Combat System
Contents
- Combat Statistics
- Capabilities & Bursts
- Combat Elements
- Actions
- Combat Commands
- NPC Combat
- Attack Examples
- Combat Flow
- Character Examples
- Advancement
- Format
Styles
A character object can contain multiple styles. In general, a character themselves will have one, or maybe two, styles to themselves. However, one can generate a Monster or Tinyplot style as well to keep on your character, for the sake of scenes in which you might wish to use these. To request Tinyplot or Monster styles after application, just toss in a +request, and we will try to get back to you as fast as possible.
Each style define a character's Statistics, Capabilities, Bursts, Actions and their Paradigm. Example: Bartz might have a Dancer Style and a Fighter Style.
- Combat Style: A character's fighting style, or class.
- Monster Style: A monster style, if one wishes to run a general battle.
- Tinyplot Style: Either a temporarily upped fighting style for your character, or a monster meant for a low count amount of battles. This is generally for a +requested Tinyplot - or superior forms for some rare characters like Terra.
Statistics
The eight Character Statistics | |
---|---|
Physical Power | Magical Power |
The power at which one hits. This is not so much 'strength' as it is combat 'power'. | |
Physical Accuracy | Magical Accuracy |
The accuracy, or difficulty to dodge, of one's offensive abilities. | |
Physical Defense | Magical Defense |
The ability to take less damage, or a represenation of a high vitality in one field or another. Also used as the stat for Healing. | |
Physical Evasion | Magical Evasion |
The ability to perfectly evade, or nullify an attack. |
Of course, there is are limits in how these statistics outline.
At present, an OC or standard FC gets 1400 points to distribute among them. High level FCs may go up to 1450. The rules one has to keep in mind are the following:
- The Maximum Stat level: 255
- The Minimum Stat level: 128
This means that an average /hero/ or /villain/ will have an average stat of 175.
For reference, a chart on what the statistical numbers are, comparatively to a standard adventurer:
130: Wimpy - Unable to do much lifting, can't hit the broad side of a barn, magically inept, easily fatigued, weak body.
150: Below Average - Weak looking, couldn't play Ice Cream Beat, knows they can cast magic, bad stamina, untrained body.
170: Average - somewhat trained strength, could try out a bow, knows a few decent spells, decent stamina, somewhat trained body.
190: Above Average - Done some weightlifting, good at darts, 'knows' magic, trained stamina, trained body.
210: Good - Kicking down doors, hitting moving targets well, Doing magic studies, exceptionally fast, powerful body.
230: Amazing - Can thumb-press themselves, amazing anticipation ability, magic flows freely, constantly on caffeine, Gaston.
250: Prodigy - Crushes rocks with bare hands, sniper, magical prodigy, ninja, living armor.
Combat Values
The Combat Values | |||
---|---|---|---|
Shortname | Full Name | Description | Value Information |
OL | Overlimit | To Use Limit Breaks. | Start at 0, limit of 200%. Goes up and down based on your Paradigm. |
MP | Magic Points | Use Special Attacks. | Start at 25, limit of 100. Goes up and down by use of your actions. |
BP | Burst Points | To use Burst abilities. | Always starts at 115 plus 5 for every stat over 165. On average, this is 135 BP. It goes down by use. |
HP | Health Points | Your vital state. | Equal to Character Statistic Total, plus a little bit for those over 1400 CST. Goes down with damage. At 0, you're unable to attack. People can Heal you out of this state. |
Capabilities
Capabilities are what define your character (per Style). Are they fast? Are they sturdy? Things that make your character stand out. These give slight boosts during combat in different fields. Some are more situational than others. Note that some of these are mere titles, and do not specifically represent a character's true personality. However, they should match their combat style. Note that you cannot have two 'opposites' at the same time. Like Aerial Fighter & Ground Fighter, or Close Combat & Distance Combat
For Character Generation, choose four.
