1. The order of turns in a round are determined by Spd. Whoever has the highest Spd goes first and so on and so forth until all turns are determined. If there is a tie at some point in the order of turns then roll a dice that accommodates all number of members involved in the Speed Tie and determined the order by whoever rolls highest number. ((Eg. If there are four people in a tie then everyone rolls a 4 sided dice. If there were thirty members who tied then everyone would roll a 100 sided dice.))
2. A "round" starts from the beginning of the first person's turn and ends at the end of the last person's turn. kind of like so:
Fastest combatant
2nd fastest combatant
3rd fastest combatant
4th fastest combatant
and so on and so forth, until everyone gets a turn.
3. A "turn" has phases that must go in order as so:
Standby phase = This is the phase you calculate all damage and remember all aura effects/variables pertaining to your character. Remember to change all stats and such in your posting styal to reflect your calculations. Also, don't forget to quote the everyone involved in the fight at this time during the post.
Main phase = You have a choice to do one thing out of these options:
Use a Strategic Item, Or
Use a Lethal Item, Or
Use a Misc. item, Or
Use a Healing Item, Or
Use an Ability/Skill, Or
Move one space on the battlefield, Or
Switch weapon, Or
Switch Dust, Or
Activate an Aura, Or
Do none of the above and skip to the Secondary phase
Secondary phase = This is the last phase of a turn. You have these options and then your turn has ended:
Reload ranged weapon, Or
Attack with a Melee Weapon, Or
Attack with a Ranged weapon, Or
Attack with an Aura, Or
Switch Weapon, Or
Switch Dust, Or
Attempt to run away, Or
Brace for impact and take half amount of damage for this round.
4. Damage is calculated by subtracting the difference of your opponent's Defense to your attack. Damage dealt = Opponent's Def - Your Atk
E.g: 20 - 10 = 10
5. Attacks will do a minimum of 1 hit unless the Defense of your opponent is equal to your Attack plus half of it. ((Eg. You have an ATK of 20 while your opponent has a DEF of 30.))
6. Use of a self-supporting semblance will not take your whole turn, unless the description says otherwise.
7. Healing will always be determined by the Semblance's or Item's description.
8. Each Element has its own weaknesses and strengths. If the element of your attack is strong against the element of your opponent, then do 50% extra damage. Always round up.
Fire>Wind/Grass>Earth>Lightning>Water/Ice>Fire
9. Each Condition has its own effect and duration.
Poison
Your body is poisoned and you lose HP every turn you are poisoned.
Fear
Your confidence is altered and you do half of the damage you would have originally dealt out.
Bewitched
You are under the charming influence of your opponent and are less willing to harm them for a certain amount of turns. If effected you must roll an extra dice to see if you are willing to attack you opponent each attack. If you are effecting someone then you must be of the opposite sex of the Bewitched for this condition to work.
Sleep
You suddenly fall asleep in mid battle and skip a turn. Your opponent's next attack will hit automatically.
Immobilized
You are paralyzed or tied up and skip one turn.
Enchanted
Stat/s of your weapon or you are enhanced a certain degree ((Eg. +6)) for a certain amount of turns. Warning! Your character may blackout after deduction of stat/s to Health if Health reaches or passes 0.
Cursed
Stat/s of your weapon or you are diminish a certain degree ((Eg. -6 Atk)) for a certain amount of turns. Warning! Your character may blackout if initial diminishing of stat/s to Health causes you to reaches or passes 0.
Blinded
Add one number to the odds of a failed attempt and subtract one number from the odds of a successful hit for a certain amount of turns.
Impenetrable object
Take no damaged from everything, including weapons with the "Pricing" ability, for a certain amount of turns. Can still be Affected ((Eg. Poisoned or Asleep))
Piercing
Ignore all Def bonuses from Armor and Shields ((except for Impenetrable object and Blessed)).
Immunity
Become Immunity to all foreign negative stat changes and conditions for a certain amount of turns. You are still effected by your own, self inflected negative changes and attacks.
Blessed
You are Unaffected by everything and take no damage from anything for a certain amount of turns.
Unstoppable force
All attacks will automatically hit and ignore all Def bonuses.
Your body is poisoned and you lose HP every turn you are poisoned.
Fear
Your confidence is altered and you do half of the damage you would have originally dealt out.
Bewitched
You are under the charming influence of your opponent and are less willing to harm them for a certain amount of turns. If effected you must roll an extra dice to see if you are willing to attack you opponent each attack. If you are effecting someone then you must be of the opposite sex of the Bewitched for this condition to work.
