Hello hello~ it's your lovable idiot here, and a while ago I promised that I would "Re-conceptualize LoR and LCB systems" and what better time then...
then...
a-A YEAR?!?!
w-well...better late then never right?
Part 1: Health, Stagger and Sanity
Yep, part 1 since if I do everything at once I will cry, also
I'm just dropping this now so you have a reference to what I'm talking about, now starting of;
–Health(HP):
Ya love it, ya hate it, it's the simplest yet the most important mechanic, if it drops to 0, your dead. simple as that.
–Stagger(TP)
Your initial stagger is based of of your main Keypage/Identity you have equipped.
You gain(raise) TP with a successful defensive action and lose(lower) with a failed defensive action, the rate is determined by the difference between the 2 sides.
If TP reaches 0 you get staggered, if a 2nd or 3rd bar reaches 0 on the same turn you get staggered, it turns into stagger+ and stagger++ respectively.
Certain things may increase Stagger level or create new stagger threshold.
P.S; the x, y and z are stand ins for the actual TP value.
–Sanity(SP)
My sanity is at -50 from trying to come up for a way to make this damn thing work, and the closest I got was trying to combine it with the Emotion system from LoR, and guess what? I fucking forgot how I made it!!
SP does not affect rolls/coin flips(*exceptions may apply)
The main Keypage/Identity informs how you gain/lose SP and by how much.
You cannot have more than a total of 100 SP in normal gameplay, i.e [-50:50] or [-20:80] is fine but [-200:100] is not.
Pretty short on the account of it being the most basic elements, tho the next part will talk about Identities, E.G.Os and Panic/Mental, and I am already dreading it.