hard evidence to some of their seedier operations. The syndicate has been paying the demanded money of one million per month, since it is not worth having that evidence go to the police officers. The syndicate would rather pay nothing. Sugartooth is to either destroy the evidence, or neutralize the jetals.
Problem Officers
A pair of jetal officers have been busting some drug operations. Attempting to fight them directly will summon an army of cops. If Sugartooth is able to get them to stop blowing up drug factories, Fern would appreciate it.
Blackzone Treasure Hunt
A blackzone city outside of the empire's control is said to contain jetals with experimental and high ranked modules. This town has no laws, no EIN, no security feed and lots of wireless jamming. Sugartooth will head into town via a syndicate insider to see what modules she can take from the populace. Fern warns that this is highly dangerous, but the rewards will be in the tens of millions of dollars, to billions, depending on what she manages to grab.
Antiquated Bounty Hunt
Pays 300k
This bounty is private and directly pursued through the lollipop gang, and so it is unlikely the target knows they have a bounty. The client wishes for his antique computer back, or at least get evidence that it has been destroyed or otherwise unnattainable. It was stolen by a man named Clair, and after a police investigation, Clair was proven innocent. The client is unconvinced and is certain that Clair is in possession.
Passive Job
Gambling/Trading card game. The lobby's gambling team is currently generating money online by using Princess Toya's deck as well as other money making venues.

Winch

Musical Echo
A robot musician's music has grown stale and formulaic over time, and is offering auditions to music inclined jetals or robots to do a co-author album. The co-author will receive an equal share in royalties with a minimum amount of 1 million which is paid up front.
This musician is popular, and competition is expected to be enormous. Persuing this job will require multiple hours in real time in a music training module for a reasonable chance.
Passive Job
Waitering. Petunia may go into a restaurant, bar or club owned by Blue Box and serve customers.

Sevener

Currently, None

Unity (Hunting Sapphire)

Operator Career
Visit the Harvest building to learn about operators and what Unity may want to do before going to the real world.
Bug Felix
Felix still knows more.

Completed Jobs

Forming Connections (Polatt)
Payment is 50k plus with Dead Battery appreciation.
The Dead Batteries would like to form connection with a crime boss, who's son has trouble with confidence in meeting girls. As a token of good will, the DBs would like to offer a kind girl to help the son with his confidence.
No Strings Attached (Polatt)
Pays 300k.
A woman with a public location sex fetish would like to copulate with a jetal under the stipulation that no one ever find out she has had sex.
Ghost Dealer (Fern)
Pays 300k plus a share of any plundered loot.
A jaded jetal who is an independent drug dealer is suspected of dishing out melted down lollipops. Fern wants Unity to approach the dealer to receive these drugs, which are often called CnJ on the streets. If she receives them, this will be proof of bootlegging the Lollipop's goods, and Fern's bodyguards will have sufficient relations to sack the dealer's business.
Stripper Justice
Sevener would like Roxy to testify about her misadventures.
Party Gang 2
Polatt is also in contact with about two dozen girls who would like a jetal or robot off of the grid to please all of them, not necessarily at once but within the night. Begins on any day after 5 PM and will last until they are tired of Unity. This will pay 600k.
Healing A Jade
A high executive jetal is offering a reward to a jetal that can satisfy her for 12 hours straight. She has a Rank A sex module.
Party Gang
Polatt is in contact with about two dozen guys who have pooled their money together in the interest of renting out Roxy for the night starting at 7 PM on any night and will last until they are tired of her. This will pay 600k. Roxy is laying low, but a similar persona can be supplied.

Factions

Dead Battery

Loyalty
The Battery is willing to sell Unity C rank modules. After a few more jobs, they are willing to discuss cash advances in large sums. Being a member of the Syndicate, they will not be investing beyond loans in Unity, but she is still in welcome standing with them, and they will offer her jobs that offer more immediate rewards for themselves.
Active Jobs
Polatt, who directs her in jobs that focus primarily in prostitution and other sexually driven jobs. He enjoys jobs that are not just done successfully, but ones that leave the client wanting more.
Module Bias
Utility and novelty.

