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Post by Draxas on Jun 15, 2004 16:05:10 GMT -5
All properties of game mechanics and system are (C) 2004+, owned by Draxas (whose real name will not be listed here to protect anonymnity as much as possible). All elements of characters used within the game that are not solely fabricated by myself are (C) their respective owners.
Game Modes
Clash of Realities will be split into 2 distinct types of modes: Combat and Non-Combat.
Non-Combat: Non-Combat mode details everything that happens when you are not fighting someone or something. This includes interactions with other characters, solving puzzles, moving around, etc. etc. etc. This is the best time to get into RP, and good RP and clever solutions to puzles and problems will earn bonus experience, as well as other potential rewards. You can do practically anything you like in Non-Combat mode, including using your techniques and spells, though these will use up TP and MP as normal. However, if you perform an action that will initiate combat, then the mode will switch to Combat Mode immediately.
For example, let's say that Link is inside a cave, trying to sneak past some Moblin guards. He has a few options on how to proceed. He could use his Hookshot to grapple to a higher ledge, to look for a way around them. Or he could use a Bomb to try to cause a distraction or bring down part of the cave roof on top of them. However, if he tried to throw a Bomb or fire the Hookshot directly at the Moblins, this would switch Link into Combat Mode immediately.
Combat Mode: Combat Mode is rigidly structured, and has one main, important goal: Reduce the enemy's HP to zero, before the enemy reduces your HP to zero. There are several commands you can use to accomlish this objective:
Attack - Attacks the foe with whatever weapon you have equipped. To attack, declare an attack action, a target for your attack, and roll the number of damage dice appropriate for your level. (For details on damage dice, see the section on "Levels" below)
Defend - Actively defends during your turn. While defending, all incoming damage is halved (rounding fractions down). Defending does not affect your DEF or S-DEF stats at all.
Use Technique/Cast Spell - Uses one of your special techniques, or casts one of your spells against the enemy. To use a tech/spell, declare that you are using <Techname> or casting <Spellname>, declare your target for the tech/spell, and roll the appropriate number and type of dice (if required). Also, do not forget to deduct the amount of TP/MP required to use the tech/spell.
Use Item - Uses an item from your inventory. To use an item, declare the item that you are using, declare a target, and then roll the appropriate number and type of dice (if required). If the item used was a consumable (as many, but not all, items are), be sure to remove it from your character sheet after use. Certain characters may not be able to use items for one reason or another, and this will be noted on their Character Sheets.
Support - Issues commands to your Support Unit. The exact nature of this varies depending on the Support Unit. See below for a more in-depth explanation of Support Units.
Equip Change - If you want to change your equipment in the middle of combat (perhaps you have a weapon in your inventory that you enemy is weak to, etc.), you can declare an Equip Change action. To change equipment, declare an equip change, and then describe which pieces of equipment you want to change. Any number of equipment items can be changed during a single Equip Change action, but you will not be able to take any other action during that round.
Escape - Attempt to flee from combat. To attempt escape, declare that you are escaping, and roll a d6. Depending on the difference between your AGL and the enemy's AGL, you may or may not be able to flee. In most cases, a roll of 4+ is a successful escape. However, if your AGL is double the fastest enemy's AGL or more, escape will be successful on a roll of 3+. Conversely, if the fastest enemy has an AGL score 2 times more than your AGL score or more, you will need a roll of 5+ to successfully escape. Also, suffice to say, you will not be able to escape from certain battles.
Any of the actions used to attack have a chance to miss, or a chance to cause critical damage. Normally, attacks have a 5% chance to miss, and a 5% chance to critial. This includes weapon attacks, techniques, and spells. Certain attacks may have different miss/critical percentages, and some status ailments can affect this roll as well. In the case of attacks that have a fixed % chance of working, miss/critical rolls are ignored.
A missed attack will inflict no damage, and have no effects at all, on its intended target. A critical hit will inflict double normal damage before applying defense, but have no additional effects.
Once all players involved in a combat have declared their actions, a turn of combat will play out. During combat, the character with the highest AGL will move first, then the next highest, and so on down the line. If two characters are tied for AGL, they will act at the exact same time. One all characters have acted for the round, new actions can be declared. Combat ends when one side has no members above 0 HP present on the battlefield.