The Capabilities | |
---|---|
Name | Effect |
Aerial Fighter | Better at Attacking while in the air. |
Ground Fighter | Better at Attacking while on the ground. |
Rock Solid | Better at Defending when using the Defend Command. |
Shield Surf | Far better at Defending when using the Defend Command while in the air. |
Shield Cover | Far better at Defending when using the Defend Command while on the ground. |
Quick Footed | Better at Evading when using the Evade Command. |
Airdash | Far better at Evading when using the Evade Command while in the air. |
Dodge Roll | Far better at Evading when using the Evade Command while on the ground. |
High Tide | Raise Maximum Burst Points by 10 plus 5 for every stat over 165 (30 BP on average). |
Roulette | Small chance for random offensive stat bonuses. You always get a bonus, but which stats and by what amount is random. |
Bright Eyes | Small chance for random defensive stat bonuses. You always get a bonus, but which stats and by what amount is random. |
Poison Expert | Small chance for an attack to Poison. |
Healer | Allows for Healing Special Actions. Note that Healing has diminishing returns per target. |
Stalwart | A one-time chance to not be knocked under 1 HP. |
Antibody | High resist rate against Poison & Virus. |
Close Combat | Your attacks against someone in the same zone (ground/air) are at an advantage. |
Distance Combat | Your attacks against someone in the opposite zone (ground/air) are at an advantage. |
Zone of Control | An opponent's attacks against you, if you're in the same zone (ground/air) are at less of an advantage. |
Anticipation | An opponent's attacks against you, if you're in the opposite zone (ground/air) are at less of an advantage. |
Artful Dodger | If an opponent uses an attack with an incorrect zone modifier (ground against aerial and vice-versa), you get more of an advantage. |
Careful Attack | You take less damage than you normally would, defending against a counter. |
Reaction Command | You gain a bonus to evasion, defending against a counter. |
Large Body | You have an added slight advantage on the ground, and disadvantage when forced into the air. |
Air Soldier | You always start combat in the air, and have an added slight advantage in the air, and disadvantage on the ground. |
Heavy Hitter | Attacks that knock up or down are far more succesful on a hit - and may break through the Airbreak and Root bursts. |
Black Mushroom | Your Debuffs are more likely to stick on your opponent. |
White Mushroom | Your three-round Buffs last one round longer. |
Bursts
Bursts give boosts at any point in combat, using the Burst Point cost. All bursts - selected per Style - give you an effect that lasts until the end of your next attack's reaction. Using a green Burst twice in a row means the first is lost - so don't accidentally double-up. Bursts stack with your buffs and with different Bursts, so it can be tactically quite advantageous to grab ones that go with your strengths. If you don't have enough BP, but your BP is positive, it'll use up OL for the remainder of the cost. This one-time OL use cannot be performed with Unlimited! or Aura. When in combat, it's generally the rule of thumb that you do not use a burst more than once per round; this applies only to the 'gray' Bursts. There can be situations, like a boss fight, where it may be desirable to use a green Burst more than once in a round.
For Character Generation, choose four.
The Bursts | ||
---|---|---|
Cost | Name | Effect |
55 | HiPotion | Gain HP (Major) |
55 | HiEther | Gain MP (Major) |
55 | Unlimited! | Gain OL (Major) |
35 | Potion | Gain HP |
35 | Ether | Gain MP |
35 | Aura | Gain OL |
30 | Lucky Defender | Critical Defense Up (Prevent a critical on the next reaction - or cancels out Lucky Striker) |
35 | Lucky Striker | Critical Rate Up (Triples crit-chance) |
20 | Airbrake | Become immune to Knock Down until you attack or you are mid-counter. |
20 | Root | Become immune to Knock Up until you attack or you are mid-counter. |
25 | Concentrate | Magical Accuracy Up |
25 | Magic Barrier | Magical Defense Up |
25 | Shell | Magical Evasion Up |
25 | Faith | Magical Power Up |
25 | Precision | Physical Accuracy Up |
25 | Kinetic Barrier | Physical Defense Up |
25 | Haste | Physical Evasion Up |
25 | Bravery | Physical Power Up |
40 | Doublecast | Magical Accuracy and Power Up |
40 | Mighty Guard | Magical Evasion and Defense Up |
40 | Rave | Physical Accuracy and Power Up |
40 | Duck and Roll | Physical Evasion and Defense Up |
30 | True Sight | Magical Accuracy and Physical Accuracy Up |
30 | Geomancy | Magical Power and Physical Power Up |
30 | Hasty Retreat | Magical Evasion and Physical Evasion Up |
30 | Full Barrier | Magical Defense and Physical Defense Up |
15 | Scan | You'll be able to see the next 3 Bursts' effects. Normally, these are 'hidden' short of a small notification. |
Plane
The Combat System allows for dynamic movement that changes the flow of combat. It's fairly simple, you are either on the ground, or in the air. To change this state, you can either; Use an Action that 'Moves' you, Be Knocked up in the air by your opponent / Ally, or Move during an Evasion to try and twart your opponent's attempts at catching you in a disadvantageous plane!
Overlimit Paradigm
By selecting one of the following options, you select what you gain Overlimit for. You gain Overlimit for an attack going off, and reacting to one - but these give you the main bonus that build your Overlimit bar to that delightful moment where you can activate your Limitbreak!
You can switch between these by Paradigm Shifting for a set Overlimit cost (20 OL) - and they give you different amounts of Overlimit depending on the Paradigm you are under. To return to your original Paradigm costs only 10 OL. You can carry through an entire battle without shifting once if that is your desire!