Lollipop Syndicate

Loyalty
As an official Syndicate member in good standing, Unity has access to many of their resources, and Fern is willing to lend her expensive modules per job, as well as additional modules either for the profit of the Syndicate or, to a lesser degree, personal use.
Jobs
Fern's primary source of jobs involves bounty hunting, gathering intel on rival businesses, and side jobs that require discretion. Fern will not give Unity any jobs where failure will generate problems for the syndicate. Fern does not care so much about clean execution so much as if the job gets done fast and efficiently.
Module Bias
Spying and Combat.

Blue Box Corporation

Loyalty
Winch is satisfied with Petunia's performance, and is willing to give more jobs. Because Unity is off the records as far as her involvement with Blue Box goes, loyalty is more specific to Winch himself rather than his employer.
Active Jobs
High class entertainment. These pay well, but often take a significant amount of time and contain the highest prerequisites as well as demanding high standards of execution. Because Unity is not hired by Blue Box, Winch will typically give Unity the dirtier jobs that demand non-official employees take.
Module Bias
Entertainment and Novelty Modules.

Shop

Jetalium

1kG - 40,000

Weapons

Beam Sword D - 1,200,000
Beam Sword C - 2,000,000
Rockets C - 1,500,000 (Lollipop)

Maneuvering/Defense

Core Dodge C - 1,000,000(Lollipop)
Core Dodge D - 250,000
Flight C - 1,000,000 (Lollipop)
Thrusters D - 500,000 (Lollipop)
Thrusters C - 800,000 (Lollipop)
Shields D - 600,000
Shields C - 2,000,000 (Lollipop)

Social/Novelty

Bio-emulator D - 200,000
Fluid Generator D - 400,000
Sex Module D - 500,000
Sex Module C - 1,500,000 (Lollipop)
Sex Module B - 3,000,000 (Lollipop)
Sex Orgasm Denial C - 200,000 (Dead Batteries)
Privacy D - 150,000
Privacy C - 1,200,000 (Dead Batteries/Lollipop)
Music Master D - 500,000
Music Master C - 2,000,000 (Dead Batteries)
Dance Master D - 500,000
Dance Master C - 2,000,000 (Dead Batteries)
Jetalicum D - 600,000

Utility

Toolbox D - 150,000
Scanner D - 200,000
Scanner C - 1,100,000 (Lollipop)
Computer Link D - 200,000
Computer Link C - 1,500,000 (Lollipop)
Division B - 5,000,000 (Lollipop)
Chemical Analyzer D - 250,000
Chemical Analyzer C - 500,000
Computer D - 500,000
Computer C - 2,250,000 (Dead Batteries, Lollipop)
Extra Senses D - 400,000

Special

Sexhack D: 100,000 (Lollipop)
Sexhack C: 800,000 (Dead Batteries)
Hide Add-on D: - 200,000
Hide Add-on C: - 1,000,000 (Lollipop)
Social Scanner Add-on D: - 100,000
Social Scanner Add-on C: - 500,000

