Boss characters and NPC enemy forces are welcomed, but -must- be cleared and of course be frequent RP'ers. Boss characters should defend specific locations and can be attacked, but should not attack unless challenged. Here are a few examples from the game itself in order to better give you a visualization of what we mean: Example 1: Rufus gives his speech when introduced, Cloud tells his bodies that he'll meet them later. "Why do you want to fight me?" "You want the Promised Land, and Sephiroth." "That's right." "I can't let you have either of them!" "I see... I guess this means we won't be friends." They battle. Example 2: Mt. Nibel. A creature blocks the passage to proceed onward from where the group came from to where the group is going. In order to pass, they must kill the creature. Battle commences. Example 3: Perscilla is out with Mr. Dolphin, playing. When the group notices this and approach, the child gets scared and runs towards the water. A giant serpent-like monster that flies attacks the girl. To defend her, the group battles it. Example 4: Group arrives in Gongoga. Reno and Rude are chatting with one another. One asks the other who Tseng likes. Eventually, Elena discovers the AVALANCHE party and informs Reno and Rude. The duet battle Cloud's group. They end up retreating with the infamous "We may be retreating, but we're still victorious!" and "........." I'm sure you can guess who said what. In the four examples above, three of which were boss battles. The fourth was an enemy battle between players. Every time, a good character brought himself into the situation in the first place, not pointlessly attacked by others. Hence with the challenge/interaction being from the player characters first, battle commences. Battle is not always required, and in many times it can be avoided. The idea here is the story, not the combat. Clear your NPC Enemy character or Boss character with either Tainted_Tapastry or Rufus_of_ShinRa_Incorporated before using! Determination of Health: This is done just prior to any battle situation. It is recommended that you keep track of your health numbers. You take four nine-sided dice while in chat, and roll them. (Command /roll 4:9) The best result of rolling four times will be your starting HP (Health Points). When your HP is reduced to zero (0), you are unconscious. If your health is brought beyond negative two hundred (-200) HP while you are still conscious, then you are deceased (dead, road kill, a punk wit' a cap popped in da ass, etc and thus the character cannot be revived by any means). Example: Reno and Rude are talking at the Turtle's Paradise. They talk (yet again) about who they like, Reno mentions that he has a fondness for Yuffie. Rude sees Cloud talking to Yuffie, and points while saying "Is that her". Getting all pissed off, Reno takes out his prod and challenges Cloud. Cloud, too drunk to know better, sits there while Reno and Rude do their jobs and make life hell for the heroes. They roll. Cloud and Reno get the best HP out of both groups, meanwhile Rude and Yuffie got the lower amounts. Rude starts casting haste on the group. Reno puts Pyramid on Yuffie. Yuffie becomes neutralized. Cloud gets into battle, just after being attacked, and pulls out some battle techniques.. Enough of an example. For boss characters: To determine your health is much the same with only one difference. (Command /roll 5:9) Although there is no unconsciousness status. Just alive, dead, and defeated. This is a condition for Boss characters only, and as a result of their superior health points, they have specific restrictions that impair their abilities. An example of which is that Rufus cannot use any Materia what-so-ever. Another example is that Limit Breaks against bosses do a great deal more damage. Example: Three against one battle against Palmer. Cloud, Cid, and Tifa do up their health. Palmer gets his extra digit, giving him more health than they get. He gets no help, and also has no ability to use Materia. Instead, he is totting two Mako Guns. No ability to cure himself. Note: This may sound complicated, but it is really quite simple. Trust me, I tested it out on a guy that had no idea how to battle at all. Later, in his duet team up of himself (Cloud) and Yuffie, beat me (Rude) and a new friend I made (Reno) very swiftly. Even beginners to the system can get far with just the right strategy. Combat Each person is permitted one attack per turn. The level of description and detail is not of concern so long as it is a fairly decent paragraph and it contains the following: The Action, What is being used, The