Character Sheets
There is a lot of data on your character sheet, each with its own importance. This section will describe what each of these items means.
Every character sheet starts with a brief description of the character, and their current situation. After that, there will be a brief paragraph describing their capabilities. At the end of this paragraph will be a list of Weapon Classes that character is able to wield. After that, the list begins. Terms are defined below:
Name: The character's name, and then the player's name immediately after in parenthesis Level: A numeric representation of how powerful the character is, at a glance. To gain levels, there are certain experience goals that must be met. However, the character's level also determines one important thing on its own - how many damage dice the character rolls for a regular attack. Damage dice increase in this manner: Level 1-5: 1 damage die (d6) Level 6-10: 2 damage dice (2d6) Level 11-15: 3 damage dice (3d6) Level 16-20: 4 damage dice (4d6) Level 21-25: 5 damage dice (5d6) Level 26+: 6 damage dice (6d6) Gaining levels after earning 6 damage dice will not increase the number of dice rolled any further. XP: Experience points. The number on the left is how many you currently have, the number on the right is the goal number to gain a level.
HP: Hit Points. A measure of how much damage you can take before your character is KO'd. The number on your left is your current HP, the one on the right is your Max HP. TP: Technique Points. Consumed when executing techniques. The number on your left is your current TP, the one on the right is your Max TP. MP: Magic Points. Consumed when casting spells. The number on your left is your current MP, the one on the right is your Max MP.
ATK: Used to determine how much damage you cause when attacking normally. Damage caused = ATK + damage dice - enemy DEF If damage caused is 0 or less, then the attack will inflict 1 damage regardless, unless the enemy's DEF is 2 times more (or greater) than your ATK, in which case no damage will be inflicted. DEF: Used to determine how much damage you can resist from normal attacks. S-ATK: Used to determine how much damage you cause when using techniques and casting spells. Damage caused = S-ATK + tech/spell damage dice - enemy S-DEF The 0 damage rule also applies to techs and spells, however substitute S-ATK for ATK, and S-DEF for DEF. S-DEF: Used to determine how much damage you can resist from techniques and spells. AGL: Used to determine when your action occurs during a combat round. Characters with higher AGL move sooner than characters with lower AGL.
Techniques lists the techniques you have available to use, their TP cost, and their effects. Spells lists the spells you have available to cast, their MP cost, and their effects.
Equipment shows what items you have equipped on your body. Not all characters will be able to utilize all of the possible equipment slots.
Support Unit shows which Support Unit you have currently active, as well as an abbreviated version of its stats and skills.
Reserve shows which Support Units you have in reserve. These may or may not be immediately available for use, depending on the specific circumstances surrounding each one.
Inventory shows what items you are carrying, but do not have equipped. If you want to exchange your equipped items for ones you have in your inventory during battle, use the Equip Change action. If you want to use a consumable item, or activate a special effect on a piece of equipment, use the Item action.
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Post by Draxas on Jun 15, 2004 16:22:59 GMT -5
Status Ailments
Sometimes, a status ailment will be inflicted on a character. This may be a result of a spell, technique, trap, or any number of other things. The following are status ailments commonly seen:
KO'd: You have been reduced to 0 HP. When KO'd, you cannot take any action in combat, nor can you interact with the world at all outside of combat, until you are restored to above 0 HP. Can be cured by: Life spell, Life Potion, Phoenix Down, Vivify spell, etc.
Poison: You have been poisoned, and will gradually lose HP until cured. During combat, poison will inflict 5% of your Max HP in damage against you at the end of each round. Outside of combat, it will inflict the same amount of damage each time you make an IC post. Poison can be cure by waiting it out, though it is more likely to kill you first. Each time poison inflicts damage, there is a 5% chance that it will leave your system, and you will be cured. Can also be cured by: Antidote spell, Antidote (item), Pure spell, Heal Potions, Remedies, Esuna spell, etc.
