Day and Night
At the start of a battle, players roll for night and day, which determines various effects in battle, the most prominent being for the Moon Affinity passive.
Day and night are also generally rolled for before a Free RP or some AIM Quests.
Roll a 1d100.
- 1: Day, Solar Eclipse (Considered the same as Lunar Eclipse)
- 2-50: Day
- 51-90: Night
- 91-99: Night, Full Moon
- 100: Night, Lunar Eclipse
If all involved players agree for a battle to be at day or at night, it can be automatically set without rolling, but a 1d50 must still be rolled to determine Full Moon and Eclipse. In this case, for night, 41-49 would be Full Moon, and 50 would be Lunar Eclipse. For Day, 1 would still be Solar Eclipse.
If in RP it is prestated to be either night or day, but the players involved want to roll day or night for battle, the GM must allow the roll.
Effects of a Full Moon or Eclipse
Aside from effects on Werewolves and the aforementioned Moon Affinity effects, there are effects from full moons and eclipses granted to all characters.
- During a Full Moon, all characters in battle recieve a random Tier 1 Status Augment at battle start. (You may reroll if you get the "Flip!" augment, or you may hold it and choose to activate it for free later on one of your turns, as it would otherwise be useless.)
- During an Eclipse (Lunar or Solar) all characters in battle recieve a random Tier 3 Status Augment at battle start.
- These augments do not stack; A Lunar Eclipse does not give you both Tier 1 and 3 Augments.
Core Rules |
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Basics: Affinity • Alignment • Experience Gains • Level • Races • Skills (Skill +) |
Battle: Actions • Awakening (Overload) • Battle Penalties • Battle Tables • Range • Reactions • Status Effects (Broken Limb • Crippled) • Techniques |
Items: Accessories • Armor • Equipment Upgrades • Keystones • Legendary Lore Items • Misc Items • Shops • Weapons |
Misc: Affection • Day and Night • Death • Flight • Knowledges • Languages • Rare Effects • RP Combat • Traits • Unique Passives • Universal Passives |