Sleep
You suddenly fall asleep in mid battle and skip a turn. Your opponent's next attack will hit automatically.
Immobilized
You are paralyzed or tied up and skip one turn.
Enchanted
Stat/s of your weapon or you are enhanced a certain degree ((Eg. +6)) for a certain amount of turns. Warning! Your character may blackout after deduction of stat/s to Health if Health reaches or passes 0.
Cursed
Stat/s of your weapon or you are diminish a certain degree ((Eg. -6 Atk)) for a certain amount of turns. Warning! Your character may blackout if initial diminishing of stat/s to Health causes you to reaches or passes 0.
Blinded
Add one number to the odds of a failed attempt and subtract one number from the odds of a successful hit for a certain amount of turns.
Impenetrable object
Take no damaged from everything, including weapons with the "Pricing" ability, for a certain amount of turns. Can still be Affected ((Eg. Poisoned or Asleep))
Piercing
Ignore all Def bonuses from Armor and Shields ((except for Impenetrable object and Blessed)).
Immunity
Become Immunity to all foreign negative stat changes and conditions for a certain amount of turns. You are still effected by your own, self inflected negative changes and attacks.
Blessed
You are Unaffected by everything and take no damage from anything for a certain amount of turns.
Unstoppable force
All attacks will automatically hit and ignore all Def bonuses.
10. You "Black Out" If your HP has reaches 0 or lower. If your Blacked Out then you will be out of commission until you are "Revived" in mid battle, are "Healed" by someone after battle or Heal on your own after the battle ((4 post of you resting)). If you Black Out ten time in the rp then it's game over for that Character ((that way not everyone is so gun ho about diving into danger >; ) )). Black Outs only count for the r.i.p counter if you're Black Out at the end of a battle.
11. You can try to escape from battle. Successful escape rate = 50 × Your speed ÷ Enemy's speed. After you've done the math roll a hundred sided. Your escape rate will represent the numbers on the dice starting from 1 going up.
50 x 28 (my speed) ÷ 39 (Enemy's speed) = 36 (Round up/down numbers normally)
If the hundred sided dice lands on any number from 1-36 I escaped. If it lands on anything from 37-100 I didn't escape and the battle proceeds as normal.
If the hundred sided dice lands on any number from 1-36 I escaped. If it lands on anything from 37-100 I didn't escape and the battle proceeds as normal.
12.
Battlefield
When you start the battle with a ranged weapon you'll start at a distance from you opponent/s. Depending the weapon will determined how far you begin. The field spaces are laid out as so ((each end representing the oppose teams)) All melee users and short ranged weapons will start at 1, mid range weapon users will start at 2 and far range weapon users will start at the 3
3 2 1 2 3
You can not go any further than the spaces provided, for the battlefield is only so large and has boundaries ((So pretend there's a river, or a cliff, or something to that effect. Be imaginative.))
13.
Melee weapon Vs. Melee weapon combat.
3 2 1x1 2 3
All Melee wielders will start at the 1. These people may attack and be attacked right away.
This rule also applies to Short ranged weapon users as well.
14.
Ranged weapons
All ranged fighters will begin a fight on the battlefield according to the effective range of their weapon.
For short range that would be zone 1, because they can only shoot opponents on the same space.
For mid range that would be zone 2, because they can hit opponents on their same zone or one zone away.
For long range that would be zone 3, because they can hit opponents one or two zones away from them but not someone on the same zone as they are.
3 2 1 2 3
For mid range that would be zone 2, because they can hit opponents on their same zone or one zone away.
For long range that would be zone 3, because they can hit opponents one or two zones away from them but not someone on the same zone as they are.
3 2 1 2 3
Here we see that I have an Assault rifle ((or some other Long ranged weapon)) while my opponent has a Revolver ((or some other Mid ranged weapon)). I would be able to shoot him right away since he/she is in my range but they would have to move one zone closer before they could shoot me. If he/she were able to get on the same zone as I then I wouldn't be able to shoot them anymore because I have a long ranged weapon while they still could hit me because of their mid ranged weapon, forcing me to move one zone away before I could shoot at them.
15. Everyone receives a penalty when fighting in the dark; unless they have Night Vision or something with the same effect. The penalty it that you add one extra number to the chances of you missing ((eg. with a normal attack your odds are now 1-2 3-6))