≫ WHAT WE BECOME PART 2: WHAT REMAINS APPLICATIONS CLOSED ≪

  • As of today (08/19/2021), we'll no longer be accepting applications for What We Become Part 2: What Remains.

    We've given it some thought and have decided that with the current state of the lore, it's in everyone's best interest if we focus on what we have currently so that we can finish the story in a timely manner. Introducing new characters into the mix would not only complicate things, but it would be difficult for new players to acclimate considering the current player base consists exclusively of long-time players.

    All currently pending applications will be processed, but the application form is closed so no new applications may be submitted.

    Applications will open again closer to the release of our Build 41 lore. Info on that will be released at some point in the future, but I can at least confirm that we're making good progress with our writing and planning.

    Thanks for your understanding!!

Turn Actions

Turn Actions

This is a complete list of actions that you may perform during your turn in combat.

It is heavily recommended that you keep this page open as a reference during combat scenes.

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Attacks

  • Melee (Fist) | 2 AP | DMG: D4
  • Cut (One-Handed) | 3 AP | DMG: 2D8 + Effects
  • Cut (Two-Handed) | 4 AP | DMG: 2D10 + Effects
  • Smash (One-Handed) | 4 AP | DMG: 2D10
  • Smash (Two-Handed) | 6 AP | DMG: 2D20

  • Shoot (Pistol - Semi) | 3 AP | DMG: 3D10
  • Shoot (Pistol - Burst/Full Auto) | 4 AP | DMG: 3D10

  • Shoot (SMG - Semi) | 2 AP | DMG: 2D20
  • Shoot (SMG - Burst/Full Auto) | 3 AP | DMG: 3D20

  • Shoot (Rifle - Semi) | 3 AP | DMG: 3D20
  • Shoot (Rifle - Burst/Full Auto) | 4 AP | DMG: 4D20

  • Shoot (Crossbow) | 3 AP | DMG: 3D20 + Bleeding Effect
  • Shoot (Longbow) | 4 AP | DMG: 4D20 + 5

  • Shoot (Shotgun) | 4 AP | DMG: 4D20 + 5

  • Shoot (Sniper) | 6 AP | DMG: 5D20

  • Shoot (Heavy/Special) | 6 AP | DMG: 3D20 + Effects (20 Tile Radius) | Damage will changing depending on weapon.

  • Use a Throwable (Grenades/Molotovs/etc.) | 4 AP | DMG: 2D20 + D10 for Burn Damage (10 Tile Radius)

Combat Abilities

  • Aim (Out-of-Cover) | 2 AP | You focus your next shot. | +2 to ensuing aim roll.
  • Aim (In-Cover) | 2 AP | You focus your next shot from in cover. | +3 to ensuing aim roll.

  • Hunker Down (Out-of-Cover | Ends Your Turn) | 2 AP | You hunker yourself down. | -1 to aim rolls against you.
  • Hunker Down (In-Cover | Ends Your Turn) | 2 AP | You hunker yourself down in cover. | -2 to aim rolls against you.

  • Overwatch (Ends Your Turn) | 2 AP | You ready yourself to fire on the first thing that moves. | If someone makes a movement action within your range, you will take one shot at them with a -2 to hit.

Misc./Passive Actions

  • Reload (Any Gun) | 2 AP
  • Use a Healing Item (Bandage) | 2 AP | Restores 15 HP
  • Use a Stimulant/Drug | 2 AP | Gives passive effects.
  • Use a Non-Lethal Throwable (Rocks/Flares/Glow Sticks) | 2 AP
  • Let Them Loose | 2 AP | Allows your pet to enter combat.
  • Call Them Back | 2 AP | Allows your pet to exit combat.
  • Put Yourself Out (While suffering from the BURNING status) | 6 AP
  • Escape (While BINDED by an enemy, or any trap) | 6 AP
  • World Interaction (Doors/Moving Items/Other) | 1 AP
  • Movement | 1 AP per tile
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