Modes of Play (Core RPG)

There are three main "modes" of gameplay in the Core RPG. This is where they'll be explained poorly.

The Map
It’s the Core. You wander the hallways and the accessable rooms. Every here and there are wandering steenk peegs. Touching one initiates a battle.

Available Commands

 * Walk: Attracts a moderate amount of attention from the wandering steenk peegs, movement speed is moderate.


 * Run: Attracts a large amount of attention from wandering steenk peegs, but is faster than walking. How fast depends on the character.


 * Sneak: Attracts little attention from the steenk peegs, but is slow. Some characters cannot sneak very well.


 * Use/Examine: You may come across interesting things, like an overturned wastebin, a lightswitch or the corpse of some poor sucker. Rustle through, turn on or off, and raid each respectively with this command.

The Battlefield
Like a chessboard, but with hexagons instead of squares. Its layout varies depending on where you encountered the wandering steenk peeg (e.g. there's a separate map for hallway battles, cafeteria battles, and engineering battles). Each humanoid fighter takes up one hexagon, though larger characters may take up more. Every turn, each character can move and attack. If need be, a character can skip their attack in order to move again, though they can only go half their max distance, rounding down.

Some battlefield maps may have special hexes on them, like vents that can be crawled through for protection while moving across the map, or tables to get on top of or under for bonuses to defense or range. Exciting things like that.

Available commands vary from character to character.

Plot Rooms
Much like the Map, but without the wandering steenk peegs. Plot rooms are usually areas containing stores, places where a cutscene just happened, or rooms with puzzles in them. You play as the character you have set to party leader when you enter, and the rest of the characters you've gathered mill about the room.

Available Commands
Note: Talking to the same character as different characters can elicit different responses. For example, Dent is more likely to answer helpfully (sort of) when talking to Dr. Stillman than he is when talking to Jacob.
 * Talk: You speak to the character you're standing in front of. You get a list of topics to discuss with the selected character to choose from.
 * Swtich to [character name]: Play as the character indicated (always the one you're standing in front of) instead.
 * Use/Examine: Same as above.