Regen: You have been granted the power of regeneration for a limited time, and will regain HP until the end of combat. Regen will restore 5% of your Max HP at the end of each round. Regen will automatically wear off at the end of combat, and cannot be used outside of combat. Can be removed using: Dispel Magic spell, Dispel Potion, etc.
Paralysis: You have been paralyzed, and your body responds sluggishly to commands, or sometimes not at all. Paralyzed characters will always move last in a combat round, regardless of their AGL (if more than one character is paralyzed, AGL order is used to determine the order of the paralyzed characters' actions). In addition, each time you attempt to take an action in combat, there is a 20% chance that the action will fail to execute, and you will do nothing at all that round. Paralysis will persist outside of combat, though it has no effect until you enter combat once more. Can be cured by: Mystery Pins, Gold Needles, Paralysis Cures, Releases, Heal Potions, Remedies, Esuna spell, etc.
Sleep: You have been put into a magically induced sleep. While sleeping, you cannot perform any actions during combat, and any attacks against you will automatically hit. Sleep will be cancelled if you are hit by a normal attack (but not techniques or spells), or at the end of combat. Can be cured by: Awaken, Awaken spell, PokeFlute, Heal Potions, Remedies, Esuna spell, etc.
Burn: You have been badly burnt. You will take damage until cured in exactly the same manner as poison, but with no chance of being cured spontaneously. In addition, you will also have your ATK reduced by 10% until cured. Can be cured by: Salves, Burn Cures, Heal Potions, Remedies, Esuna spell, etc.
Frozen: You have been frozen solid into a block of ice. You cannot take any action until you are broken free or thaw out. You can spontaneously thaw during combat if left alone. This has a 5% chance of occuring in the first round after you are frozen, and gains an addition 5% each round thereafter. This means in the first round, 5%, second round 10%, third round 15%, etc. You can be broken free of the ice if you are hit by a normal attack, however, this attack will inflict double normal damage. You can also be thawed by any fire-based attack, and will not take any additional damage (unless it was a normal attack with a fire-elemental weapon). Lastly, frozen characters automatically thaw at the end of combat. Can be cured by: Heal Potions, Remedies, Esuna spell, etc.
Invisible: You have been made to seem invisible against the background, and enemies will have a hard time hitting you. When an invisible target is attacked normally, or attacked by a technique, the chance to miss will either be doubled or increased to 50%, whichever is higher (to a maximum of 95%), and there will be no chance to critical. However, spells will still be able to target the character normally. Invisibilty wears off automatically at the end of combat. Can be removed using: Dispel Magic spell, Dispel Potion, etc.
Berserk: You have been driven into a berserker rage. During every combat round, you will automatically attack normally. This attack will inflict double damage. However, while berserked, your DEF will be halved. This will wear off automatically at the end of combat. Can be cured by: Calms, Calm spell, Dispel Magic spell, Dispel Potion, etc.
Death Sentence: You have been cursed by the condemner, and nothing can save you other than fast action. When inflicted with Death Sentence, a character rolls 2d6; this is the number of combat rounds they have until they are automatically KO'd. The only way to avoid the effects of Death Sentence is to finish the combat before the timer runs out.
Confused: You have been sent into a daze by the enemy, and can no longer tell the difference between friend and foe. A confused character still chooses their actions normally, but these actions are executed on a random target that can be either friend or foe. If a confused character is attacked normally, they will snap out of the state and return to normal. Confusion will also wear off automatically at the end of combat. Can be cured by: Soothes, Heal Potions, Remedies, Esuna spell, etc.
Haste: You have had time sped up locally, and can move much faster than normal. For the duration of the effect, your AGL will be doubled for determining action order ONLY. In addition, you may take 2 actions per round: Once at your doubled AGL, and then again at your normal AGL. Haste has a 10% chance of wearing off at the end of each combat round. Also, haste will wear off automatically at the end of combat. Can be removed by: Dispel Magic spell, Dispel Potion, etc.
Slow: You have had time slowed down locally, and the rest of the world appears to be a blur to your eyes. For the duration of the effect, your AGL will be halved for determining action order ONLY. In addition, you may only take actions every other round. Slow has a 10% chance of wearing off at the end of each combat round, even a round in which you were not allowed to act. Also, slow will wear off automatically at the end of combat. Can cured by: Dispel Magic spell, Dispel Potion, etc.
