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The mechanics of this game are pretty simple, but I decided to explain then in case someone likes to better understand the numbers behind the action.


HP (HIT POINT): How much damage you can take before you're KO'd.
ATK (ATTACK): The average damage inflicted by a regular attack.
AGI (AGILITY): Bonus to hit and evasion percentage.
CHA (CHARISMA): Bonus to social interaction tests.
MORALE: Bonus to ATK, AGI and CHA in all tests.


The base probability of hitting an enemy is 80%. To that value is added the attacker's adjusted AGI and subtracted the defender's adjusted AGI.

Example: A is attacking B.

A: AGI 14, MORALE 50%.
B: AGI 20, MORALE -20%.
A's adjusted AGI = 14 + (14x50%) = 21.
B's adjusted AGI = 20 + (20x-20%) = 16.
So the hit percentage is 80 + 21 - 16 = 85%.

There's a 10% margin for critical hits and misses. So the maximum hit rate is 90% and the minimum is 10%.


The damage random margin is 25%. That means the damage is between 75% and 125% of the attacker's adjusted ATK.

EXAMPLE: A is attacking.

A: ATK 24, MORALE 25%.
A's Adjusted ATK = 24 + (24x25%) = 30.
Minimum damage = 30x75% = 22.
Maximum damage = 30x125% = 37.

Critical hits inflict double damage.


Special effects vary. Many of them are CHA based, which means the amount of the effect is a percentage of the user's CHA. The final effect is affected by the user's MORALE and sometimes subject to the 25% margin.


When you interact with NPCs, sometimes you can use certain actions like "ask to join", "obtain information" or "intimidate". The base success hit is specific to each interaction. To that base the player's CHA is added and the NPC's CHA is subtracted.

Example: A is asking B to join. Base difficulty in that interaction is 30%.

A: CHA 19, MORALE -30%;
B: CHA 12, MORALE 60%.
A's adjusted CHA = 19 + (19x-30%) = 14.
B's ajudsted CHA = 12 + (12x60%) = 19.
Thus the success percentage is 30+14-19 = 25%.

Charisma tests are also subject to the 10% margin, so minimum probability is at least 10% and maximum is 90%.


The MORALE system was designed to add an extra layer of strategy and to create a momentum element in battles. As a character takes successful actions, he gets stronger. As he's beat down and fails, he gets weaker. Some skills and effect directly affect MORALE. MORALE's minimum and maximum values are -50% and 100% respectively, which means certain chains of events can lead a character to double or halve his stats temporarily.

I just noticed the lower limit in the demo is -100%, which would basically render a character useless. I'll update it to -50% in future versions.