Non-Modules

Cell Phone - 1,000

Descriptions

Modules

Autocannon
Forms a machine gun firing either internally stored rounds, or jetalium.
Beam Sword
Produces a single plasma sword approximately 1-3 feet in length.
Bio-emulator
Activating this module for the jetal will override the default body behaviorisms and modify them to behave like biologicals. This includes heartbeats, breathing, modifyable body temperature, and so on.
Chemical Analyzer
Allows for identification of what chemicals are made out of.
Computer
By using this module, the jetal is able to transform their jetalium into additional processing power. This allows for a sped up rate of thought, and higher modules can virtually freeze their perceived time to think things over.
Computer Link
Allows the jetal to directly plug into common phones and computers with any commercial plug. This allows them to use computers without having to use the UI. This, to a small degree, allows the jetal to use the computers to aid in sped up thought beyond what the jetal core normally allows.
Core Dodge
Allows for rapid movement of the core inside of the jetal's body beyond what morphability would allow. Higher morphability still aids in movement.
Core Hide
Hides the jetal's core location from the module 'Core Sense' provided the Hide rank matches or exceeds the Sense rank.
Core Sense
Although a regular scanner may locate the existence of a core, Core Sense will give a precise location of the core within the jetal's body.
Dance Master
While any jetal can put on the moves, activating this module gives them the right moves. Like music, the dance module can be see as just that by leading dance experts.
Division
The jetal can separate their jetalium and control it. This module allows for 1 division, but a jetal can have this module multiple times. The range is wide, although not interplanetary, and there is noticeable lag on the other side of the planet. Module use may also be weakened at ranges past hundreds of miles, but most modules can be used by divisions and primary core as though each of them had their own seperate module, at the exception of privacy, which is toggled on or off across all divisions.
Extra Senses
Normal sensations such as hearing and tasting are enhanced, and additional senses are included. This includes thermal, sonar, and a broad expansion of the lightwave spectrum.
Flight
Also known as 'hover' or 'anti-grav', this applies anti gravity over the jetal.
Fluid Generator
By storing in raw materials, this module allows for the creation of many mundane fluids.
Jetalicum
A module specializing in cum production. The resulting fluid by default is realistic, but can be modified. It tastes sweet and typically pleasant to biologicals and others with taste buds, and reacts with jetalium to give a warm pleasant feeling to the jetal's body.
Jetalium Sense
Allows sensing deactivated jetalium within line of sight, or actively powered line of sight anywhere within a certain range (C rank within 50m, B rank within 200m)
Jetalium Hide
Hide's one's jetalium from the module 'Jetalium Sense' provided the Hide rank matches or exceeds the Sense rank.
Jetalium Exploder
Turns one's own jetalium into a high powered explosive material, which can have an explosion delayed for anywhere from instantaneous to one hour.
Kilobeam
The standard in small scale plasma beams for use in long-range self defense.
Music Master
Allows the jetal to form instruments, as well as give the jetal a sense of music and rhythm. While most belenosians will enjoy music from this, more refined tastes will recognize when the module is used by a jetal with no innate ability or training, and often prefer music by a talented jetal with a lower rank over music by a rich jetal that only got a high rank.
Privacy
Denies other scanners the ability to scan any module. The scanner is alerted that the privacy module is active, provided the privacy module does not have a hide add-on. (See Addon: "Hide")
Rockets
Functionally the same as thrusters, but can be used to divide jetalium and fly it around wirelessly, unlike thrusters, which require a direct jetalium line between the core and location of thrust.
Scanner
Allows scanning the modules of jetals and robots. This bypasses Privacy and Hide Addons that are lower ranks. This module can also be used for more mundane purposes such as locating specific objects, searching areas, reading body language, and so on. This also includes reading public GPS systems and other augmented reality features.
Sex Module
Allows the creation of genetalia, as well as modifying the core's mind to include a sex drive and mental response to simulation. Higher ranks allow more advanced genetalia and a higher sensitivity for both the owner of the module and the other jetal in ownership of a sex module.
Sex Orgasm Denial
While sex modules allow for orgasms, this will deny any other sex modules from orgasming provided they are of equal or lower rank. Does not work on biologicals.
Shields
Produces shields. This blocks all plasma and other material. Rank C and up allows for selective entry, while rank D will block everything.
Shield Breaker
A beam weapon that is weak to damaging normal materials, but effectively destroys an active shield.
Sniper
A condensed beam that shoots fast and far.
Straw Absorption
This module allows the jetal to absorb jetalium efficiently, with a near 100% recovery rate for claimed jetalium.
Thrusters
Allows the jetal to form thrust rockets to move quickly.
Toolbox
Allows the jetal to easily form mundane tools accurately and faster than their morphability would otherwise allow. This also includes basic utilities like megaphones and flashlights, allowing the jetal to make loud noises and illuminate themselves.