Stop: You have had time slowed down locally, to the point where it seems not to pass for you at all. For the duration of the effect, you will not be allowed to act at all. Stop has a 25% chance of wearing off at the end of each combat round. Also, stop will wear off automatically at the end of combat. Can cured by: Dispel Magic spell, Dispel Potion, etc.
Stone: You have been petrified into a stone statue, and cannot move at all. Petrified characters may take no action during combat at all. However, they will also be totally unaffected by any attacks made against them of any type. For purposes of battle completion, petrified characters are considered KO'd. Stone will persist, even outside of combat, until cured. Can be cured by: Soft Potions, Soft spell, Heal Potions, Remedies, Esuna spell, etc.
Silenced: You have been silenced, and cannot speak of cast spells. None of your spells may be used until you are cured. Also, you cannot communicate verbally with other characters until cured. Silence will persist outside of combat, and MUST BE ROLEPLAYED! Can be cured by: Echo Grass, Voices, AMute spell, Heal Potions, Remedies, Esuna spell, etc.
Blind: You have been blinded, and cannot see well. When a blinded character attacks, uses a technique, or casts a spell, the chance to miss will either be doubled or increased to 50%, whichever is higher (to a maximum of 95%), and there will be no chance to critical. Blindness wears off automatically at the end of combat. Can be cured by: Eyedrops, Sight spell, Heal Potions, Remedies, Esuna spell, etc.
Stun: You have been knocked woozy by a particularly vicious attack. A stunned character will miss their next action, and then return to normal.
There may be other status ailments besides these, and will be added when discovered.
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Post by Draxas on Jun 15, 2004 18:58:14 GMT -5
Elements
There are 8 elements governing the worlds of Clash of Realities:
Fire: Strong against Ice and Wood, Weak against Water and Earth Water: Strong against Fire and Earth, Weak against Air and Wood Earth: Strong against Fire and Air, Weak against Wood and Water Wood: Strong against Earth and Water, Weak against Fire and Ice Ice: Strong against Wood and Light, Weak against Fire and Air Air: Strong against Water and Ice, Weak against Earth and Dark Light: Strong against Dark, Weak against Ice Dark: Strong against Air, Weak against Light
This is a generalization, and every particular case may be different.
There are 5 different effects, depending on the degree of weakness or resistance:
Vulnerable: If a target is vulnerable to an element, it will take double normal damage from that element. Weak: If a target is weak to an element, it will take 1.5 X normal damage from that element. Strong: If a target is strong to an element, it will take half normal damage from that element. Invulnerable: If a target is invulnerable to an element, it will take 0 damage from that element. Absorbs: If a target absorbs an element, it will be healed by that element, instead of damaged by it.
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Post by Draxas on Jun 16, 2004 9:08:50 GMT -5
Dice Nomenclature and Use
Dice rolls will always be presented in the following fashion: XdY
X is the number of dice to roll Y is the number of sides on the dice you are rolling
So, for example, 3d6 means "roll 3 six-sided dice."
Sometimes, dice rolls may also be modified. So, if you see something like:
2d6+2
It means "roll 2 six-sided dice, and add 2 to the result."
Most dice in the game will be six-sided, though a few odd others may sneak in every so often.
Sometimes, Percentile dice (% dice) will be required. This is essentially a roll on 1d100. These will be primarily used to check critical/miss rates on attacks, or success rates on status attacks.
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Post by Draxas on Jun 16, 2004 15:42:35 GMT -5
Some Additional Words About Techniques and Spells
Techniques and Spells are be divided up into 3 separate types: Active, Passive, and Non-Combat. In addition, there is a fourth type of technique: Innate.
Active Techniques or Spells are those that must be explicitly used, impart some sort of effect, and end. This group includes most techs and spells, and will have no special mention in the description. Examples of Active Techniques / Spells: Duran's Leaping Slash (Seiken Dentetsu 3), Orlandu's Blastar Punch (Final Fantasy Tactics), Sheik's Needle Rain (Super Smash Bros. Melee), etc.
