With minor fights like with Npcs (including akuma that aren't controlled by users) or spars with other Exorcists/Noah, this system isn't needed, but you should still decide who wins ahead of time so that fights don't go on forever. Oh, and this way people have more of a chance of actually dying, not that I'm saying that people want your character to die. You can't kill a person without their consent first, so no character's life will drop lower than two points unless their player decides they want their character to kick the bucket.
If a canon character dies in the series, they die here, no ifs, ands, or buts. If there is such a case, then just role play out the battle like in the manga/anime, either that or just skip that battle and just wait for everyone else to finish off whatever's going on, catch up to them somehow and there ya go. If a character doesn't die in the series, then they don't die here. So yes, canon characters will most likely never go ka-put, but that that doesn't mean they can't have their asses handed to them or be bedridden with near-fatal wounds for months to come.
The battle system will be run according to the Post Action dice rolling and number generating capabilities offered by Gaia. Questions on how to use? Ask away in the main forum chat thread.
Hitting
**Note: Please note you must read through the Synchronization rules. Again. The following refers to combat exchange between users, not NPC controlled characters/Akuma. Therefore Level 1 Akuma are not included. Tease usage by a certain one of the Noah familia is counted under this as well.
- For every single-target technique (or part of a multiple launching technique, like a bullet), roll 1d20. The opponent should roll 1d20 too. Yours is the attack roll, the opponent's is the dodge roll. Subtract the opponent's roll from yours. Refer then to the following chart.
Tease - difference of 3 or higher to hit
Skull Sorcerers/Level 2 - difference of 5 or higher to hit
Level 3 - difference of 7 or higher to hit
Level 4 - difference of 9 or higher to hit
New Exorcists - difference of 3 or higher to hit
Experienced Exorcists - difference of 7 or higher to hit
Generals - difference of 11 or higher to hit
Noahs - difference of 13 or higher to hit
Wisely, Eldest/Youngest child - difference of 17 or higher to hit
Millennium Earl - difference of 20 or higher to hit
**Example: Exorcist A attacks a Level 3 Akuma. Exorcist A rolls a 11 for his or her attack. Level 3 rolls a 14 for the respective dodge roll. Since the difference is only 3, he or she does not manages to hit the Akuma.
Exorcist A attacks again, this time rolling a 17 for the respective hit roll. This time, the Akuma only rolled a 6. Since the difference here is 11, which fulfills the requirement of a dodge difference of 7 or higher to hit the Akuma, then this time the Akuma is hit. The Exorcist should proceed to generating a number for damage now.
Obviously, if you do not meet the required Dodge difference, your attack misses.
**Armor: You can also use armor form Innocence (or the sheath/hilt of a sword) to guard again attacks (certain types of attacks) and have the Innocence take/absorb damage for you. If it's a solid form equipment-type your character wields, then please check out the Innocence section below as regarding weapon durability.
Generating Damage
Once again, use post action. It should say "Generate a number between _________ and _________"
These numbers represent the strength of your attack, which get deducted from the opponent's Health Points.
The numbers, which are your damage points, you plug in are determined by what you are. Remember, for the Akuma section, unless you are a parasitic type, you must either cut off the infected area or have a parasitic type capable of removing it (or someone capable of healing the damage) before the breaking effect due to the Akuma virus fully occurs.
Level 1 - base damage of 2 - 4
Tease - base damage of 1 - 2
Skull Sorcerers/Level 2 - base damage of 5-10
Level 3 - base damage of 8-13
Level 4 - base damage of 11-16
**Note: Skull sorcerers do damage with magic.
New Exorcist - base damage of 8-13
Experienced Exorcist - base damage of 11-16
Noah/Generals - base damage of 19 - 24
Wisely, Eldest/Youngest Child - base damage of 24 - 29
Millennium Earl - base damage of 50 - 55
**Note: Health Points should be recorded at all times during a fight. Be sure to deduct them accordingly. If you don't, consequences are probably just likely to be unpleasant. Health points are determined also by what you are.
Falling to the negatives means character death.
Level 1 - 15 HP
Tease - 20 HP
Skull Sorcerers/Level 2 - 50 HP
Exorcists/Level 3 - 80 HP
Level 4 - 100 HP
Noahs/Generals - 100 HP
Taking Hits: Dodging is optional, so getting hit or not is your choice, really. Then again, who wants to lose? I thought that these numbers were pretty fair since I based them off of how strong the characters were in the actual series. If something's too weak or too strong, please tell me.
OBVIOUSLY THIS SYSTEM IS UNDER BETA TESTING STAGE AND IS SUBJECT TO MODIFICATION. ANNOUNCEMENTS WILL BE MADE.
Synchronization Rules
**Note: This applies to both Noah's Family and Exorcists/Critical Breakers [Generals]. A higher synchronization means more harmonization with the Innocence fragment or Noah's spirit respectively. Basically, attacks grow stronger and more effective, and hence less of a chance to miss due to disparities between the Innocence or Noah's will and the host's.