Addons

Add-ons are placed on top of modules. Only one addon can be placed on a module. Once added, the add-on cannot be removed from the module, and if it is sold back, it will be at a penalty based on how popular the addon is.
Hide Add-on
Hides the attached module from being scanned. This will completely hide the module's existence, and not give an alert to the scanner that it is hidden, unlike the jetal-wide privacy module. This can be toggled on and off at will.
Sexhack
Not technically an add-on, this hack will allow a user to send an image of themselves to another jetal that is actively engaged in intercourse with the user. This gives a feedback loop to intensify the sensations, and is frequently abused to the point of becoming completely numb to regular intercourse.
Social Scanner Add-on
While normal scanners are capable of reading body language, this add-on will focus the scanner on the body language of biologicals, robots and jetals. While this addon is active, the scanner is incapable of scanning non-body language items and modules.

Mundane

Cell Phone
1,000

Identities / Aliases

Unity

Our public / real face within the CAI simulation, used for interacting with friends and allies. Our fembiter / Loviro's daughter look.

Petunia

A jetal waitress, who can get jobs from Winch.

Princess Toya

Appearance tailored to the preferences of Baron of Threes in order to enter a trading card game tournament and get close enough to collect the bounty on him. Currently being used for earning money in online gaming.

Roxy

A faux-biological dancer for the Dead Batteries, with a faked CnJ addiction.

After her starring role in the Ghost Dealer job, she caught Sevener's / Anya's attention to testify as a witness.

EndlessFragment47 / Tanya

A personality created to get close to Fargow for the "Forming Connections" job.

Princess Sugartooth

Our official gang name in the Lollipop Guild.

Coral

Our Upper Class Trash look, posing as an expensive jetal hooker. Has decorate glowing "tattoos" that move and change over time.

Created for the Reasonably Priced Blackmail job.

Vajra

A street biker, employed as part of our extended gambit for the "Reasonably Priced Blackmail" job to distract and collect some dirt on the Acid Bikers gang.

Bike

Vajra's bike, also a division. Employs some real parts and jetalium.

Enemy Jetal Loadouts

Laner

Autocannon B
Autocannon C
Beam Sword B
Computer C
Computer Link C
Core Dodge D
Core Hide C
Core Detection C
Jetalium Hide D
Kilobeam B
Flight C
Privacy C
Scanner B
Sex Module B - Addon: Hide B
Shields B
Thruster B

Bolonn

Autocannon B
Autocannon C
Battery (Long Lasting)
Beam Sword C
Computer C
Computer Link C
Core Dodge C
Core Hide C
Core Detection C
Jetalium Hide C
Flight C
Privacy C
Scanner B
Shields C
Sex Module B (Addon: Hide B)
Thruster C

Rike

Autocannon B
Autocannon C
Battery (Long Lasting)
Beam Sword C
Computer B
Computer Link C
Core Dodge D
Core Hide D
Core Detection C
Jetalium Hide C
Flight C
Privacy C
Scanner B (Addon: Social B)
Sex Module D (Addon: Hide D)
Shields C
Thruster C

Rans

Autocannon B
Autocannon C
Battery (High Surge)
Beam Sword C
Computer C
Computer Link C
Core Dodge C
Core Hide C
Core Detection C
Jetalium Hide C
Jetalium Exploder B
Jetalium Sense C
Flight C
Kilobeam B
Privacy C
Scanner B
Shield Breaker B
Sniper B
Straw Absorption B
Shields C
Thruster C


Anya

Autocannon C
Autocannon C
Battery (High Surge)
Beam Sword C
Computer D
Computer Link C
Core Dodge D
Core Hide D
Jetalium Hide C
Flight D
Kilobeam C
Privacy C
Scanner C
Shield Breaker D
Sniper C
Shields C
Thruster C
Chemical Analyzer C
Rented
Dance D
Sex D

Loviro's Shopping List

2 million - Biological Knowledge Module
With Loviro's installed brain outlet, he can make use of training modules, which are often more expensive due to safety concerns about nature's lack of standardized builds. This will let him study technological advances made within the last few decades.
70 million - Basic Core Interface Study
A simple device to decompile a jetal core and make edits. If Loviro has the basic knowledge module, he will be able to optimize Unity's core, or even make drastic changes that he normally would not have been allowed to make while under clean, legal business practices.
150 Million - Module hacking
Loviro will be able to make add-ons. While he does not have a clear idea how to make classic add-ons, he is confident that he will be able to make add-ons that make the module resonate perfectly between Unity's core and the module, boosting performance.