Passive Techniques and Spells are those the must be explicitly activated and deactivated. When activated, they will impart their effects immediately, and will persist until they are explicitly deactivated. If a Passive Technique / Spell consumes TP / MP, it will reduce TP / MP by the appropriate amount at the start of each combat round when in combat, or at the end of every IC post made by the character in question. If a character using a Passive Technique / Spell does not have enough TP / MP to support the effect any longer, the tech / spell will automatically deactivate. Passive Techniques / Spells will be designated as such in their description. Examples of Passive Techniques / Spells: Nathan Graves's Defense Boost (Castelvania: Circle of the Moon), Megaman's Flash Stopper (Megaman 2), Ryu's Dragon Transformations (Breath of Fire 3), etc.
Non-Combat Techniques and Spells are just as they sound; they cannot be used in combat. These techniques and spells will often represent skills which are unusual or unique to a character, but present no obvious use in a combat situation. Outside of combat, however, these are normally treated just like Active Techniques or Spells. Non-Combat Techniques ans Spells will be designated as such in their description. Examples of Non-Combat Techniques / Spells: Raziel's Gliding (Legacy of Kain: Soul Reaver), Innos's Smithing (Gothic), Wren's Jet Transformation (Phantasy Star 3), etc.
Innate Techniques are a special type. They function similarly to Passive techniques, but are not required to be activated. Instead, they are automatically activated as soon as they are acquired, and cannot be deactivated by any means; they are "innate" traits of the character. Depending on the character, these may not always be advantageous! Examples of Innate Techniques: Any Pokemon Power (Pokemon), many flying characters who have no need to land (various), etc.
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Post by Draxas on Jun 24, 2004 13:22:28 GMT -5
Multi-Hit Attack Skills
Certain techniques and spells have the potential to hit a target multiple times. This will be designated in their description as:
X Hits (A%, B%, C%, etc...)
X represents the potential maximum number of hits that the attack can inflict.
A represents the % chance for the first attack to hit, B represents the % chance for the second attack to hit, C represents the % chance for the third attack to hit, and so on.
No attack will ever have a % chance to hit higher than 95%, or lower than 5%. Only the first hit of a multi-hit attack has the possibility to inflict critical damage. Also, if at any time one hit from a multi-hit attack misses, the remainder of the hits automatically miss as well.
Examples:
Link's Spinning Slash: 2 Hits (95%, 50%)
The Spinning Slash has a 95% chance to hit initially (same as a normal attack), and a 50% chance to hit a second time. It also happens to be ATK based, which is important for the examples below.
Let's say Link (Level 1, 15 ATK) decides to use Spinning Slash on a Stalfos (DEF=10). The first attack rolls a 57 to hit, 3 for damage. The first hit would inflict 15+3-10=8 damage to the Stalfos. The second attack rolls a 73 to hit, 4 for damage. The second hit would inflict 15+4-10=9 damage to the Stalfos. Overall, the Stalfos would take 17 damage from the attack.
Same example as above. The first attack rolls a 32 to hit, 5 for damage. The first hit would inflict 15+5-10=10 damage to the Stalfos. The second attack rolls a 17 to hit, 4 for damage. The second attack misses, and the Stalfos takes 10 damage from the attack.
Same example once more. The first attack rolls a 98 (Critical hit!) to hit, 2 for damage. The first hit would inflict (15+2)*2-10=24 damage to the Stalfos. The second attack rolls a 99 to hit (wow, lucky), 6 for damage. Since this is not the first hit in the series, it cannot inflict critical damage, so the second hit would inflict 15+6-10=11 damage to the Stalfos. Overall, the Stalfos would take a whopping 35 damage from the attack.
Same example, one last time. The first attack rolls a 3 to hit, 3 for damage. The first hit misses, and it is unnecessary to roll for the second hit at all. The entire attack misses, and the Stalfos takes no damage.
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Post by Captain Tribal on Jul 10, 2004 17:18:23 GMT -5
Just curious... Why is Dark strong against Air? And why is Light weak against Ice?
