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Posted: Tue Nov 17, 2009 7:10 pm
The Rules Of War
Now, you might be thinking: "Combat? In MY modern-day fantasy B/C RP?"
Well, yes. But we promise, it's not as bad as it looks.
If you like, you can never use the battle stats again; you'll only need to use them during the Quest RPs, where the staff will do the calculating. But if you want to practice the combat-system outside of the Quest RPs - and you will reap some benefits if you do, such as stat-increases and Shards - then this post is for you.
It looks like a lot of information, so take it step by step.
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Posted: Tue Nov 17, 2009 7:12 pm
01. ATTACKING
The damage you do to your opponent is [number rolled] + [your ATK].
If your opponent has 2 or higher DEF, than see the DEFENDING section below.
Example
You have ATK 3, DEF 5, and HP 10. Bob has ATK 4, DEF 2, HP 10
You roll a six-sided die and get 3. Add the 3 to your ATK 3.
3 + 3 = 6.
You deal 6 damage to Bob!
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Posted: Tue Nov 17, 2009 7:13 pm
02. DEFENDING
For every 2 points of DEF you have, subtract 1 point of damage from any attack made against you.
Example
Using the same stats as above, you are now defending against Bob's attack.
Bob rolls and gets 4, which is added to his ATK 4.
You have DEF 5, which means you can subtract 2 points of damage from Bob's attack.
8 - 2 = 6.
You absorb 2 points of damage and take 6!
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Posted: Tue Nov 17, 2009 7:19 pm
03. SPECIAL MOVES
Special moves (represented as SP.) are given to the Haltia to use in battle, and are usually aligned to the Haltia's native Element (see below). They can be used at any time during a fight, but only once per battle unless specific circumstances apply.
Most Special Moves are Element-aligned. Use the Element your opponent is weak against, but be careful! Using a Special Move with an Element your opponent is strong against won't be very effective.
If your enemy is weak to your Element: It does damage equal to your ATK plus 10.
If your enemy is strong against your Element: It does damage equal to half of your ATK (rounded up).
If your enemy's Element is neutral to your Element: It does damage equal to your ATK.
Each Special Attack may only be used a certain number of times per encounter:
Peri = 1 time. Transit = 5 times. 7th Stage = Unknown.
While you can acquire a new SP. every time the Haltia moves up a stage, you can only have one Special Move at a time; you must choose which SP. you want to keep.
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Posted: Tue Nov 17, 2009 7:36 pm
04. ELEMENTS
As you've noticed, Haltia have different Elements. Some can be useful in case of a battle, and you can identify a Haltia's Element by the color of the background on the cert.
Earth = Green Red = Fire Air = Yellow Blue = Water
If the enemy is weak to the Element of its opponent, add 2 points of damage to the [dice roll] + [ATK stat].
If the enemy is strong against the Element of its opponent, subtract 2 points of damage from the [dice roll] + [ATK stat].
Strengths and Weaknesses
* ">" mean "stronger than." * "<" means "weaker than."
Earth > Water Earth < Air
Air > Earth Air < Fire
Fire > Air Fire < Water
Water > Fire Water < Earth
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Posted: Tue Nov 17, 2009 7:38 pm
05. HP
These are your Health Points; as long as you have even 1 HP, you can still fight. If you lose all of your HP in a battle, however, you can't continue fighting.
Since you're usually in the Sancta while fighting, losing all your HP "wakes you up"; you come out of the 'dream world' and back into the real one. If a Haltia loses all of their HP in a real-world battle, take them to the Black&White Manor, fast!
(That means in-RP.)
A Haltia's soul is connected to its wooden body only through the magic of Alain and Sivan's work; if the Haltia is damaged too badly, its soul could break free of its body and be swept away! To make sure that doesn't happen, watch your HP carefully, okay?
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