The Overlimit Paradigms | |
---|---|
Name | Overlimit gain on... |
Dancer | Succesful Evasion |
Warrior | Succesful Hit |
Sentinel | Getting Hit |
Berserker | Missing |
Synergist | Buffing someone (Not Attack Only Buffs ~ Like Esuna) |
Saboteur | Debuffing someone (Not Attack Only Debuffs ~ Like Drain) |
Gambler | Critting, or being critted on |
Status Effects
Buff
Note that you may place a Buff on an attack, in order to boost that attack. This will apply that buff to you before the attack goes off, and it will remain until a second attack goes off. This means that a defensive buff on your attack will last until your next attack. However, it still will be full cost - as if you'd buffed someone in the standard manner; A normal Buffing action on someone, will last Three rounds instead and applies after the Buffing 'attack' goes off; this is to say, Three attacks going off. 'Attack Only' and 'Target Only' Buffs however, only are in effect during the 'Reaction' of the command; as they alter the attack in general.
The Positive Effects and Buffs | |
---|---|
Name | Effect |
Esuna | Target only - makes each Esuna action remove a DeBuff from the target, on hit. |
Lucky Sevens | Full Attack - makes an entire attack gain a random boost or loss in attack-damage. Costs no MP. |
Regen | Slowly regenerates HP. There's a modification to this regeneration based on Elemental Strength or Weakness. |
<Element> Resist Up | Lowers the damage taken from this element. |
<Stat> Up | Raises the stat temporarily. |
Bless | Random Stat Up. |
Astra | Greatly resist Dispels! |
Weightless | Lowers Move MP cost slightly for an entire attack. |
Antigravity | Increase your Knock chances for an entire attack. |
Paradigm Shifter | Makes your next Paradigm Shift cost half its normal cost. |
Debuff
A Debuff on hit, and taking effect, will last Three rounds after that hit. That is to say, Three actions going off. However, an 'Attack only' Debuff will simply 'alter' the entire attack to take in the effect of the Debuff, and will only be in play during the attack's calculations of the Reaction.
The Negative Effects and Debuffs | |
---|---|
Name | Effect |
Withering | Full Attack - makes an entire attack target MP, on hit - based on damage. |
Drain | Full Attack - makes an entire attack drain some of the damage done in HP. |
Dispel | Makes each Dispel action try and remove an enemy Buff, on hit. |
Poison | HP Damage over time. There's a modification to this damage based on Elemental Strength or Weakness. |
Silence | Raises cost of Bursts. |
Stun | Lowers Overlimit Gain. |
Virus | Lowers HP Healing and Regeneration. |
<Element> Resist Down | Raises the damage take of this element. |
<Stat> Down | Lowers the stat temporarily. |
Curse | Random Stat Down |
Within combat, you combine three actions in order to form an attack. In general, these will combine into a single targeted action. We'd like to give as much freedom as possible in this. Below, you will find both standard actions that are pre-defined for you, as well as the rules on how to make a Special Action and a Limit Action. These are the Actions that will make up your attacks.
Free Actions
These actions are given to you without application, and you will always have these available to you:
- Rest
- Gain minor MP, HP and Overlimit.
- Area
- Allows for +1 target, Stacks
- Movement
- Move Up: Moves up if possible - without attacking.
- Move Down: Moves down if possible - without attacking.
- Actions (Can be altered on the fly - changing their Family, and Element)
- Wimpy {2}, Light {3}, Medium {4}, Force {6} Heavy {8}
- Gain MP and Overlimit just like Special Actions.
- You can only change the element if you have at least one special action with that specific element.
Special Actions
A special action is a combination of a series of factors. You will have ten of these. They are of the following makeup:
Name | Level | Family | Type | Aim | Move | Smash | Element | Buff | Debuff | |
---|---|---|---|---|---|---|---|---|---|---|
Action name | 0-10 | Magical | Standard | Standard | Stay | Hit | None | None | None | |
Physical | Quick | Aerial | Move Down | Knock Up | Fire | Lucky Sevens | Drain | |||
Elemental | Guard-Breaking | Ground | Move Up | Knock Down | Nature | Regen | Dispel | |||
Flashy | Ranged | Air | <Element> Resist Up | Poison | ||||||
Buffing (Lvl 0) | Melee | Water | <Statistic> Up | Silence | ||||||
Effect Action (Lvl 0) | Holy | Bless | Stun | |||||||
Healing | Dark | Astra | Virus | |||||||
Special | Weightless | <Element> Resist Down | ||||||||
Antigravity | <Statistic> Down | |||||||||
Paradigm Shifter | Curse | |||||||||
Esuna | Withering |
Anything past 'Type' is optional. Read below on each part that makes up an Action, to figure out your options.