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Post by Draxas on Jul 11, 2004 20:28:52 GMT -5
My logic runs like this: Lightning (Air element) has long been associated with the power of Heaven... But it is not the true light, and darkness can resist it. Ice is the freezing of the soul brought on through evil deeds, and the light does not stand up well to such pervasive evil... Truth be told: It made mild sense, Ice was short one strength, Air was short one weakness, and it helps the 8 elements retain a sort of cyclical nature. As with everything, it all boils down to game balance.
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Post by Draxas on Jan 12, 2005 19:00:33 GMT -5
Mechanics of Starting Stats and Level-Up
These are some previously "hidden" mechanics that I have decided to make into public knowledge. Hope you find it informative:
Basic starting stats for a totally "average" character are as such:
HP: 5d6 TP: 5d6 MP: 5d6
ATK: 3d6 DEF: 3d6 S-ATK: 3d6 S-DEF: 3d6 AGL: 3d6
You'll note that the number of (+) or (-) by a stat corresponds to how many dice are added or subtracted from that starting stat. So:
ATK(-) would equate to 2d6. AGL(+2) would equate to 5d6. MP(-5) would equate to 1d6.
Under no circumstances will a character roll less than 1 die for a starting stat, however. So:
DEF(-27) would still equate to 1d6, for example.
Obviously, a (0) next to TP or MP means that the character starts with 0/0 for that stat, and cannot increase that number, ever (barring truly unique circumstances which we are not likely to ever see).
(+) and (-) also have effects on stat gain during level up. The above "completely average" character would gain the following to their stats on level-up:
HP: +2d6 TP: +2d6 MP: +2d6
ATK: +1d6 DEF: +1d6 S-ATK: +1d6 S-DEF: +1d6 AGL: +1d6
Having a (+) or (-) to a stat will increase or decrease the point gain on level-up as well. Each (+) corresponds to a +1 to each die roll, just as each (-) corresponds to a -1 to each die roll. Some examples:
HP(+2) means a character gains 2d6+4 Max HP on level-up (+2 added to each die rolled). MP(-5) means a character gains 2d6-10 (sort of) MP on level-up.
Actually, in the case of a (-), each die has the requisite number of subtractions removed INDIVIDUALLY. This means, that in the above example, 2d6 would be rolled for MP gain. Then, the -5 would be removed from each die. Again, best explained in an example:
Let's say that a 6 and 1 are rolled for said MP gain. 1-5=<0, so it is negated to 0. 6-5=1. So despite the fact that it would seem like the character should post no gain, the actually gain +1 Max MP.
Suffice to say, nobody will ever lose points during a level up. It defeats the purpose. However, it is entirely possible (and fairly common) for a character to post a +0 gain in a particular stat that they have a penalty to.
That's pretty much it for the unposted rules. I hadn't felt the need before, since this was all hidden mechanics, but I think I'll post them up now.
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Post by Draxas on Jun 22, 2007 2:16:14 GMT -5
Support Units
Support Units are a major addition to the game. These represent helpers that are not quite powerful enough to be characters in their own right, but instead assist the characters they are attached to. In this sense, they are treated more like equipment than party members (though not quite entirely like either, hence the need for this section).
Characters are allowed to have a single Support Unit active at any given time (though of course, they may have none active at all). They may possess more, however, and the rest will be stored in an inactive state until summoned (and will be held in a separate sort of "pseudo-inventory," though most will probably not be held on the character's person like standard inventory).
Support Units serve many and varied purposes, depending on each specific example. Most will be useful primarily in combat, where (again, depending on the specific example) they will act of their own volition, according to the commands of the character they are attached to, or perhaps a combination of both. However, other characters will not be able to command a Support Unit that is not their own, and if the Support Unit's owner is KO'd, it will not play any further part in battle until they are revived (though this does not apply to other bad status ailments, such as Stop or Petrify).
Support Units will have stat parameters and skillsets similar to a character, though these will not be a complete set like characters possess. Most importantly, no Support Unit will have a HP value, and only specific ones can be targeted by an enemy in combat (with varying effects if they are hit, as determined by each specific example).