Basic Abilities

All characters currently have access to these.

Basic Communication

Grants the ability to communicate with spoken and written language.

Summon Rulekeeper

If the player spots a rule violation, or simply feels that their puzzle was unfair for the purposes of the contest, then the player may summon the Rulekeeper. They may argue their points, and the Rulekeeper will make a decision and, if necessary, convey the argument to the stage's Judges who will assist in forming a decision.

Review Known Rulesets

The contestant will be refreshed on the rules of any specific puzzles (Stage 7 and beyond) it has encountered.

Stage 8 Mechanics

Alison's Inventory

271 Zeny
Rank 2 Weapon
Rock Candy
Ghost Emblem

Known Item Descriptions

Items are non-tradeable, and no other player can block usage of an item. There is no limit to the number of items one can have.

Lava Immunity For 10 Seconds - 250z

- One Time Consumable - Allows the user to touch lava without harm for the duration. (Rulekeep note: What we call lava is not actually lava, it is just a red liquid that kills instantly on any contact. Clothes included! Please remove loose strands of clothing, and watch your hair.)

Rock Candy - 200z

- One Time Consumable - Feeds Ghosts, pacifying them from their insatiable bloodlust. (Rulekeep note: These ghosts cannot actually pass through the walls! Perhaps a zombie or ghoul would have been a better word choice? Unfortunately, we don't have a vocabularian with us! Oh, and these ghosts have no relation to any other ghosts you may have heard of, by name or form.)

Rank 2 Weapon - 300z

- Upgrades weapon from Rank 1 - (Rulekeep note: Your normal fists and body maneuvers count as rank 1 already, so don't think we overlooked something! This also allows a new weapon form, much like before. It can even have range! Up to 5 meters. Note that players start with defense 3, meaning you need a rank 3 weapon before you can engage in killing other players! Until that point, there are some baddies along the way you might need to fight. Still freeroam, so there aren't stats or HP or whatever! If you're near death, though, you'll know it, trust me. Oh, uh, pain receptors are at 20% with a modest sedative cap, if that means anything to anyone. Try to get used to it, all pain limiters are getting removed on stage 9!)

Magnifying Glass - 250z

- One Time Consumable - Gives a hint towards solving the current puzzle (Rulekeep's note: These are one-time use only! After use, the magnifying glass explodes. No refunds! If you are unhappy with your hint, then please summon the rulekeep.)

Ghost Emblem

- Can hold up to 5 ghosts, one in each node.
- According to Fuzz, once a ghost enters the emblem, the emblem's node will be dedicated to that ghost, and no other ghost can be put in it.
- It is believed that there are 2 checkpoints. At each of the two checkpoints, 2 nodes will have to be deactivated. The ghosts inside, if any, will be killed off. The remaining ghost will be resurrected into the normal competition.

Stand-Alone Mechanics

Isolated Exit NPC

Entrants: 1 Exits: 1

NPCs surround the entrant, each with a specific message. There is a lower limit of 2 NPCs, and no upper limit.

Area Specific Abilities gained: Have NPC talk - When used, the NPC will say a predetermined message. This message never changes. Trigger NPC - The NPC's ability will be triggered. There is one NPC who's ability is to transport the contestant to the next area. The other 9 NPC's ability is to kill the contestant.

NPCs may be Blue, White or Red.

Blue NPCs always tell the truth.

Red NPCs always lie.

White NPCs can tell both truth and lies.

Questionnaire

Entrants: 5-10 Exits: 1-4 Each player answers 3-6 questions.

Abilities Gained:

Trade Answer - An manner to safely trade answers with one or more others. Each player will choose any answer they know - either one of their own, or a question they gained from another player. These choices will be known to the people within the trade, including who the answer belongs to. If all players agree to the final trade proposal, then the trade is enacted. Every player must choose at least one answer - a trade will not trigger if a player chooses nothing, even if all participants would agree, and it will not trigger if all answers offered are already owned by the recipient.