Special Action Breakdown | |
---|---|
Title | Description |
Name | The action or attack name: something like 'Jump', 'Poison', 'Lunge', or 'Quake'. Keep in mind that combinations include up to three actions; a Special Action need not describe a complete attack in itself. |
Level | The power level of your action, from 0 to 10, where 0 does no damage (and is generally only used for Buffing and Effect Actions) and 10 does the most damage. The higher the level, the higher the MP cost. Since the power level of a combination is the total added power levels of its component actions, even if your action is not itself an attack but just part of one -- 'Lunge' or 'Backstep', for example -- consider assigning it a non-zero power level for what it contributes overall. A 'standard' Level 4 action breaks even on MP, those below generate MP, and those above cost MP. |
Family | Does it use your Magical or Physical stats? Or Elemental if it uses an average of Magic and Physical with a slight bonus. |
Type | Determines the type of action: Standard (inflicts damage, unmodified), Quick (+ Accuracy, - Power), Guard-Breaking (- Accuracy, + Power), Flashy (- Accuracy, - Power, +Extra Overlimit), Buffing (must be Level 0, applies 3 round Buff), Effect action (must be Level 0, applies Debuff which cannot be resisted), or Healing (Target Gains HP in diminishing returns). |
Aim | Modifies how effective this action is with regard to the zone (Ground or Air) you and your target occupy. If your attack is aimed correctly, it is more accurate and damaging; if it is aimed incorrectly, it will be penalized. These bonuses or penalties stack: the more well-aimed actions you use, the better your combination will be, and vice-versa. There are five options, and you may select only one per action:
Standard: This action is not affected by zone. Includes basic physical and magic attacks or non-damaging actions. |
Move | Determines whether characters Move Up to the air, Move Down to the ground, or Stay in position as a result of this action. A character may move between zones multiple times in one round if different actions are combined. Your character will remain in this zone until Knocked out of it or you move again. Note: movement is calculated before accuracy and damage are, so if the action is Melee- or Ranged-Aimed, know that its success will depend on where you end up, not where you started. Moving costs 4 MP. |
Smash | Affects whether actions merely Hit your target, Knock your opponent Up into the air, or Knock them Down to the ground. Smashing someone around has a small MP cost and a chance to fail, but an attack which successfully forces the target to move inflicts additional damage. Note: as above, the target's movement is calculated before accuracy and damage, so if the action is Melee- or Ranged-Aimed, its success will depend on where the opponent ends up. Smashing costs 2 MP. Not that even if an attack misses, it will resolve the Smashes and moves performed. |
Element | Select the elemental affinity of the action: either None or one of the following: Fire, Nature, Air, Water, Holy, Dark, or Special. Elemental strengths and weaknesses are calculated per-action in an attack. |
Buff | If your action has a Buff, either (1) it is a Level 0 Buffing action or (2) it is of Level 1 or higher. A Buffing action will apply the effect for three rounds to the target: for example, a Buffing action with Physical Power Up or Physical Evasion Up will imbue the target with that temporary enhancement. A non-Buffing action with a buff effect, however, will instead temporarily boost the user for a single round (until your opponent's next reaction): for example, an attack with Physical Power Up will help you do more physical damage that turn, and one with Physical Evasion Up will help you dodge physical attacks next reaction. If a non-Buffing action is particularly empowered or aids in defense, consider attaching a buff for a one-round self-boost. Most Buffs cost 4 MP. You may list this as None on your application where applicable. Buff and Debuff are mutually exclusive. |
Debuff | If your action has a Debuff, either (1) it is a Level 0 Effect Action or (2) it is of Level 1 or higher. An Effect Action, if it hits the target, will always apply the Debuff for three rounds. A damage-inflicting attack with a Debuff, however, may have that Debuff resisted by the target even when the action hits; if the Debuff is not resisted, it will last for three rounds. Certain Capabilities affect the likelihood of an attack's Debuff being resisted. Most Debuffs cost 4 MP. You may list this as None on your application where applicable. Buff and Debuff are mutually exclusive. |
Limitbreaks
A limitbreak is an action much like any other Special Action. You get two of these per Style on your character, in addition to the 10 Special Actions. They will get a MP use reduction, and are defined by four special 'types', but are otherwise very similar to a normal Action:
- Super Guard-Breaking: More effective than Guard-Breaking action, but the penalties are still there.
- Super Accurate: More effective than a Quick action, but the penalties are still there.
- Super Effective: Can attach an additional debuff, for a total of two. You can double up on Curse.
- Super Buffing: Can attach an additional buff, for a total of two. You can double up on Bless.
- Super Balanced: Similar to standard, with minor effectiveness boost.
Using a Limitbreak
Using a limitbreak action is similar to attacking normally, and is mixed up with your regular attacks, only with the additional requirement that you have the OL to spend. And yes, you can combine these with a Map, so you can target multiple targets.