The detailed rundown of support unit parameters is as follows:
Name: Fairly self-explanatory, though in combat this will also include a designation of the Support Unit's owner (when applicable) Level / XP: Only Support Units that are capable of gaining levels will have these parameters available
HP: Support Units will never have a HP value (which is what primarily sets them apart from full-fledged characters) TP: Only Support Units that use techniques (other than Innate skills) will have a TP value MP: Only Support Units that cast spells will have a MP value
ATK: Most Support Units will have some form of physical attack or ATK-based technique available to them, and thus will have an ATK value DEF: Only Support Units which can be targeted in battle will have a DEF value S-ATK: Any Support Units that cast spells or use standard techniques will have a S-ATK value S-DEF: Only Support Units which can be targeted in battle will have a S-DEF value AGL: All Support Units have an AGL value
Techniques / Spells: A Support Unit's skills and abilities will be listed in the relevant sections. Depending on the specific example, Support Units may be able to use any of the 7 types of abilities available. Also included with the relevant ability is how they are activated (see below).
Elemental: Any relevant strengths and weaknesses will be listed. Only Support Units that can be targeted in battle have a need for this section.
Status: Unless stated otherwise, it is assumed that all Support Units are immune to status ailments, both good and bad.
Behavior: Unique to Support Units is details of their specific behavior. This includes whether they can be targeted in battle (and what the effects of inflicting damage on the Support Unit is), whether they accept commands from the owner or act independently, and any other important relevant details.
Support Units do not use equipment, nor do they have the ability to carry a separate inventory.
The introduction of Support Units also introduces a new, corresponding battle command for characters to use:
Support: This command is used to issue commands to Support Units that require them. Depending on the specific Support Unit in question (or perhaps even the specific command given), this may or may not use up the character's entire turn. This command can alternatively be used to summon a Support Unit from a character's reserve, or to replace the Support Unit currently being used by one from a character's reserve. When used in this manner, the Support command always uses the character's entire turn.
And now, because every new rule requires an example:
Sample Support Unit (Origin - Castlevania: Curse of Darkness):
Skull Wing (Hector) Level 3 67/90 XP to advance
TP: 40/40 TP
ATK: 5 DEF: 5 S-ATK: 15 S-DEF: 5 AGL: 25
Techniques: Flight: Skull Wing is always airborne. Innate skill. Fleet of Wing: Skull Wing is a small, fast, and agile target, and any attacks against it receive an additional -30% chance to hit. Innate skill. (0 TP) Corkscrew Dive: Normal # of damage dice. 5 hits (75%, 4 X 95%). ATK based. Always used automatically instead of a standard attack, regardless of command status. (0 TP) Glide: Skull Wing can glide through the air for short distances while its owner hangs onto its legs. Non-combat skill. Always used via command. (15 TP) Carpet Bombs: 2 damage dice per hit. Strikes d6 random enemy targets. Usage depends on command status. (10 TP) Bone Shot: 2 damage dice. Usage depends on command status.
Behavior: Skull Wing is given one of three command statuses by its owner, which will alter its behavior accordingly. These are:
Auto: Skull Wing determines which attacks to use on its own. The only Support command it will accept in this state is the order to switch to a different command status. It will cease using techniques that consume TP once it falls below 50% of its Max TP value. Command: Skull Wing uses basic attacks on its own. It will only use advanced techniques upon being given an order to do so through use of the Support command. If following an issued Support command would reduce Skull Wing to 0 TP or less, that command will be ignored. Issuing commands using Support in this fashion will consume the owner's turn. Using this command status will cause Skull Wing to act when its owner does (or later), rather than as its AGL score would dictate if its AGL is higher than its owner. Guard: Skull Wing devotes all of its energy towards protecting itself. It will only Defend in battle when using this command status, and will only accept the Support command to change command statuses.
Using the Support command to alter Skull Wing's command status will not consume the user's turn.
Skull Wing can be targeted in battle as per normal. When struck, it loses TP instead of HP. If Skull Wing is ever reduced to 0 TP through damage, it is reduced to a spectral state (effectively KO'd), and will not recover until it regains more than 50% of its TP.
