Rise of Protania Whitepaper V2.1 Rise of Protania is a fresh take on the traditional tabletop roleplay experience. It is aimed to invite any adventurer into the story, where they can aid in shaping the world as it is written. How will it work? You will obtain a hopeless adventurer, from there we will collaborate on a new character with a backstory and add some custom stat points. We want to know who your character is and how they fit into the world of Protania! As the story and characters progress, you will obtain new weapons and armor. You can equip these by messaging an admin, sending in the pieces you want equipped and your character back to Protania wallet. Once received we will burn your old NFT and re-mint it with the new equipped items. This will eventually lead to unique looking characters and stat blocks! Every week we will update our quest log. You can choose how your character spends his/hers days in the land. In order to capture a wide audience, these quests will vary depending on the level of participation required. Some will require a single dice roll to obtain rewards. Some will have simulated combat in our Discord or Telegram. Others will involve gathering a party of other Hopeless Adventurers and taking it to our virtual tabletop! This is where we incorporate ranged attacks and movement! An Example of our Tabletop Board The Map of Protania What is Role Play? The best way to define Role play is collaborative storytelling. The set and setting is determined by the game master. You will act as an Adventurer or player in the world of Protania. The Game Master takes on the role of every non playable character including the enemies. Combat is decided by dice and your character's abilities. The story is driven by you, the other members of the community, and the Game Master. Your experience in Protania is entirely up to you. We aim to provide value for every participant even if you simply complete our inactive quests. There will be more rewards for the people who choose to immerse their characters in the world of Protania! How is movement calculated? Movement scales with agility. As the player puts more points into AGI, they are able to move across the map and through levels easier. Players with 5 AGI should expect to move 3 spaces. Players with 10 AGI should expect to move 6 spaces. Players with under 5 AGI will still move 3 spaces. The formula to calculate movement is as follows: Y = floor((X/5)*3) X = Player’s Agility Stat Y = Spaces moved (if AGI > 5) How do we roll dice in Protania? Your stats will determine your effectiveness. Your weapon will determine your damage and range. Your choice of weapon will also determine the amount of die rolled and the amount of sides of the die. Trust in the suggested level when joining a quest; there are no saving throws. There will be no character death, but limited rewards upon failing a quest. Combat will consist of an action phase and an attack phase. Rolling a 1 is always a critical success and rolling a 20 is always a critical fail. How will combat work in Protania? Melee Combat Hitcheck on a d20 Player’s Strength - difference in Agility Damage from weapon’s roll – armor = damage taken Ranged Combat Hitcheck on a d20 (Σ[sum of] Dexterity, Agility) – enemies (Σ[sum of] Dexterity, Agility) Damage from weapon’s roll + pierce* - armor = damage taken *Determined by arrow type Magic Combat Hitcheck on a d20 (Σ[sum of] intelligence + agility) – enemies (Σ[sum of] Intelligence + agility) Damage from weapon’s roll - magic resist = damage taken. Critical strikes, done by rolling a 1 during hitchecks, have double damage. Critical failures, done by rolling a 20 during hitchecks, result in no damage. Combat versus the training dummy! Combat Simulation Example Let’s do a couple examples to simulate what combat would be like. Here are 2 stat blocks: The maximum HP of a player or enemy is its Vitality multiplied by 10. If the player was using a melee weapon he would need to roll an 11 or lower to hit the mob. Players strength(10) - the difference in agility (5 - 6= -1) = 11 If the player was using a ranged weapon he would need to roll a 4 or lower to hit the mob. Sum of player dexterity and agility(10 + 6) - enemies' sum of dexterity + agility (7 + 5) = 4 If the player was using a magic weapon he would need to roll a 3 or lower to hit the mob. Sum of players intelligence and agility (7 + 6 = 13) - enemies sum of intelligence and agility(5 + 5 = 10) = 3. How does attack range work in Protania? For ranged heroes, such as INT and DEX heroes, range scales with weapons and their primary stat. A 5 INT or 5 DEX hero can hit an enemy with basic ranged weapons from 2 spaces away with sufficient accuracy. Ranged heroes are not allowed to move within 2 spaces