- 100%: limitbreak person=<Limitbreak Action>,action,action
- 150%: limitbreak person=<Limitbreak Action>,<Limitbreak Action>,action
- 200%: limitbreak person=<Limitbreak Action>,<Limitbreak Action>,<Limitbreak Action>
Attacks
- attack <person[,PersonN]>=<Action>,<Action>,<Action>
- Takes that action. Attacks someone, buffs someone, heal someone. Whichever.
- Note that you can't combine Healing moves with anything that would do direct damage.
- cancel <person>
- Cancels your attack against that person, and regains MP. In the case of a mapped attack, some targets may give back more MP than others.
- limitbreak <person[,PersonN]>=<Action>,<Action>,<Action>
- Use the limitactions!
- skip
- Same as: Attack Me=Rest,Rest,Rest
Defenses
- Counter <Attacker>=<Attack Action>
- Try to counter an attack with a single Free or Standard Action. Your dodge and defense are lowered slightly. Note: You cannot counter a Healing or Buffing, or Rest move.
- Defend <Attacker>
- Damage received down.
- Chance to dodge down.
- Evade <Attacker>
- Chance to dodge up.
- Evade <Attacker>=<Up/Down>
- Moves you Up or Down by spending 4 MP, before the opponent's attack goes off.
- Chance to dodge up.
- Damage received up.
- Accept
- Let an attack hit.
- Expose
- Let an attack hit, and crit.
- Die
- Let an attack hit and take you to 0, no matter what.
- LimitGuard <Attacker>=<OL>
- Use 100%, 150%, or 200% Overlimit to increasingly lower the attack-level of your opponent's attack. You will still have to 'react' after this with one of the above commands.
- Transfer <Attacker>=<Person>
- Will transfer the attack to that person, moving it to their queue instead - if they want to take the hit for you.
- You should always ask permission from the attacker and the person you are transferring to - before you transfer! Do not abuse this command.
Miscellaneous
- +style <Style>
- Switches you to that style.
- In general, it's bad form to shift to another style mid-battle, as it can give an unfair advantage. There are some exceptions to these, like story-line moments or people like Kaze. If you are not sure, ask staff.
- +heal/full
- Resets your combat status, Queue, buffs, etc - to their standard values.
- +heal/boss <number>
- Sets your character's status to fit that of a boss character. It does not remove buffs, debuffs, your queue, etc. Also, it allows you to freely extend your attacks to <number> enemies - meaning that you don't have to use the Area action for this purpose.
- +actions
- Shows your available Special Actions
- +freeactions
- Shows your available 'Free' Actions
- setaction <standard name>=<new name>=<family>
- Sets a free action to their new name, and its family (Physical, Magical, Elemental)
- setaction <standard name>=<new name>=<family>=<element>
- Sets a free action to their new name, its family, and an Element that is represented within your Special Actions.
- +heartless/create
- A custom heartless NPC for you to play around with! Look at it for the commands to use.
Heartless Objects
This system is in place so you don't have to sacrifice your own character for the sake of NPCing a battle, you can use these objects to simulate an NPC and use that as a punching bag or major boss badass monster. To request an NPC heartless or otherwise design one, check [1].
Miscellaneous
- +heartless/create
- Creates an NPC monster to use for combat, identifying it by a number (ID).
- +heartless/heal/full <ID>
- Heals the NPC monster fully.
- +heartless/boss <ID>=<PLAYERS>
- Useful for bossing up the heartless, so they can fight multiple targets.
- +heartless/style <ID>=<STYLE>
- Switches it to a different 'NPC type'. As much as these may be named after Heartless, they're just intended as stat-outlines for certain groups of monsters, or single monsters.
- +heartless/styles <ID>
- The list of available NPC types to use with the former command.
- +heartless/setowner <ID>=<PERSON>
- Changes the owner of the heartless, in case you have to surrender a part of combat to someone else, because you have to head AFK or for any other reason you might think of.
Attacks
- +heartless/queue <ID>
- Checks the queue of the heartless object.
- +heartless/react <ID>=<REACTION>=<PERSON>
- +heartless/<REACTION> <ID>=<PERSON>
- Uses a certain reaction to a person's attack. Available options are: evade, defend, accept, die, expose.
- +heartless/counter <ID>=<PERSON>=<ACTION>
- Counters a person's attack with one of the heartless' actions.
- +heartless/health <ID>
- Checks the health outreading of the heartless.
- +heartless/actions <ID>
- Checks what attacks the heartless has available.
- +heartless/stats <ID>
- Checks the stats of the heartless.