Skull Wing can only recover TP by staying in a recovery area with its owner (inn, healing fountain, etc.), or by collecting the life essence of defeated foes. Life essence is collected any time Skull Wing or its owner defeats a foe (if another ally defeats a foe, it is not counted), and each defeated foe yields 5 TP in this manner.
Skull Wing can evolve to different forms, based on the weapons wielded by its owner. A certain number of foes must be defeated with a given type of weapon for evolution to occur:
Wingosaurus: Defeat 70 foes using Sword, 2-handed Sword, Axe, 2-handed Axe, Blunt or 2-handed Blunt Phoenix: Defeat 90 foes using Spear, Polearm, Glove, Thrown Weapon, or Exotic
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Post by Draxas on Aug 28, 2009 13:16:12 GMT -5
Vehicular Combat
Vehicular combat is somewhat different from a typical battle. Most vehicles are not intelligent (and would be treated as standard characters if they were), and so cannot make combat decisions or feel injuries as characters do. As such, the way they operate in combat differs a bit.
A vehicle's capacity for damage is reflected in its armor value. If this value is exceeded, the vehicle is destroyed.
Vehicles have a few other parameters as well. ATK represents the damage the vehicle can do when simply throwing itself at a target (most vehicles have an attack that represents this ability, typically "Ram" or similar; more on this later). AGL represents how quick and manuverable a vehicle is, and as usual, determines its place in the order of combat.
All vehicles are composed of a list of components, which represent major areas of the vehicle. All vehicles have at least one component: the Body, which represents the main bulk of the vehicle. In addition, most vehicles also have additional components listed below. Each additional component has an armor value and hit %, and may be listed as "connected to Body"; these values are used when those components are targeted in combat.
When in battle, vehicles are targeted with attacks similarly to characters. However, the attacker may also choose to target a specific component of the vehicle in order to disable it. When declaring an attack, the attacker declares both the vehicle and component they wish to target (if no component is declared, then "Body" is assumed automatically). If the Body is attacked, then a to-hit roll is made and damage is applied normally; note that vehicles have no DEF or S-DEF values, so no reductions are made.
If a specific component is attacked, then a to-hit roll is made against that component's hit %. If the attack misses the component, then no damage is scored and the attack is considered a miss (unless the component has the "Connected to Body" attribute; see below). If a hit is scored, the calculate damage against the component's armor value. If this value is exceeded, the that component is destroyed. Effects of destroying a component vary depending on its function.
In addition, certain components may have their own ATK or AGL values. Any attacks originating from those components will use those separate values to determine damage and turn order, respectively.
Vehicles also have a list of crew aboard. This shows where various crew are in the vehicle, and can have an effect on which abilities and attacks the vehicle can execute.
If a component is "Connected to Body," this means that it is an integral part of the vehicle even though it can be targeted separately. If a component with this attribute is attacked, and the attack misses by less than 15%, then the attack is considered to have struck the body instead, though it is a glancing blow. Half of the attack's damage is applied to the vehicle's main armor value in this case. In addition, if the attack successfully hits a component with this attribute, then not only is normal damage applied to the component, but half of the damage inflicted is also applied to the vehicle's main armor value.
Vehicles have a separate list of abilities. These show what sort of attacks and innate abilites the vehicle possesses, and which components are required to execute them. A vehicle can execute any or all of its attacks in a single round of combat, as long as all of the required components are intact, and at least one of the required components are manned by at least 1 crew.
Some final notes on vehicles. Even the most lightly armored vehicles tend to be quite resistant to melee attacks. To represent this, unarmed attacks against any part of a vehicle will always inflict 0 damage (except in special cases). However, any techniques possess the required amount of power to penetrate vehicle armor, as these are more powerful than a basic attack with a fist. In addition, a moving vehicle is quite difficult, if not impossible, for someone wilding a melee weapon to hit. To represent this, any melee attack made against a moving vehicle suffers a to-hit penalty equal to the vehicle's AGL score. This includes any ramming or similar type of attack originating from another vehicle.
Lastly, vehicles and their components are mostly immune to all status effects, both good and bad, and healing effects. Which of these will actually work on vehicles? That is for you to discover...
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