Target, The Intended Effect, and the Estimated Damage to be Inflicted or Recovery in alpha-numerical terms (i.e. -300 HP). For a simple explaination, look below. One action per turn. Haste gives two actions per turn. Slow gives one action per two turns. Stop gives no actions per turn. -Must- have Action, Target, Effect Intended, and Damage/Recovery Expected. Time Magics in Combat: As mentioned above, it is possible to do more or less than one move per turn, but one must use time magic and such magic will not be instantaineous. In other words, casting haste does not automatically give you two more moves, you must wait until the next turn to be permitted your extra moves. What magics that can affect such things are listed below: Haste, Slow, Stop, Manipulation. Critical Hits: Due to the fact that a fair way to regulate such things has yet to be thought of, this will be left out of battles for now. Limit Breaks: For now, these have been omitted until the role play is much more popular and the players know the rules like the back of their hands. (Actually, I have about fifteen paragraphs to re-write on this subject and I have to try and classify all of FF 7's limit breaks.) Magic with Status Changing Effects: Poison: Drains from from the victim's Health Points by one die 10 (Use command /roll 1:10) times ten. (That means just add a 0 at the end.) Each turn, the die is rolled in order to receive the appropriate damage. The results of the roll indicate how many health points are lost per turn, but only after movements.. If the poisoned person does not make a move, no harm is received. Cured with Antidote, Remedy. Haste: Permits the target (whomever it is casted upon) to move at double the speed. This permits the individual to use two moves in one turn. This cannot be casted in succession upon the same individual to amplify effect (meaning, you can NOT cast it on someone, and then in the next turn cast it again to give that person four moves per turn..). However, using this once while the target is under the effects of slow is a way to restore the target from slow magic. Slow: Reduces the target's movement speed to half of it's original. The affected target will only be permitted to use one move per two turns until restored from this status effect. (Cannot be used in succession to make an enemy slower than one move per two rounds, but can be used to remove haste from an opponent or yourself when necessary.) Stop: Completely renders target immobile. Affected target cannot be self-healed. Target is unable to do anything except receive damage. Only lasts four turns. If target is a member of a multiple person party, a fellow comrade can use a Remedy or a Soft to repremend the victim. Victim is unable to be healed or receive any items or magical effects besides the priorly mentioned during this time period. Note: Since no one in their right mind would allow themselves to succomb to the effects of this magic, there has been a connection system set up for it. Caster and the Target - after the spell has been played out - will both roll a three-sided die. (Command /roll 1:3) If caster has the higher number, the magic is successful and the effects bestowed upon the victim. If target has the higher number, then the magic is worthless upon that target and cannot be casted again upon the same person for the entire battle. If a tie, then both parties will re-roll. Other magics are non-restricted and require no rule system Full magic listing (by classification, then level): Status change magics: Berserk: Forces player to only attack in a furied rage. Poison: Slowly takes away health per action committed. (Haste accelerates damage done. Slow decelerates damage done.) Petrify: Same as Stop. Mute: Unable to use any form of magic. Sleep: Puts target to sleep. Toad: Target is turned into a toad that can only use items and perform very horrible attacks. Manipulation: Enemy is manipulated into manipulater's control. Miniturize: Target is turned into the size of a toad. Attacks do one damage and have high chances of missing. No other restrictions. Trapped: (Caused by moves such as Pyramid and Bubble) character is unable to move until a comrade attacks the character's prison to free character. Character receives -500 HP damage per turn while trapped. Doom: Gives target about 8 more turns of life before they are instantly K/O'ed. Confuse: Receipant is confused and must list actions in a bubble with a 4-count number list; roll a die equal to four courses of action; perform resulting action. Example: Cloud becomes confused. The following italicized set is a fake transcript of what he might do: Cloud: . o O (Action List [or whatever ya want to call it]: 1: Attack Tifa. 2: Cast fire on Kalm Fang. 3: Attack myself. 