- +heartless/attack <ID>=<PERSON>=<ACTION>,<ACTION>,<ACTION>
- +heartless/attack <ID>=<PERSON>,<PERSON>,<PERSON>=<ACTION>,<ACTION>,<ACTION>
- Has the heartless attack one or more people.
- +heartless/limitbreak <ID>=<PERSON>=<ACTION>,<ACTION>,<ACTION>
- +heartless/limitbreak <ID>=<PERSON>,<PERSON>,<PERSON>=<ACTION>,<ACTION>,<ACTION>
- Same as above, but this time using a limitbreak!
- +heartless/bursts <ID>
- Checks what bursts the heartless has available.
- +heartless/burst <ID>=<BURST>
- Has the heartless use that burst.
Attack Examples
Fire
- Components:
- Fire: Level 3, Magical, Standard, Fire
- Rest
- Attack:
- attack <Target>=Rest,Rest,Fire
Fire (Two targets)
- Components:
- Fire: Level 3, Magical, Standard, Fire
- Rest
- Area
- Attack:
- attack <Target>,<Target>=Rest,Area,Fire
Fire (Three targets)
- Components:
- Fire: Level 3, Magical, Standard, Fire
- Rest
- Area
- Attack:
- attack <Target>,<Target>,<Target>=Area,Area,Fire
Launch & Air Attacks
- Components:
- Launch: Level 6, Physical, Guard-Breaking, Ground, Knock Up
- Aerial Attack: Level 3, Physical, Quick, Aerial
- Attack:
- attack <Target>=Launch,Aerial Attack,Aerial Attack
High Jump
- Components:
- Jump: Level 4, Physical, Quick, Aerial, Move Up.
- Fall: Level 6, Physical, Guard-Breaking, Aerial, Move Down, Knock Down.
- Attack:
- attack <Target>=Jump,Jump,Fall
- Notes:
- Know that a 'new attack' is formed from what you use. Which means that it may not make sense for one part of the components to do damage - but the result doing more damage does. And that's the part that matters.
High Jump (Alternate)
- Components:
- Jump: Level 1, Physical, Quick, Move Up, Buff: Physical Strength.
- Higher: Level 1, Physical, Quick, Move Up, Buff: Physical Accuracy.
- Fall: Level 6, Physical, Guard-Breaking, Aerial, Move Down, Knock Down.
- Attack:
- attack <Target>=Jump,Higher,Fall
- Notes:
- As you notice, the 'Jump' attack is different from the previous one. It all depends on how you wish to represent a Jump action. Remember not to think of the components as individual attacks, but individual 'actions'. Because the attacks contain buffs, but these buffs are attached to attacks - they will only last from the attack itself, until just before someone reacts to your next attack - or you counter.
Healing Wind
- Components:
- Regen: Level 0, Magical, Buffing, Holy, Buff: Regen.
- Area
- Attack:
- attack <Target>,<Target>,<Target>=Area,Area,Regen
- Notes:
- Because the 'Regen' Special Action is a level 0 Buffing action, it will last for three rounds on the targets.
FFX Style Summon: Bahamut
- Components:
- Bahamut: Level 4, Magical, Guard-Breaking, Dark, Buff: Magical Power Up
- Supreme Summoning: Level 7, Magical, Quick, Buff: Magical Accuracy Up
- Megaflare: (Renamed Freeaction) Level 8, Magical
- Rake: (Renamed Freeaction) Level 4, Physical
- Rest
- Attack:
- attack <target>=Bahamut,Megaflare,Rest
- attack <target>=Supreme Summoning,Bahamut,Megaflare
Combat Flow
This will detail the general 'combat flow' for a few circumstances. Most often, combat will end up being between two characters. For more details on what certain commands do, check the Combat Commands tab.
Player A vs Player B
An Average Round
The basics of the game. Two characters attacking each-other.
- Player A checks their +queue. If there's nothing in there, skip to step 4.
- Player A uses Bursts (optional) - Do not use the same Burst twice in a row during the same 'round': +burst Burst Name.
- Player A Reacts by choosing whether to defend Player B, evade Player B, evade Player B=Up/Down , accept Player B , expose Player B , or to dramatically end the fight; die Player B .
- Player A checks their +actions and +freeactions for what actions they want to combo up.
- Player A uses Bursts (optional) - Do not use the same Burst twice in a row during the same 'round': +burst Burst Name.
- Player A attacks Player B: - attack Player B=Action1,Action2,Action3.
- Player B checks their +queue. If there's nothing in there, skip to step 4.
- Player B uses Bursts (optional) - Do not use the same Burst twice in a row during the same 'round': +burst Burst Name.
- Player B Reacts by choosing whether to defend Player A, evade Player A, evade Player A=Up/Down , accept Player A , expose Player A , or to dramatically end the fight; die Player A .
- Player B checks their +actions and +freeactions for what actions they want to combo up.