of enemies or their attacks will critically miss. A 5 STR melee hero is able to dash to hit ranged enemies during their turns if they are within 2 spaces of the enemy. A 10 STR melee hero can dash 4 spaces, and a 10 INT or 10 DEX ranged hero can hit enemies from 4 spaces away, and some Ultra Rare or Legendary weapons will be able to enhance this range on top of the player’s normal scaling. A Legendary bow or staff may include +2 or +3 range, for example. The formula to calculate attack range is similar to movement: Y = floor((X/5)*2) X = Player’s Primary Stat Y = Minimum attack range Gen 0 Initial Supply There will be an initial mint of 100 hopeless adventurers who will turn into custom heroes. The distribution will be as follows: Level Progression Chart Each level gained will allow the player to put one point into a stat of their choosing. When leveling up, the hero NFT is sent to the Game Master, burned and reminted with the desired stat increase. Players can become Knights and upgrade their homes to castles at level 10. Below is an example of how much XP will be required per level. The formula for calculating xp required to level up is simple: y = 5x Where y = XP Required and x = Player Level (if under level 10) y = 10x Where y = XP Required and x = Player Level (if over level 10) Active Quests The very first active quest the player will face is fighting a dummy in the training fields. In order to start this quest, the player must speak to Sir Vincent or the Game Master/DM in Telegram or Discord and start combat with the training dummy. The player does not need to keep track of their stat block or roll required to hit. Both of these are handled by the formulas in the combat spreadsheet (or the DM if in a pinch) and the NFT of their character. The first quest is a simple combat exercise to show the player how to fight enemies in Rise of Protania. The player is airdropped their starting class weapon, and rolls to hit the dummy. If their roll is past the threshold for a successful roll, the hit lands and damage is calculated on the dummy. This is determined by the formulas above (see Rise of Protania Public for automated calculations). Since the first quest features a dummy that cannot fight back, it is as simple as can be. The Dummy cannot roll to hit, as it is not a living creature. The player always goes first since the dummy can’t roll to go first. As more characters are introduced into the game, NPCs or otherwise, the story will progress on a semi-weekly basis. The quests will become more challenging and may require more intellect or dexterity to complete. Traps, random events, puzzles, riddles, and more await those who seek the glory and fame of Protania. Charisma will become more important as quests become more complex as well, and may unlock unique rewards. For example, a swinging blade trap may be disabled by any hero. A DEX hero would be more successful in disarming such a trap. Likewise, barriers or doors that are blocking the way of a quest may be removed by a non-STR hero, but a STR hero will be more successful in disarming them. When a player rolls to disarm a trap, the chance of it being successful is equal to the player’s required stat divided by the required level in that stat. For example, a 7 DEX Swinging Blade trap would require 7 DEX to have a 100% disarm chance. A player with 5 DEX would have a 71% chance of disarming that trap. This is rounded down to the nearest number that is divisible by 20. The formula for calculating the roll required to disarm a trap is as follows: Y = if X < Z(floor(((X/Z)*100) % 20)) Y = Roll required to disarm X = Player stat Z = Required stat level X/Z = Probability of disarm success Traps will start off by not damaging the player for failed rolls. As the game progresses and traps become more deadly, critical failures may result in damage to the player or even death (no rewards and quest is failed). As stated previously, this would not be permadeath. The player’s NFT recovers after the quest, but they are not allowed to restart the quest until the next round of questing commences. The dev team will continue to introduce new characters and dungeons for players to remain engaged, and rewarded appropriately for their engagement. Quests will eventually evolve to become party based. In the case of multiple people fighting one another, both the enemies and players will roll amongst their respective side to see who goes first. Afterwards, the player/enemy who rolled the highest will both roll against each other to see which side goes first. Players and enemies will attack in the order that they rolled. The player who rolled highest will go first among all of the players. This will work likewise with enemies. The DM will have to roll for