Post by ChromaticTruthsayer on Dec 29, 2013 18:13:02 GMT -5
General Rules
This will be a brief overview of all combat on the site. About 90% of all combat will likely be between player characters and spawned shadows. All of these battle scenarios are played out entirely by the player.
Though, some special cases of modded battles can exist where single turns are done on each post. All full moon bosses are examples of these. In modded battles like these, players are allowed to use one move per post. Basically, it works like a normal battle in one of the games. And naturally, if two persona users were to get into a fight with each other, they would follow the same rules as a modded battle.
Hitting an opponent's weakness will not knock them down. Rather, it will simply do extra damage like normal. Otherwise, 1v1s would get pretty cheap.
Civilians who have no persona will be considered weak to everything unless they have special equipment that resists it, given that they have no augmented power from a persona. Yes, this makes them significantly weaker than persona users.
Exhaustion
We will not be using SP here, as it seems like something unnecessary to keep track of. Instead we will be using an exhaustion system. Similar to how the player will simply judge how much of a beating their character can take, they will be in charge of how many spells they can use. Given that persona attacks have proven to be mentally exhausting on the user, characters will not simply be able to spam Megidolaon or Mediarahan. This shouldn't prove to be too hard given most battles won't last that long. But for back to back battles, it is something to keep in mind.
Dark and Light Skills
For simplicity's sake, light and dark attacks (Hama/Mudo) will act like normal elemental attacks. As in, rather than a chance of instant death, they will simply deal damage to the target normally.
Condition Rules
All status-inducing attacks have a 25% chance of being inflicted. When using them, roll a 4-sided die to determine if it hits.
If inflicted:
Poison - Deals a portion of damage every turn for 5 turns.
Rage - Physical attacks deal double damage, but you take double damage overall for 5 turns.
Sleep - Unable to do anything for a maximum of 3 turns. 50% chance to wake up each turn.
Charm - 50% chance to heal a random enemy or attack a random ally for 5 turns.
Fear - 50% chance to not attack for 5 turns.
Confusion - 50% chance to hit yourself each turn for 5 turns.
Exhaustion - You lose mental focus every turn, lowering the amount of moves you can use for 5 turns.
Silence - Disables spells for 5 turns.
Stat Enhancing Skills
Moves like Tarukaja, Rakunda, Heat Riser and Sukukaja can stack up to three times.
Sukukaja for the sake of the RP gives attacks a percentile chance to miss. 1 stack gives them a 20% chance to evade an attack, with each subsequent stack giving them 20% more each time for a maximum of 60%.
You will roll for buffs you are under the effect of.
Examples: I have 3x Sukukaja. If you attack me, I will roll a five-sided dice. 1-3 = dodging.
You have 3x Sukunda. If you attack me, you will roll a five-sided dice. 1-3 = missing.
The reverse is also true.
Critical Hits
By default, everyone has a 0% chance of dealing a critical hit. Chance to crit is obtained from various skills like Revolution and Apt Pupil, though in some cases they will not stack.
The following do NOT stack:
Apt Pupil and Deathbound
Apt Pupil and Heaven's Blade
Simply roll for critical hits when necessary.
Sharp Student halves the chance of a critical hit. Simply halve the chance of a crit landing when rolling to hit an opponent with Sharp Student.
Critical hits deal 1.5x normal damage.
This will be a brief overview of all combat on the site. About 90% of all combat will likely be between player characters and spawned shadows. All of these battle scenarios are played out entirely by the player.
Though, some special cases of modded battles can exist where single turns are done on each post. All full moon bosses are examples of these. In modded battles like these, players are allowed to use one move per post. Basically, it works like a normal battle in one of the games. And naturally, if two persona users were to get into a fight with each other, they would follow the same rules as a modded battle.
Hitting an opponent's weakness will not knock them down. Rather, it will simply do extra damage like normal. Otherwise, 1v1s would get pretty cheap.
Civilians who have no persona will be considered weak to everything unless they have special equipment that resists it, given that they have no augmented power from a persona. Yes, this makes them significantly weaker than persona users.
Exhaustion
We will not be using SP here, as it seems like something unnecessary to keep track of. Instead we will be using an exhaustion system. Similar to how the player will simply judge how much of a beating their character can take, they will be in charge of how many spells they can use. Given that persona attacks have proven to be mentally exhausting on the user, characters will not simply be able to spam Megidolaon or Mediarahan. This shouldn't prove to be too hard given most battles won't last that long. But for back to back battles, it is something to keep in mind.
Dark and Light Skills
For simplicity's sake, light and dark attacks (Hama/Mudo) will act like normal elemental attacks. As in, rather than a chance of instant death, they will simply deal damage to the target normally.
Condition Rules
All status-inducing attacks have a 25% chance of being inflicted. When using them, roll a 4-sided die to determine if it hits.
If inflicted:
Poison - Deals a portion of damage every turn for 5 turns.
Rage - Physical attacks deal double damage, but you take double damage overall for 5 turns.
Sleep - Unable to do anything for a maximum of 3 turns. 50% chance to wake up each turn.
Charm - 50% chance to heal a random enemy or attack a random ally for 5 turns.
Fear - 50% chance to not attack for 5 turns.
Confusion - 50% chance to hit yourself each turn for 5 turns.
Exhaustion - You lose mental focus every turn, lowering the amount of moves you can use for 5 turns.
Silence - Disables spells for 5 turns.
Stat Enhancing Skills
Moves like Tarukaja, Rakunda, Heat Riser and Sukukaja can stack up to three times.
Sukukaja for the sake of the RP gives attacks a percentile chance to miss. 1 stack gives them a 20% chance to evade an attack, with each subsequent stack giving them 20% more each time for a maximum of 60%.
You will roll for buffs you are under the effect of.
Examples: I have 3x Sukukaja. If you attack me, I will roll a five-sided dice. 1-3 = dodging.
You have 3x Sukunda. If you attack me, you will roll a five-sided dice. 1-3 = missing.
The reverse is also true.
Critical Hits
By default, everyone has a 0% chance of dealing a critical hit. Chance to crit is obtained from various skills like Revolution and Apt Pupil, though in some cases they will not stack.
The following do NOT stack:
Apt Pupil and Deathbound
Apt Pupil and Heaven's Blade
Simply roll for critical hits when necessary.
Sharp Student halves the chance of a critical hit. Simply halve the chance of a crit landing when rolling to hit an opponent with Sharp Student.
Critical hits deal 1.5x normal damage.