- Player B uses Bursts (optional) - Do not use the same Burst twice in a row during the same 'round': +burst Burst Name.
- Player B attacks Player A: - attack Player A=Action1,Action2,Action3.
A Buffing / Healing Round
A simple round, in which Player A decides to Buff or Heal themselves, rather than attacking Player B. This means the queue of Player B will be empty, and they can just attack back.
- Player A checks their +queue. If there's nothing in there, skip to step 4.
- Player A uses Bursts (optional) - Do not use the same Burst twice in a row during the same 'round': +burst Burst Name.
- Player A Reacts by choosing whether to defend Player B, evade Player B, evade Player B=Up/Down , accept Player B , expose Player B , or to dramatically end the fight; die Player B .
- Player A checks their +actions and +freeactions for what actions they want to combo up.
- Player A uses Bursts (optional) - Do not use the same Burst twice in a row during the same 'round': +burst Burst Name.
- Player A 'attacks' themselves (Player A): - attack Player A=Buffing/Healing Action1,Action2,Action3.
- Player A accepts their own 'attack'; accept Player A.
- Player B checks their +actions and +freeactions for what actions they want to combo up.
- Player B uses Bursts (optional) - Do not use the same Burst twice in a row during the same 'round': +burst Burst Name.
- Player B attacks Player A: - attack Player A=Action1,Action2,Action3.
Character Examples
For an in-depth view of statted character objects, see the following link: [tinyurl.com/heartlessmake link]. This link contains the statted forms of monsters, heartless and TP villains. The ones that are 'in our system' are represented by locked sheets.
What follows below are example stat-lines for simple character concepts.
Style: White Mage
Statistics
- Physical Power: 200
- Magical Power: 150
- Physical Accuracy: 150
- Magical Accuracy: 200
- Physical Defense: 150
- Magical Defense: 250
- Physical Evasion: 150
- Magical Evasion: 150
Capabilities
- Healer
- White Mushroom
- Rock Solid
- Heavy Hitter
Bursts
- HiPotion
- HiEther
- Magical Barrier
- Faith
Actions
- Cure: Level 3, Magical, Healing, Holy
- Regen: level 0, Magical, Buffing, Holy, Buff: Regen
- Esuna: Level 0, Magical, Buffing, Holy, Buff: Esuna
- Cura: Level 5, Magical, Healing, Holy
- Curaga: Level 8, Magical, Healing, Holy
- Hammer Whack: Level 0, Physical, Effect Action, Aerial, Knock Down, Debuff: Stun
- Magic Hammer: Level 5, Magical, Quick, Knock Down, DeBuff: Withering
- Holy: Level 5, Magical, Guard-Breaking, Holy
- Toad: Level 0, Magical, Effect Action: Physical Attack Down
- Air Smash: Level 7, Physical, Guard-Breaking, Ground, Knock Up
Limit Break
- Holy Hammer: Level 9, Magical, Guard-Breaking, Ground, Knock Down
- Strengthening Waters: Level 0, Super Buffing, Regen + Bless
Paradigm
- Synergist
Style: Berserker
Statistics
- Physical Power: 250
- Magical Power: 150
- Physical Accuracy: 150
- Magical Accuracy: 150
- Physical Defense: 200
- Magical Defense: 150
- Physical Evasion: 200
- Magical Evasion: 150
Capabilities
- Large Body
- Ground Fighter
- Stalwart
- Heavy Hitter
Bursts
- Lucky Striker
- Precision
- Rave
- Unlimited!