New Exorcists and Noah's Syncro rates will start at the lowest 60% and grow afterward. Older Generals should be around 140% or higher, with newer Generals at about 120% or so, but not too high. All Noah above 100% are considered completely consumed by their hosted memory.
If you are playing a Canon character and are unsure of their current syncro rate, please contact ProtoXtreme.
- For every 5% synchronization rate above 60% until 80%, +1 is added to your attack rolls. +3 is also added to both the minimum and maximum ends of your respective base damage equation.
Once reaching 80%. For every 5% above that until 90% synchro rate, +2 is added to your attack rolls. +5 is also added to both the minimum and maximum ends of your respective base damage equation.
Once reaching 90%. For every 3% above that (the maximum highest counted being below 100), +3 is added to your attack rolls. +7 is also added to both the minimum and maximum ends of your respective base damage equation.
Critical Breaker - once surpassing 100%, for every 5% above 100% synchronization rate, +6 is added to your attack rolls. +12 is also added to both the minimum and maximum ends of your respective base damage equation.
HOW to Raise Your Synchronization Rate
You can do many things to raise your missions. First, comes from usage during training. And of course, missions and life threatening events tend to force synchronization level to rise too. For Noahs, this could also be gained over time as the host grows accustomed to the Noah spirit. But anyways, this chart is in reference to usage.
From TRAINING
Every 20 posts, roll 1d20. If the number rolled is 20, generate a number between 1 - 5. This resulting number will be added to your present synchronization rate.
From MISSIONS
This is gained during COMBAT in missions specifically, meaning with Innocence/Noah power use.
For every 5 posts, you may roll 1d4. If the result of that roll is 3, generate a number between 1 - 5. The result is added to your present synchronization rate.
From LIFE THREATENING Situations
If your Hp falls 50% or lower, you may roll 1d4. If the result is 4, generate a number between 5 - 15. The result is added to your present synchronization rate.
If your Hp falls below 30% or lower, go straight into generating a number between 10 - 15. The result is added to your present synchronization rate.
Evolution Guide
Likewise, Akuma gain strength and power along with their special ability obtained from evolution.
Level II - +2 to attack rolls and receives +3 to minimum and maximum sides of the associated damage equation. Virus takes five posts to break the opponent instead of six (which is the maximum time duration for Level Ones).
Level III - +3 to attack rolls and receives +7 to minimum and maximum sides of the associated damage equation. Akuma virus takes four posts to break the opponent.
Level IV - +4 to hit and receives +12 to minimum and maximum sides of the associated damage equation. Akuma virus takes three posts to break the opponent.
Innocence Armor
If your equipment-type is the armor itself, then it directly takes damage. Metaphysical parasitic-type armor may regenerate the armor form provided that the associated medium (blood, whatever used) is given.
- Armor starts at 100 base HP
For every 10% synchronization rate, add +5 Hp to the base Hp
Past 100% synchronization rate, for every 5% beyond that, add +10 Hp to the base Hp of the armor instead
Breaking Innocence
This does not refer to shards, which on their own, are quite vulnerable. Rather this is regarding the already-made weapons.
- Innocence Weapon starts at 100 base Hp.
Like armor, for every 10% synchronization rate, add +5 Hp to the base Hp
Past 100% synchronization rate, for every 5% beyond that, add +15 Hp to the base Hp of the Innocence weapon
If your weapon is an equipment, or for parasitic hosts, the source area of the hosting site itself is attacked, once Hp of the weapon reaches 50 or below, it's starting to break.
Once the weapon reaches 30 or below in Hp, it has taken a pretty bad toll in damage. Synchronization rate starts dropping 3% for every two posts afterwards - unless the user actually becomes more synchronized with Innocence's will. In that case, the rate might even actually rise instead of decline. This is usually in the case of life-threatening situations to the user.
Once the weapon reaches 10 or below, it breaks, and is in no battle-worthy condition. Usually though, as long as you do not fall into the negatives, the weapon and shard itself is usually not totally destroyed.
But once it's in the negatives in Hp, the shard and weapon are both totaled.
A very special case, however! If your synchronization rate is still 10% or above despite such ordeals, then that Innocence fragment stubbornly lingers. For parasites, you can later force that synchronization level to rise to even completely reform that weapon again.
If you fall to 0% synchronization rate due to the weapon being destroyed, no, you do not become a Fallen. You just lose your Innocence - completely.
Regeneration Rules
**Note: Mainly in reference to Second Exorcists and Noah's Family though some Akuma may possess regeneration capabilities, or to heal damage using this chart by other means [aka absorbing or eating other Akuma].
- General (most Noah clansmen and Akuma) - 20% of present Hp is regenerated per post
-> if under 50% of max Hp, then 35% of present Hp is regenerated per post until above 50% of max Hp again
Ancient (Millennium Earl, Eldest, and Youngest child) - 20% of max Hp is regenerated per post
-> if under 50% of max Hp, then 35% of max Hp is regenerated per post until above 50% of max Hp again
