Sept 9, 2015 20:31:01 GMT |
Post by Leafie on Sept 9, 2015 20:31:01 GMT
As you have already probably deciphered, this roleplay runs on a dice system not dissimilar to that of a tabletop RPG or strategy game. It keeps things unilateral, no one cries, and it's all a jolly good time! Moderators will take care of the majority of the math going on, but feel free to use these calculations if you have a thread that requires combat! This is also where you'll find our guide to how status ailments work, so that's probably important as well.
COMMAND LIST
You can use a specific "Command" once per turn. These are the list of options that your character has when it comes to this.
ATTACK: A basic attack with your character's weapon. It has no cost, but weapon-based attacks are generally weaker than the skills your character has access to.
SKILL: Call out your Persona to utilize a skill. Skills cost a character either HP and SP, but generally have a lot of utility.
GUARD: Protect yourself and take half-damage for the turn. Damage reduction stacks with skills such as Rakukaja. It's generally a good idea to guard if your HP is getting low, especially if you're waiting for your healer to take action.
SUPPORT: If your character has the ability to utilize Analysis abilities, they may do so during the same turn that they choose another action. Analysis skills can generally be used only once per battle.
ITEM: Utilize an item your character possesses. From healing items to support to damaging stuff, items are generally pretty useful and you'll want to pack them for dungeon treks.
ESCAPE: Try to run from a foe. If one character can escape, they can take the rest of the party with them. There's no shame in running from tougher foes, but it's not easy without a lot of Agility.
BASIC INFO
DAMAGE: (Base damage of skill or weapon) + (2x applied Strength or Magic) - (2x Foe's applied Endurance of Mind)
HEALING: (Base healing power of skill) + (1 + .1x applied Mind)
HIT RATIO: (Base accuracy of skill or weapon) + (1.5x applied Agility) + (1.5x applied Luck) - (1.5x Foe's applied Agility) - (1.5x Foe's applied Luck)
CRIT RATIO: (10) + (1 + .1x applied Luck)
COMBAT POST ORDER: (Character with highest Agility moves first, then the one after, etc.)
ESCAPE CHANCES: (2x applied Agility) + (2x applied Luck)
LEVELING UP: (Level for every 5 α Shadows destroyed, every 3 β Shadows destroyed and every 1 γ Shadow destroyed. 3 levels for every Ω Shadow destroyed.)
STATUS AILMENTS
DOWNED: Happens 50% of the time if a critical hit or effective move is used, and causes a character to fall. They will remain fallen until the end of the turn, and for this time they cannot attack and will receive 1.5x the usual amount of damage.
DIZZY: If another critical hit or effective move lands before the target gets up from being Downed, they become Dizzy. A Dizzy character cannot act for a whole turn more, but the condition is otherwise identical to Downed.
POISONED: When a character is Poisoned, their health ticks down by 10% every turn. A character cannot be knocked out via poisoning alone, and will retain 1 HP and the poisoning will fade if it knocks them to that level.
EXHAUSTED: When a character is Exhausted, their SP ticks down by 5% every turn. Unlike Poisoning, a character can lose all of their SP via Exhaustion, but the condition fades when they do.
PANICKED: If a character becomes Panicked, they will be completely unable to control their aim and strike completely random targets, be it friend or foe.
CHARMED: If a character is Charmed, the character who performed the Charm-inflicting skill takes full control over the former, deciding the actions that they will perform as if commanding them as a member of the party.
AFRAID: If a character is inflicted with Fear, they have a 34% chance of doing whatever they intend, a 33% chance of cowering and being unable to move and a 33% chance of fleeing the battle entirely.
ENRAGED: If a character is Enraged, they will only be able to use their base Attack command on the enemy instead of any other tactics.
PETRIFIED: A petrified character is turned to stone for three turns, unable to act at all and only able to be damaged by using physical attacks.
BOUND: A character suffering from Strength Bind can't use physical skills, a character suffering from Magic Bind can't use magical skills and a character suffering from Agility Bind can't dodge attacks and their hit rate is cut by 50%.
COMMAND LIST
You can use a specific "Command" once per turn. These are the list of options that your character has when it comes to this.
ATTACK: A basic attack with your character's weapon. It has no cost, but weapon-based attacks are generally weaker than the skills your character has access to.
SKILL: Call out your Persona to utilize a skill. Skills cost a character either HP and SP, but generally have a lot of utility.
GUARD: Protect yourself and take half-damage for the turn. Damage reduction stacks with skills such as Rakukaja. It's generally a good idea to guard if your HP is getting low, especially if you're waiting for your healer to take action.
SUPPORT: If your character has the ability to utilize Analysis abilities, they may do so during the same turn that they choose another action. Analysis skills can generally be used only once per battle.
ITEM: Utilize an item your character possesses. From healing items to support to damaging stuff, items are generally pretty useful and you'll want to pack them for dungeon treks.
ESCAPE: Try to run from a foe. If one character can escape, they can take the rest of the party with them. There's no shame in running from tougher foes, but it's not easy without a lot of Agility.
BASIC INFO
DAMAGE: (Base damage of skill or weapon) + (2x applied Strength or Magic) - (2x Foe's applied Endurance of Mind)
HEALING: (Base healing power of skill) + (1 + .1x applied Mind)
HIT RATIO: (Base accuracy of skill or weapon) + (1.5x applied Agility) + (1.5x applied Luck) - (1.5x Foe's applied Agility) - (1.5x Foe's applied Luck)
CRIT RATIO: (10) + (1 + .1x applied Luck)
COMBAT POST ORDER: (Character with highest Agility moves first, then the one after, etc.)
ESCAPE CHANCES: (2x applied Agility) + (2x applied Luck)
LEVELING UP: (Level for every 5 α Shadows destroyed, every 3 β Shadows destroyed and every 1 γ Shadow destroyed. 3 levels for every Ω Shadow destroyed.)
STATUS AILMENTS
DOWNED: Happens 50% of the time if a critical hit or effective move is used, and causes a character to fall. They will remain fallen until the end of the turn, and for this time they cannot attack and will receive 1.5x the usual amount of damage.
DIZZY: If another critical hit or effective move lands before the target gets up from being Downed, they become Dizzy. A Dizzy character cannot act for a whole turn more, but the condition is otherwise identical to Downed.
POISONED: When a character is Poisoned, their health ticks down by 10% every turn. A character cannot be knocked out via poisoning alone, and will retain 1 HP and the poisoning will fade if it knocks them to that level.
EXHAUSTED: When a character is Exhausted, their SP ticks down by 5% every turn. Unlike Poisoning, a character can lose all of their SP via Exhaustion, but the condition fades when they do.
PANICKED: If a character becomes Panicked, they will be completely unable to control their aim and strike completely random targets, be it friend or foe.
CHARMED: If a character is Charmed, the character who performed the Charm-inflicting skill takes full control over the former, deciding the actions that they will perform as if commanding them as a member of the party.
AFRAID: If a character is inflicted with Fear, they have a 34% chance of doing whatever they intend, a 33% chance of cowering and being unable to move and a 33% chance of fleeing the battle entirely.
ENRAGED: If a character is Enraged, they will only be able to use their base Attack command on the enemy instead of any other tactics.
PETRIFIED: A petrified character is turned to stone for three turns, unable to act at all and only able to be damaged by using physical attacks.
BOUND: A character suffering from Strength Bind can't use physical skills, a character suffering from Magic Bind can't use magical skills and a character suffering from Agility Bind can't dodge attacks and their hit rate is cut by 50%.