Link - Choose at least one target. All targets will get the chance to decline this link. If all players accept this link, then all players will be able to talk telepathically to each other. In the case of a 3 person or more link, anything one person says will be heard by both other people. The only way person A will be able to say something to person B without person C hearing is to either set up a link with person B alone, or to attempt to whisper using normal speech (however, people will be able to see or overhear this if they are paying attention.) A player can only maintain 3 links at any given time.

Disengage Link - Disengages from an existing link. If this link contains at least 3 people including the user, then this will not break the link for the other players.

Elimination - Target one other contestant. Success in using this ability requires that the user accurately recites all of the target's answers to the questionnaire. If the user succeeds, this will eliminate the other player. If the user fails to answer accurately, then the user is eliminated.

Rules:

Use any given abilities to eliminate all other players. The last survivor will continue to the next area.

If no trades are performed inside of a 5 minute period, then the game breaks the tie. Whoever has the most answers of all contestants disincluding themselves will be the winner. Should multiple people have the same number, then the winner will be the one having the most answers belonging to a single contestant besides themselves (example: Person A only knows answer for Person B and C, with 2 answers for B and 4 for C. Person D knows 3 answers from each E and F. If the game ends with a tie breaker, then A and D both know 6 answers total. Since A owns the most for a single person, then A will win the next phase of the tie break).

If a tie remains, then survivors will continue on. However, the exit may only be overloaded by a maximum of 4 people. If 5 or more have a tiebreaker, then all contestants will be killed.

If multiple contestants survive, then they will engage in another puzzle to the death in which only one will survive.

Not Go Fish

Found in Stage 8, Area 2 (Citadel Basement)
Alison entered on Round 28.

Overview

Freeroam: No
Attacks: On
Entrants: 5
Each Player starts in a room next to a locked stairwell, and must be unlocked by using cards. See the section on 'Cards' and 'Rooms and Exits'.
Each turn you may take one action. The primary actions are Attack, Search, Ability, Use Item, and Move, and the priority of each goes in that order (the exception is for multiple attacks, see the attack section for more). Other actions include Unlock Stairwell, put ghost in or out of an emblem, and Do Nothing. These other actions all take absolute last priority.
Although moves have priority, your actions are decided in advance; there is no mid-round decision making.
Free actions, which can be done indefinitely without occupying an action, include things like giving cards to other players, speaking, and so on.
Regardless of where a ghost is, they can speak with the host at any time, but a host can only speak to ghosts in the same room, but outside of the emblem.
Rounds take as long as you need! Time will still be abstracted, so you won't need to wait for others at all when you finish a round. There is also no time limit for this stage.

Attacking

One's ghosts can use attack at 1 HP regardless of one's own weapon rank (remember, it always starts at one HP - to simplify that, weapon ranks start at 1 instead of 0 now, so everyone gets +1 to weapon rank)
Your starting HP: 5
Your max HP: 15
Ghosts HP: Infinity, but a hit ghost will be returned to the emblem instantly and be unable to leave the emblem for a number of rounds equal to 3 times the number of damage inflicted. These disabled ghosts will not give in-emblem bonuses, but may still speak.
By means of leveling up, one can gain multiple attacks. However, additional attacks beyond the first are given the last priority and done simultanously. That is, if player A attacks player B three times, and player B decides to move to the next area, then the round will start with A attacking B once, B moves, and then A misses the remaining attacks. If player A happened to anticipate the move and attacked 3 times and moved to the same location as player B, then all three attacks would hit.
Targets of attacks can be selected for conditionally. This mostly applies for multiple attacks, which happen last. For example, 'Attack player B, but if they are gone, attack player C instead, and if they are also gone, then randomly attack anyone I consider the enemy.' This still must be decided upon at the beginning of the round.
Shield HP gained by levels is depleted like regular HP. The difference between Shield and regular HP is that shields are regenerated anywhere. If shields are depleted without fully absorbing an attack, the remainder of that attack will deplete regular HP.

Who Can Attack Who

Blue ghosts can only attack Hosts
Hosts can attack anything.
Purple ghosts can only attack Hosts
  • Any ghost can harm a ghost that protects their host from harm.
Can [row] attack [column]?
Host Blue Puprle
Host Yes Yes Yes
Blue Yes No No
Purple Yes No No

Cards

Every card is unique! There are 5 decks, each with 5 cards numbered 1 to 5, for 5 entrants.
These do not count as items for use, and they are only used to unlock the exit to the next area.
Although there may be hidden ways to find cards, the primary two ways are to guess an opponent's card, or get lucky searching a room. There is no limit to the number of cards one can have at the same time.
If a card is lost, then it is returned to an unclaimed pool of cards. This pool can be randomly drawn from by searching rooms. The exception to this is if a player leaves the area with cards still in their deck, or in their personal room with no permissions allowed for any remaining entrants, these cards are permanently lost.


Rooms and Exits

The personal room can be used to safely stock items and oneself from harm, as only you and any entrants you grant permission to will be allowed inside. But be warned, permission cannot be revoked, and any entrants who have permission can attack you inside this room.
While inside, you heal 1 hp every 2 rounds.
This room contains a door to a stairwell to the next area - you and anyone with permission can enter to the next area. Note that you can unlock the stairwell from any room. The exit contains a five part lock sequence (although it does not take multiple rounds to unlock multiple sequences). To unlock each sequence, one must expend a card denoted on each sequence (used cards will return to the unclaimed pool). At the beginning, this will be 1-2-3-4-5, effectively meaning a player must have 1 card of each number to unlock it. However, as the game runs on, or as players find items to expand sequences, a single lock segment may be given multiple options. For example, a lock sequence of 1 - (2 & 5) - 3 - 4 - 5 can unlock the exit with a deck of either 1-2-3-4-5 or 1-3-4-5-5 - in other words, they are able to substitute a second five in place of a two.
You can unlock multiple exits so long as you have the cards and access to personal rooms.
Non-personal rooms are either segments of hallways (as denoted by a circle on the map), which have nothing inside of them and only serve to make room, or are feature rooms (rectangles). These latter rooms can be searched. This will give a random chance for items, zeny, cards, etc. Searching a room takes one round, and only yields one item per round max.

Area Specific Item rules

Lava invulnerability
Lasts for 10 rounds
Magnifying Glass uses
Tells how many hidden objects remain in a room (must be in the same room).
Tells how many cards an opponent has that are of a different number than the user(must be in the same room).
Reveals the location of all opponents (but not ghosts) for the current round.
Rock Candy:
Instant use, can only be used in the same room, to turn a purple ghost into a blue one permanently.

Abilities

Guess Card
Guess the number of a card on an enemy player's deck. If you're right, you gain their card! If you're wrong, and you take damage equal to the number of cards in their deck, and then they get a random card from your deck.
Guess Deck
If a player has 2 cards or more, you may guess their entire deck. This ability has a cooldown of 20 rounds. If you are correct, you deal damage equal to 5 times the number of cards in their deck. If you are incorrect, you receive the damage instead. This ability is invoked before the round begins as usual, but the guess only occurs when the ability is activated. However, the player must guess no matter what, and will either be right or wrong.
Add Permission
Grants opponents access to your personal room. Any number of opponents can be added per use of this ability, and this can be done regardless of opponent location.
Ghost Speak
This allows the host to speak directly through a selected ghost. The ghost just acts as speakers to the host's voice; they may still speak at the same time, and hear the host. This is the only direct way for the host to speak to a ghost (and others in the same room as the ghost) in a separate room.
Instant:Ghost Pull
This ability brings out any number of ghosts from the emblem, or ghosts within 2 rooms, by your side. While pulling ghosts from the emblem is possible to do without spending any action points, unlike other abilities, this ability has max priority and will bring ghosts out to protect you before any attacks occur. This expends all action points in a round, regardless of level.

Ghosts

Ghosts provide sight to their host, and telepathically speak to them (but not vice versa!) If they can see an opponent or other ghost, so can you.
Ghosts can search rooms as well, but multiple people from the same party cannot search the same room in the same round! (Party: the people consisting of the host and their ghosts, regardless of separation). Don't ask about that rule - we're not trying to abstract real life, otherwise we would have just freeroamed this stage. If they find an item, then they can use it, but will drop it if they are sent back to the emblem either by attack or host summon.
Ghosts cannot attack other ghosts directly (but indirectly, a ghost can take ghost damage by blocking an attack made on a player).
Summoning a ghost back to the emblem takes a number of rounds equal to the number of rooms away they are divided by 3, rounded up.
You can pull any number of ghosts in the same room into your emblem freely, or push them out as a free action. However, ghosts pulled/summoned through this free action only show up at the end of the round. To have them show up instantly, use the Instant Ability: Pull Ghost.
Ghosts in the same room can take damage in place of the host. Even if they've already chosen an action for the round, they will be alerted to incoming attacks towards their host and given the option to, instead of their original option, block one single attack of their choosing.
Ghosts in the emblem provided what we will call level ups. Each ghost inside of an emblem allows for one level each. Although you will instantly drop all your levels if you drop all of your ghosts out of the emblem, you can only gain a maximum of 1 level per round (which takes place as soon as the round is over.) Everyone starts at level 0 with all 5 ghosts in their emblem, gaining 1 level per round until they reach the number of ghosts they keep in their emblem.
- Level 1 - +3 Shield (Regenerates 1 per 3 round in any room. If one goes to level 0, then the current shield value is frozen and will not replenish until level 1 is regained.)
- Level 2 - Gain one free Move action per round
- Level 3 - +1 Weapon Rank
- Level 4 - Gain one free Search action per round
- Level 5 - +1 Action Per Round (Priority cannot be changed, but the same action can be done twice)

Purple Ghosts

Every contestant has probably made an enemy by now! Therefore, all 5 contestants have had all of their previously encountered individuals who are now dead and put into a single pool. From that pool, an ungiven number of purple ghosts who have the highest amount of animosity towards their respective contestant are pulled out to wander this area, and periodically through the rest of the stage. That means that the less hateful enemies you have in proportion to the other contestants, the less purple ghosts will have a personal vendetta against you during this stage. And the more, the more!
Their HP is 1, and their attack is infinite versus players.
They cannot attack any ghost directly, but if the damage is blocked, the host's ghost receives 5 damage.
They do not get move actions automatically, and must spend one round getting a move action.
If they are killed, then they get teleported to a random spot in the entire stage. But they are then granted the ability to move through through areas freely, so they can come back to find you again.

Lava

Through means one will have to find out for themselves, a room can be flooded with lava for a certain number of rounds. After each round, the lava will flood all connected rooms that are A) lower in elevation than the current room, and B)smaller or equal in size. This flow is continual, so a flood in a high room will eventually flood all the rooms until the lava either must raise up or go to a bigger room.
Rooms will be colored highest to lowest, denoted from from blue at the highest to a light grey at the lowest.
Lava rooms, and how many rounds they last, are broadcasted to everyone regardless of location.
Although each round lasts far longer than a single second, the Lava Invulnerability item will grant 10 rounds of invulnerability. During this, lava can be swam through.
All ghosts are invulnerable to lava, but if they are in a room with lava, they cannot move. If they are holding any items, then the lava destroys one random item per turn. For this, 200 zeny counts as one item.
Checks for lava damage and item destruction are considered an Attack for priority purposes.

Death

If someone dies, then they die like anywhere else.
Zeny and standard items are dropped. If these are destroyed by lava, they are lost permanently.
Cards are lost as soon as the player dies. The cards will return to the unclaimed card pool, and can be found by any player searching in rooms.
Their personal rooms will maintain the same permissions at time of death.

Found Hints

The War Room has a chance to yield a permanent Weapon Rank +1 (up to rank 4. Ghosts cannot use or take advantages of this, but they can hold the item and give it to a player to use.)
Chances of a successful search gradually increase the more times you search without taking any other actions.
Any specific object or section in a rooms can be targeted for search, but most objects will have a reduced chance of success.
The main hall has a +30% chance that a purple ghost will be found if no other items are found.
"The square comes before the circle."
"The Helix cannot go on the edge."