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- Helpless Rules: When hitpoints are exhausted to 0 hitpoints the PC is inflicted with the Helpless status effect. Helpless reduces your action economy to only 1 action, meaning you may only take 1 instant or 1 regular action and do not benefit from additions to your action economy.
- While helpless damage is taken as as wounds per instance of damage instead of hitpoint damage.
- Rolling to get up from helpless is a free action
- Critical information: Natural Criticals are counted as the unmodified portion of the roll resulting in 10. Natural Criticals have their damage doubled, calculated after modifiers. Rolling Nat 10+1 does 12 damage for instances, 10+2 does 14 and so on. All abilities that autocrit are counted as natural criticals. An unnatural criticals are the sum of the roll and it's modifier equally or greater than 10. Unnatural crits do not result in doubled damage but are otherwise counted as criticals for any other purpose.
- Social Rolls Rules: Social rolls can be used in and out of combat. Outside of combat they work how most DMs treat them. You make a roll to guarantee (or at least increase) the success of someone being convinced.
- Inside of combat Social rolls can be elected instead of outright physical combat. This might be preferable in the case you entered combat with someone you would like to stay on good terms with or rather not harm, for instance entering combat with the baby dragon Spike, or with the local police, or with the Principle. You may Ask Shei to appraise someone to discover their intimacy but in lots of cases it might just be apparent from their personality what their intimacies are.
- Social rolls can still incur counterattack damage.
- Social rolls in combat used against one's intimacy always naturally critical for half the added bonus damage of a natural crit. And add that bonus in addition to doubling the damage if the roll is a 10
- You may fluff abilities/spells for their use in social rolls. Depending on the creativity of their application they can be extra effective at the DM's discretion.
- Amy's Compassion passive allows the damage counter for her social rolls to start at rolls of 3, since her social rolls have -3DC
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- AFTERSCHOOL CLUBS:
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- wrestling club - Vortigern, Flaming, Little Journey, Rooster, Fox, Zoantharia, Lion
- baseball club - Buiwong, Gengenschein, Anzu, Hexapod, Wireframe, Pryce Etac, Nightseed, Wishful, Mudi, Vizsla,
- home ec club - Summer Snow, Pryce,
- Occult research club - Shei & Gadds, Observer, Flow, Renee, Hexapod, and the (Main cast whenever they feel like it)
- Drama club - Hope, Pryce,
- Art Club - Volkama
- Rockband club - Zjetya, The Malechim: Triangle, Bass, Viola (No Longer Taking Applicants)
- FFA Club - Bananna splitz
- Cheer Club - Desert Lamp, Amy, Dania, Mocha, Princess Starlight,
- Anime Club - Der Freischutz, Ichimonji, Doctor Galton, Evil's Judgement
- Forest ranger's club (Boy Scouts (and girls too!) ): Hexapod, Spike, Princess Solar moon, Malicey, Sugar, Spitshine
- Student Council Club - Box, Gengenschein, Gabriele, Hexapod
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- Everyone has the same classes except MATH and LANGUAGE ARTS are divided between Freshman & Sophmores, and Juniors & Seniors respectively
- Electives take place after the main classes. And Gym is last with all PCS and named NPCS included.
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- Electives:
- Amy, Punish, Galton, Observer, Shei and Gadriel: chemistry
- Pryce and Gabriele, Rooster: Dance/Drama
- Flaming has not picked yet.
- Class Teachers:
- Band: Volkama & Dervia as an assistant
- Music History: Volkama
- Formally Jazz but actually Rockband Class: Zjeitya
- Choir: Zjeitya
- Language Arts: River Spring
- Lower grade Language arts and Math: Desert Lamp
- Math: Chorazin
- History: Lord Kibble
- (Seperated by Gender) Gym: Buiwong & Vortigern
- Elective Teachers and Extra:
- Chemistry: Deriva
- Art: Volkama
- Black Smithery and Woodshop: Big and Tall
- Drama: Hope
- Janitor: Onion
- Nurse: Mirror Image
- Principle: Metatron
- Grades:
- Freshman: Flaming, Shei, Gadds, | Junior: Amy, Punishment | Senior: Gabriele, Pryce
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