4: Attack Vincent. ) Cloud: Rolls 1 die 4: 1. Cloud: Stands up. His eyes are blurred and everyone sounds the same. The people beside him and the people ahead of him seem to be mocking him, all appearing to be his enemy. They're pointing him. Are they laughing at him?? He sees what looks like an attack against him (hilucinated) and quickly raises his sword. Ahead of him, the attacker, a Kalm Fang - though in reality, Tifa - and he grips his Buster Sword even tighter. His stance is readied, fury and anger filling his mind as he looks ahead of himself upon the dog. It seems to snarl at him, and yet laugh as though human at Cloud, which disturbs him further and only makes him want to attack. Where did Tifa and Vincent go? Did they abandon him? It seems as though they have as he is surrounded by Kalm Fangs. What ever happened to that fat bastard he was fighting? Heid-whatever-his-name-is? Charging forth, dust kicks into the air and his sword is raised over his right shoulder. Blue eyes stare coldly with the most lethal intent as he continues to proceed towards his target, who is less than five steps away from him. Strange how Tifa was once there before, but now in his eyes, a wolf-like beast has replaced her, one that looks as though it is attacking him! With a mighty and powerful swing, he aims above the creature in order to anticipate the Kalm Fang's reaction of pouncing at him and maiming the flesh from his neck, the final result without him realizing it, is a direct attempt to cleave Tifa in half with an over-head vertical swing... It is obvious that Truth is not always in the eyes.. (Damage is expected to be over five hundred points as his fury is only still building, and his level is significantly higher than Tifa's.) Time: Haste: Doubles actions per turn. (Up to two actions per turn) Slow: Cuts actions per turn in half. (Down to one action per two turns) Stop: Completely freezes player. Gravity: Demi: Takes 1/8 of enemy's health away from enemy unless immune. Demi 2: Takes 1/4 of enemy's health away from enemy unless immune. Demi 3: Takes 1/3 of enemy's health away from enemy unless immune. Death Magic: Banned from this RP. Restoration Magics: Cure: +100 HP. Cure 2: +500 HP. Cure 3: +1,000 HP Regeneration: Gradually restores health by 1:4 times 100 per turn (# rolled times 100 = +#00 HP). Esuna: Cures all status changes. Life: Restores a character from K/O status. Full-Life: Completely restores character from K/O status to full health. Defensive Magics: (All of these can be rendered useless with Despell) Barrier: Provides a defensive, physical barrier that reduces physical attack damage to half. Lasts four turns. M(agic) Barrier: Provides a defensive, magic barrier that reduces magic-inflicted damage in half. Lasts four turns. Reflect: Reflects ALL MAGIC sent against person back to sender. (Magic can only be reflected once...Hint hint hint..) Wall: Highest power of defensive barriers, provides both a Magic Barrier and a Physical Barrier simultaineously as one whole. Lasts indefinitely and can only be stopped with Despell. Reduces both magic and physical damage by 3/4. Elemental Magic: Fire: Produce a fireball to burn your enemy. Fire2: A wall of flames singes your enemy. Fire3: Does barbecue ring a bell? Ice: Ice forms in front of enemy and lashes out with spikes. Ice2: Ice3: Bolt: Bolt of lightning comes from the sky towards a target. Bolt2: Two bolts of lightning come from the sky and are issued towards the target. Bolt3: Multiple, firmer, larger bolts erupt from the sky above and give a sustained shock of electricity to the target. Quake: Small ground sink-hole occurs beneath enemy. Quake2: More damaging ground eruption occurs with minor tremors. Quake3: The ground literally spikes up in a violent uproar to impale the enemy from beneath. Wind? Forbidden Magic: (Not permitted to be used by anyone.) Comet: Summon a large comet to hit the enemy. Comet2: Multiple comets to attack enemy. (Use command "/roll 1:10" to decide number of comets employed. Each hit doing a certain amount of damage, target(s) choose damage received and how many they are attacked by. Damage issued <I>must at least</I> be 1/10 of their current HP.) Chaos: (For now, omitted. Black Materia. This summons Meteor.) Order: (For now, omitted. White Materia. This summons Holy.) Summons: For some reason, no summon will heed thy call. We will come up with an explanation as to why, but until then, these are still banned from any form of use. