Post by Takano Hirai on Apr 26, 2019 23:04:57 GMT
Turns and Action
Turn order with Spars, Battles and (usually) adventures go by the initial posting order. Though teams can change their own order, if they so desire. Event orders are usually up to the Storyteller and thus at their discretion. Everyone must have a turn before the next round and subsequent next turns. These are the types of actions you can make during a turn:
Tracking
Actions should be listed in the order in which they occur, meaning if you write “I stab him”, make sure to add the stabbing in first. You also have to list any attacks which hit you, any status which are inflicted upon you, and any damage which you take in a turn. If you are using a defensive Technique, make sure to specify what you are defending against. Include all of the following within your Battle Tracker:
Your battle tracker IS NOT needed until the battle actually begins, you cannot change it once it is posted.
Attack and Defense
When you attack, you “roll” a d100, or a Random number between 1 and 100 is generated. Accuracy modifiers have a Cap of +100. In order to hit your opponent, you must roll ABOVE OR EQUAL TO their defense. When you hit, roll your Damage dice and the opponent will subtract HP from the damage. If the attack misses, the target may RP why the attack missed within reason. (IE Dodging, blocking, Slicing it in half, ETC)
Critical hits: These occur when you get an unmodified 95 or above on a roll. When this happens you gain extra damage, equal to the highest damage rolled in the attack. Aside from a few special Techniques, Critical Hits can not normally be dodged and automatically hit.
Damage
Damage is dealt on a successful hit, but is always rolled either way. When dealing damage, roll your Damage Die, along with any bonus modifiers. To determine your Damage Die, read the Character Info Page.
Types of Damage are as follows:
Will Power
Will power acts almost as a secondary HP, which you can spend freely. There is no limit to the amount of Willpower one may receive, and it is granted by Traits, Techniques, and Items. Make sure to note when you spend Willpower and what on. Upon incapacitation, you lose all Will Power.
Hit Points
Hit Points represent your general stamina and health in battle. The lower it goes, the closer you come to meeting your end. Healing via Hado’s can restore HP, along with some items. It is always calculated after subtracting damage, not before. Upon reaching 0 HP, you are unconscious. Allies or Team members may heal you, so long as you reach 1 HP, you will regain consciousness.
Killing
You may only kill in Battles and Deadly events. In order to do so, you must take a full turn to kill the foe. Once a foe is dead, they may not be revived via healing.
Reishi
Reishi is what you use to power your Techniques. When you hit 0 Reishi, you become Exhausted, Any reiatsu you have is removed and you may not make any standard actions.
Drain: When Reishi is drained, you reduce your Reishi by the amount drained.
Siphon: When a person uses Siphon, the foe reduces their Reishi and the user adds whatever was subtracted to their own Reishi.
Status Effects
Some Techniques have status effects to them, as well as some items or Traits. When told to roll a status check, look at the percentage given (IE Status of 50%) and roll a d100. You want to get BELOW the percentage, unlike a normal attack roll. You must hit with an attack in order for the Status effect to take effect. When dealt multiple Status Effects of the same type (Three Poison status effects), the damage does not stack, only the duration of the effects do. When dealing three stacks of Poison Damage, it would deal 3 damage for 6 turns.
Immunity: Being immune to Status Effects means you cannot take any further stacks of Status damage. Previous stacks will still take their effects.
Special Statuses
Special Statuses are rolled the same way that normal Status effects are, but they cannot be removed as the Normal Status
Suppressing Reiatsu
If you wish to, you can suppress your Reiatsu in a spar against weaker opponents, if you can utilize the Suppressing Reiatsu ability. Accuracy, defense, and damage can be adjusted at your leisure, so long as they stay within their ranges. You can also hold back from critically hitting someone when you roll too high. The only thing you cannot change is your HP. Please note that you cannot gain ANY special effects involved with missed attacks if you lower your accuracy.
Fleeing
It is possible to flee a battle if so desired. In order to do so, first you must spend both Standard actions. If your foe allows you to leave, then you flee successfully. If not, then ask a Game Master to examine the battle. They will decide the outcome based on these factors:
Decimals
When encountering a decimal, this is the rule to follow: Increase or Bonus, round up. Reduction or negative, round down.
RP in Battle
This game is more about Roleplay than battle mechanics. As such make sure you always describe what your characters are doing, and keep the following in mind:
Battle and spar posts must still reach 200 words or more.
Do not describe auto hits or any attacks affect on another player. You will always attempt an attack and wait for the player to describe how their character is affected by it.
It is a defender’s job to describe how an attack hits them. Do not assume attacks will always hit, that's why Shonen heroes always win.
Though your character is not grievously wounded until 0 HP, this does not mean you cannot describe their injuries. It helps to describe the pain and suffering inflicted by an attack.
Even if an attack misses or deals no damage, that does not mean you should act as if it was nothing. Describe its potential, or what it did to the environment if missed.
48 Hour Rule: Make sure to post in a battle within 48 hours or less. It can be frustrating to have a battle to the death, where it takes an entire week to learn if your character is dead or not. If you do not, you will be eliminated from the battle. The only Exception is prior warning due to life issues. We all got lives, it’s understandable that they may cause some issues with posting.
Newbie Battles
When starting out battling, it may be nigh impossible to beat some higher level foes. As such, two or more foes with a spent MP of 100 or less may start a Newbie battle. Anyone who is above 100 total MP Spent may not invade a newbie battle, but anyone below is allowed to.
Insta-Locking
Insta-locking is pumping out three battle posts before anyone is able to. This is a big no-no. If the three posts are sent in under 24 hours, the battle will continue to remain open for another 24 hours, starting from the post that would have otherwise locked it. Please note that battles are a dangerous ordeal, and invasions help to show that. If insta-locking was allowed, then battles would be no more dangerous than a spar.
Turn order with Spars, Battles and (usually) adventures go by the initial posting order. Though teams can change their own order, if they so desire. Event orders are usually up to the Storyteller and thus at their discretion. Everyone must have a turn before the next round and subsequent next turns. These are the types of actions you can make during a turn:
- Standard Actions: These are usually meant to be used for Techniques. These can be turned into a Bonus Action if so desired. You get two Standard Actions a turn.
- Bonus Actions: These are often used for Reactive Techniques or Status Damage-based Techniques. You get One Bonus Action a turn.
- At Will: These are used for instantaneous Techniques or moves that require no preparation. You can perform as many At Will’s as you wish in a turn, but are limited to one of each At Will.
- Full Turn: This is used for actions which require a full turn.
- Reactive Actions: When a move is tagged as Reactive, it means it may only be used in response of an Attack.
Tracking
Actions should be listed in the order in which they occur, meaning if you write “I stab him”, make sure to add the stabbing in first. You also have to list any attacks which hit you, any status which are inflicted upon you, and any damage which you take in a turn. If you are using a defensive Technique, make sure to specify what you are defending against. Include all of the following within your Battle Tracker:
- Reiatsu (Edge)
- Current/Max HP
- Current/Max Reishi
- Defense
- Accuracy
- Damage Dice
- Active Effects
- Traits/Weapon Traits
- Items Equipped
- Techniques and how many uses are remaining
- Will Power
Your battle tracker IS NOT needed until the battle actually begins, you cannot change it once it is posted.
Attack and Defense
When you attack, you “roll” a d100, or a Random number between 1 and 100 is generated. Accuracy modifiers have a Cap of +100. In order to hit your opponent, you must roll ABOVE OR EQUAL TO their defense. When you hit, roll your Damage dice and the opponent will subtract HP from the damage. If the attack misses, the target may RP why the attack missed within reason. (IE Dodging, blocking, Slicing it in half, ETC)
Critical hits: These occur when you get an unmodified 95 or above on a roll. When this happens you gain extra damage, equal to the highest damage rolled in the attack. Aside from a few special Techniques, Critical Hits can not normally be dodged and automatically hit.
Damage
Damage is dealt on a successful hit, but is always rolled either way. When dealing damage, roll your Damage Die, along with any bonus modifiers. To determine your Damage Die, read the Character Info Page.
Types of Damage are as follows:
- Normal Damage: Run of the mill normal damage. It can be negated with Will Power, dodged, and halved.
- Direct Damage: This damage can ONLY be negated by Will Power. It cannot be dodged or halved.
- Status Damage: This damage cannot be negated in any way.
Will Power
Will power acts almost as a secondary HP, which you can spend freely. There is no limit to the amount of Willpower one may receive, and it is granted by Traits, Techniques, and Items. Make sure to note when you spend Willpower and what on. Upon incapacitation, you lose all Will Power.
Hit Points
Hit Points represent your general stamina and health in battle. The lower it goes, the closer you come to meeting your end. Healing via Hado’s can restore HP, along with some items. It is always calculated after subtracting damage, not before. Upon reaching 0 HP, you are unconscious. Allies or Team members may heal you, so long as you reach 1 HP, you will regain consciousness.
Killing
You may only kill in Battles and Deadly events. In order to do so, you must take a full turn to kill the foe. Once a foe is dead, they may not be revived via healing.
Reishi
Reishi is what you use to power your Techniques. When you hit 0 Reishi, you become Exhausted, Any reiatsu you have is removed and you may not make any standard actions.
Drain: When Reishi is drained, you reduce your Reishi by the amount drained.
Siphon: When a person uses Siphon, the foe reduces their Reishi and the user adds whatever was subtracted to their own Reishi.
Status Effects
Some Techniques have status effects to them, as well as some items or Traits. When told to roll a status check, look at the percentage given (IE Status of 50%) and roll a d100. You want to get BELOW the percentage, unlike a normal attack roll. You must hit with an attack in order for the Status effect to take effect. When dealt multiple Status Effects of the same type (Three Poison status effects), the damage does not stack, only the duration of the effects do. When dealing three stacks of Poison Damage, it would deal 3 damage for 6 turns.
Immunity: Being immune to Status Effects means you cannot take any further stacks of Status damage. Previous stacks will still take their effects.
- Blind: Defense and Accuracy are lowered by 25 for 1 turn
- Cripple: HP and Reishi recovery is halved for 2 turns
- Freeze: Damage tier is reduced by 2 for 2 turns
- Immobilize: Defense Techniques cost an additional 10 Reishi to use for 2 turns
- Stun: Super Attacks cost an additional 10 Reishi to use for 2 turns
- Wound/Burn/Poison: You take 4 status damage at the beginning of each turn for 2 turns. Damage cannot be reduced in any way. Wound, Burn, and Poison count at separate Status Effects, meaning they will each deal their own damage.
Special Statuses
Special Statuses are rolled the same way that normal Status effects are, but they cannot be removed as the Normal Status
Suppressing Reiatsu
If you wish to, you can suppress your Reiatsu in a spar against weaker opponents, if you can utilize the Suppressing Reiatsu ability. Accuracy, defense, and damage can be adjusted at your leisure, so long as they stay within their ranges. You can also hold back from critically hitting someone when you roll too high. The only thing you cannot change is your HP. Please note that you cannot gain ANY special effects involved with missed attacks if you lower your accuracy.
Fleeing
It is possible to flee a battle if so desired. In order to do so, first you must spend both Standard actions. If your foe allows you to leave, then you flee successfully. If not, then ask a Game Master to examine the battle. They will decide the outcome based on these factors:
- Can the foe detect your Reiatsu? Is it suppressed?
- Can you hide anywhere in the given environment?
- Have they inflicted you with a Status effect which could hamper you, such as Blindness or Immobilized?
- What is the gap in power? If they are stronger than you, there is a very good chance they are faster than you.
- Do you have a comrade who could distract them?
- Did you use a Technique for misdirection?
Decimals
When encountering a decimal, this is the rule to follow: Increase or Bonus, round up. Reduction or negative, round down.
RP in Battle
This game is more about Roleplay than battle mechanics. As such make sure you always describe what your characters are doing, and keep the following in mind:
Battle and spar posts must still reach 200 words or more.
Do not describe auto hits or any attacks affect on another player. You will always attempt an attack and wait for the player to describe how their character is affected by it.
It is a defender’s job to describe how an attack hits them. Do not assume attacks will always hit, that's why Shonen heroes always win.
Though your character is not grievously wounded until 0 HP, this does not mean you cannot describe their injuries. It helps to describe the pain and suffering inflicted by an attack.
Even if an attack misses or deals no damage, that does not mean you should act as if it was nothing. Describe its potential, or what it did to the environment if missed.
48 Hour Rule: Make sure to post in a battle within 48 hours or less. It can be frustrating to have a battle to the death, where it takes an entire week to learn if your character is dead or not. If you do not, you will be eliminated from the battle. The only Exception is prior warning due to life issues. We all got lives, it’s understandable that they may cause some issues with posting.
Newbie Battles
When starting out battling, it may be nigh impossible to beat some higher level foes. As such, two or more foes with a spent MP of 100 or less may start a Newbie battle. Anyone who is above 100 total MP Spent may not invade a newbie battle, but anyone below is allowed to.
Insta-Locking
Insta-locking is pumping out three battle posts before anyone is able to. This is a big no-no. If the three posts are sent in under 24 hours, the battle will continue to remain open for another 24 hours, starting from the post that would have otherwise locked it. Please note that battles are a dangerous ordeal, and invasions help to show that. If insta-locking was allowed, then battles would be no more dangerous than a spar.