Dungeons/Phantom Eclipses
While Tomobiki is the main setting of the RP, there exists sub-areas within them, called Eclipses or Dungeons, that shift the style of the RP momentarily, introducing a grid-map and stamina system, along with special rules on progression as well as the use of character stats and skills. Often filled with both treasure and danger in equal measures, dungeons can be triggered by a number of actions on part of the player, and can often be found at the heart of 'distortions' that exist within the confines of Tomobiki.
As a consequence of the nature of their existence, characters that die within an Eclipse are erased from history via Phenomena Intervention, and even those that emerge victorious have to pay a price (of sorts) to return to reality, which will be elaborated on when it becomes relevant to the situation.
For now, the basic rules:
Characters within an Eclipse can move a certain number of spaces each turn, this number is dependent on the rank of their Agility, plus whatever bonus is assigned due to major or minor skills, or the use of Drive. To use Uro as an example, his AGI allows him to move four spaces a turn, however, due to the minor Athletics, this number rises to six. After moving one's character on the grid-map, the GM will post an update on the situation, describing the new room/items within it/sounds you can hear/dialogue from allied characters etc, and update the grid as well to account for enemy movements.
The GM will assign the bonuses to characters upon their first entry into a dungeon, and more unique ways of interacting with the grid may be possible dependent on the character in question; and certain NPCs may have abilities that make dungeon exploring much easier (such as Chiasa) in addition, due to the 'draining' nature of dungeons, characters have a stamina gauge that drains upon taking actions within the dungeon.
Stamina is dependent on Vitality, using Uro again, his Vitality would leave his Stamina at 30, but due to Athletics, this rises to 40. Stamina drains by 1 point for every space crossed on the grid, and an additional point for any minor enemy (one so weak that it serves more as a pest than anything truly dangerous) that is encountered on the board, symbolizing the effort involved with the character successfully destroying or evading the enemy that got in their way.
Special enemies, such as FOEs or the Dungeon Boss, are fought in a more free-form fashion instead, and will drop Stamina to Zero after a successful battle with them, or drain it by a situation-dependent amount if it becomes necessary to escape. In the case of attempting to escape a FOE, coming into contact with it on the grid starts a battle with it (the one striking first dependent on their AGI) and escaping from such a thing is far more complicated than simply turning around and running away, as more often than not, things like FOEs have special actions that enable them to catch even the fastest of characters; so tactical thought should be used if one hopes to escape once caught.
This dungeon only has FOEs within it. Minor enemies do not exist within this one. All doors are unlocked, but the sound of opening them may draw attention from things that are nearby.
A character that reaches 0 Stamina becomes tired, and all of their stats become halved as a result. This fatigue will carry over to the normal section of the roleplay, and exploring too long while fatigued runs the risk of becoming ill as a result. Escape involves reaching a certain type of area, however that will be elaborated on when it becomes more relevant.