Actions
- Raise The Hammer: Level 5, Physical, Knock Up, Ground
- Bring Down The Hammer: level 7, Physical, Knock Down, Aerial
- Battlecry: Level 0, Physical, Buffing, Nature, Buff: Regen
- Warcry: Level 0, Physical, Buffing, Nature, Buff: Physical Power Up
- Scissor Slam: Level 3, Physical, Melee, Buff: Physical Power Up
- Hammerthrow: Level 4, Physical, Quick, Ranged
- Throw More Hammers: Level 8, Physical, Quick, Ranged, Buff: Physical Accuracy Up
- Back of The Hammer: Level 5, Physical, Guard-Breaking
- Dual Hammer Wielding: Level 6, Physical, Guard-Breaking, Ground
- SMAAASH!: Level 9, Physical, Guard-Breaking, Ground, Knock Up
Limit Break
- Unlimited Hammer Works: Level 10, Physical, Super Accurate, Buff: Physical Power Up
- Demon Cry: Level 0, Super Buffing, Physical Defense Up, Regen
Paradigm
- Berserker
Style: Sneaky Pirate
Statistics
- Physical Power: 200
- Magical Power: 130
- Physical Accuracy: 230
- Magical Accuracy: 130
- Physical Defense: 140
- Magical Defense: 140
- Physical Evasion: 230
- Magical Evasion: 200
Capabilities
- Quick Footed
- Roulette
- Zone of Control
- Black Mushroom
Bursts
- Hasty Retreat
- Precision
- Haste
- Aura
Actions
- Bottle Smash: Level 3, Physical, Ground
- Ye Ol' Flintlock: level 7, Physical, Knock Down, Ranged
- Spray Fire: Level 7, Elemental, Guard-Breaking, Fire, Debuff: Poison
- Dirt In Face: Level 0, Physical, Effect Action, Special, Debuff: Physical Accuracy Down
- Arrrrr: Level 3, Physical, Melee, Knock Up
- I Have A Jar Of Dirt: Level 0, Physical, Effect Action, Special, Debuff: Physical Power Down
- Not The Face: Level 6, Physical, Quick, Melee, Buff: Physical Defense Up
- Rapier Wit: Level 3, Physical, Quick, Melee
- Parley: Level 0, Magical, Buffing, Buff: Physical Attack Up
- Pirate Stunting: Level 9, Physical, Guard-Breaking, Ground, Knock Up, Move Down
Limit Break
- Dirty Tactics: Level 0, Physical, Super Effect Action, Special, Debuff: Curse + Curse
- Where's The Rum Gone: Level 7, Physical, Super Guard-Breaking
Paradigm
- Dancer
Style: Valkyrie
Statistics
- Physical Power: 200
- Magical Power: 150
- Physical Accuracy: 150
- Magical Accuracy: 180
- Physical Defense: 242
- Magical Defense: 222
- Physical Evasion: 128
- Magical Evasion: 128
Capabilities
- Aerial Fighter
- Air Soldier
- Bright Eyes
- Shield Surf
Bursts
- HiPotion
- Airbrake
- Kinetic Barrier
- Bravery
Actions
- Violent Rage: Level 6, Physical, Ground
- Final Blast: level 8, Elemental, Fire, Knock Up, Melee
- Pale Flare: Level 4, Magical, Nature, Debuff: Curse
- Ether Strike: Level 4, Elemental, Quick, Holy, Ranged
- No Escape From Catastrophe: Level 1, Elemental, Quick, Ground, Knock Up, Buff: Physical Accuracy Up
- Meteor Swarm: Level 10, Magical, Guard-Breaking, Special
- Stand Fast: Level 0, Elemental, Buffing, Buff: Bless
- Let It Be Done: Level 0, Physical, Effect Action, Ground, Physical Power Down
- It Shall be Engraved Upon Your Soul: Level 6, Physical, Knock Up, Buff: Physical Accuracy Up
- Divine Assault: Level 3, Physical, Holy, Buff: Physical Power Up
Limit Break
- Nibelung Valesti: Level 8, Elemental, Super Accurate, Buff: Weightless, Move Up, Knock Up, Melee
- I'll Light Your Way To Hell: Level 7, Physical, Super Guard-Breaking, Knock Up
Paradigm
- Sentinel
Character Advancement
There is no current point-for-point outline of how advancement is handled. Currently, one can easily up one's CST if one is below 1400 and get them changed as you go along. Additional modes are possible, (up to two modes), by putting in the RP and character development. To request such things, just use the +request command.
The following options are likely to open up in the future:
- Boosting CST
- Extra Character Abilities - Non-combat abilities can always be requested by +request!
- Extra Actions per Style - Up to 12 Special Actions
- Extra Bursts - To a max of 6.
- Extra Styles - Soft Max of 2.
Application Outline
Style Number:
Style Name:
Statistics:
- Physical Power:
- Magical Power:
- Physical Accuracy:
- Magical Accuracy:
- Physical Defense:
- Magical Defense:
- Physical Evasion:
- Magical Evasion:
Capabilities:
- Slot 1
- Slot 2
- Slot 3
- Slot 4
Bursts:
- Slot 1
- Slot 2
- Slot 3
- Slot 4
Paradigm:
Special Actions: (Please use the 'defaults' for anything with a ? after it. Buff and Debuff are mutually exclusive. Please write out the full names.)
- Action 1: Name, Level, Family, Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
- Action 2: Name, Level, Family, Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
- Action 3: Name, Level, Family, Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
- Action 4: Name, Level, Family, Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
- Action 5: Name, Level, Family, Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
- Action 6: Name, Level, Family, Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
- Action 7: Name, Level, Family, Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
- Action 8: Name, Level, Family, Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
- Action 9: Name, Level, Family, Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
- Action 10: Name, Level, Family, Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
Limit Actions:
- Limit Action 1: Name, Level, Family, Super Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?
- Limit Action 2: Name, Level, Family, Super Type, Aim?, Move?, Smash?, Element?, Buff?, Debuff?