each enemy to determine combat order. Each Active Quest will pay out reward tokens, XP tokens, and random loot drops from the inactive quests in a treasure chest. This reward will always come at the very end. The role of a Scout also can unlock Active Side Quests during downtime between Bi-Weekly Active Questing sessions. This leads us to discuss the most essential part of our P2E experience. Inactive Quests Inactive quests are an important part of the P2E experience in Rise of Protania. A player will start by gathering resources that are corresponding with their classes. Each primary stat will have their own unique resources that they can collect via inactive questing. These quests will allow players to level up their characters and advance in the game while active quests are being planned or developed. There are two types of basic quests for each class. As players level up and increase their stats, they increase their proficiency in each of these tasks. Players can take on professions that are not in their primary skill, but the returns will be less than someone who specializes in that skill. The primary places for each class to earn resource rewards will be as follows: STR: Mine Shaft, Lumberyard DEX: Scouting, Hunting and Foraging INT: Library, Kitchen and Brewing When the player hits level 3, they will choose a profession that they will master. There are three tiers for each job. At level 3, a player will start as an Apprentice. When the player reaches level 7, they will have the option to become a Journeyman. When the player hits level 15, they can become a Master. It takes 150 XP to get to the rank of Master. Players can go on an inactive quest twice per week to help level up their NFT. Inactive quest rewards will scale with level, but players will have to roll for the resource they are gathering, researching, crafting, or scouting for. If the player is scouting and finds a dungeon, cave, or cellar they will have the option to fight solo or regroup with a party within 24 hours. There are a limited number of options for each inactive quest’s rewards. As players level up their NFTs, they unlock more resource rewards for their characters. There are 5 tiers for resources in Rise of Protania, and only certain level heroes can collect each tier: Common: Levels 1+, Rarity = Quest Primary Stat Level Uncommon: Level 7+, Rarity = Quest Primary Stat Level / 2 Rare: Level 13+, Rarity = Quest Primary Stat Level / 3 Ultra Rare: Level 17+, Rarity = Quest Primary Stat Level / 5 Legendary: Level 20+, Rarity = Quest Primary Stat Level / 20 Players will receive a minimum of 1 common item from each inactive quest that they depart on. Each item’s rarity corresponds to the quest’s required stat level. For example, if a level 20 Master Miner were to roll to successfully collect diamonds or rare gemstones, the Miner would expect to receive a maximum of 1 Legendary item if successful. A level 40 Master Miner would receive a maximum of 2 Legendary items if critically successful. A level 20 Master Miner can receive a maximum of 20 stones since they are common. An inactive quest is started by speaking to a staff member about going on a quest in the mines, hunting in the fields, going to the library, etc. Inactive quests last two days long. The player does not need to do anything further until the quest is over and the player’s hero can be collected along with rewards. A player can hold their NFT in their wallet without their hero needing to be reminted. In order to be rewarded for the quest, the player will have to roll. Using real dice is completely optional, and if a player wishes to protect their anonymity completely, we would suggest using the bot. If the player rolls a critical failure for both rolls, they are still given 1 common item from that quest. A critical success for both rolls will yield the maximum amount of the highest tier reward. Reward wallet coins (redeemable for a cut of the reward wallet funds) are collected and redeemed at the end of the month proportional to the amount of circulating reward coins. Completing quests will yield Reward Coins in the amount equivalent to the player’s level divided by 2. If multiple rewards are possible for a reward tier, then the player can choose one from the tier to roll for. If a player does not roll a critical success, then they will still receive something else random from one of their unlocked reward tiers. It is up to the DM to decide whether the reward is picked via a six sided dice roll, twenty sided dice roll or by coin flip if the player is critically unsuccessful. Quest Specific Rewards Each quest will have its own tiers of rewards. As explained above, they are all obtained proportionally to the player’s stat compared to the quest’s required stat. Common Uncommon Rare Ultra Rare Legendary Mining Stone Coal Iron Copper Tin Silver Gold Rubies Sapphires Crystals Diamonds Emeralds Gemstones Lumber Logs Charcoal, (buildings) Sticks Pine (ships) Staves (weapons) Cedar (arrows) Brightwood (furniture) Bonzai (staffs and bows) Darkwood (Legendary Weapons) Scouting Raider(s) Bandits Ghouls (gold and silver drops) Dungeon (chance for bonus rewards) Legendary Dungeon (chance for bonus legendary rewards) Hunting (active encounter optional) Foraging (no hunting) Rabbit Squirrel Raspberries Strawberries Deer Turkey Wild Boar Blackberries Blueberries Bison (healthier meat + clothing) Elk (healthy meat) Bear Elderberries Boysenberrie s Drake Alligator Komodo Dragon Chameleon Cobra Protonberries (+2 all stats for one battle) Seasonal Legendary Hunt! (random mythical creatures) Gold Protonberries (+1 primary stat, permanent) Library Empty bottles Herbs of Healing Herbs of Agility Common crafting recipes Uncommon crafting recipes Rustic building blueprints Stone building blueprints Rare weapon recipes Healing Potion Recipe Herbs of INT Herbs of STR Herbs of DEX Agility Potion Recipe Temporary Stat Boost Recipe Research new elements to mine Research new animals to hunt R&D potion recipes Thrown potions Poison herbs Slowness herbs Stat boost potion recipe (permanent) Gunpowder? Research muskets Kitchen and Brewing Rabbit Stew Squirrel on a Stick Venison Turkey Breast Turkey Leg Gizzards Pork chop Bison Burger Elk Burger Healing Potion Potion of Temp INT Potion of Temp STR Potion of Temp DEX Potion of Agility Mythical Creature Recipes (Bigfoot Stew, Yeti Goulash, Wendigo Antler Soup, etc.) Alligator Jerky Drake Steak If you are not specialized in the specified job for a quest, then the highest tier of rewards you can receive for that quest is Rare. For example, if you specialize in mining and lumberjack on the side, you will not be able to obtain the Ultra Rare rewards that help the other two damage types. In this way, we hope to incentivize more people to play and collect resources that others need. There are resources that only INT heroes can collect, such as herbs or potions. Scouting and hunting includes rare drops and side quests that only DEX heroes can access. STR heroes can collect gemstones and wood that are essential to DEX and INT weapons. We believe that this will create an ingame economy that encourages players to remain active and engaged. Common resources will be minted in lots of 10, 50, and 100. If a player earns under 10 of a common resource, it will be tracked in a spreadsheet showing everyone’s inventory and progress. For example, when the player reaches 10 or 50 stones in their inventory, they are able to mint them as a NFT for resale or crafting. Uncommon items will be minted in sets of 5 and rarer items will be minted and distributed on a single item basis. A spreadsheet for player inventories and quest progress will be created when the first player takes part in an inactive quest. Crafting and Building Crafting will be an important part of Rise of Protania. As Intelligence heroes spend time in the library, they will unlock recipes for craftable weapons and clothing that can aid in their journey through Protania. They will also research potion recipes, building blueprints, and other methods of upgrading the realm and making the story unique. Players will have the option to eventually make their own dwelling with these resources. Initially, we will allow people to create a basic cabin, but they will be able to expand and upgrade it into a castle. Having a home/furniture will come with temporary agility and primary stat bonuses for being well rested and for having shelter. Upgrading your bed and cabin will allow for higher temporary AGI bonuses that last for more battles. Key knights of the realm will be called upon for other duties entirely. These duties will be at the discretion of the Game Master. Crafting is done in lieu of an Inactive Quest. Meaning, it can only be done twice per week. The cooldown between crafting items decreases as the corresponding player stat increases. Crafting recipes will be released as they are researched by Librarians. Some recipes may be available through the market via auction, resale, or reward drops. Ultra rare recipes and legendary recipes will only be available through research and crafting. In this way, we hope to incentivize remaining active with our project to collect more weapons and equipment for battle and resale. Legendary equipment or recipes may be auctioned to holders as the DM or Game Master sees fit. Legendary and Ultra Rare weapons are extremely scarce and include uniquely effective buffs. Crafting Cooldowns Apprentice - 48 hours Journeyman - 24 hours Master - 12 hours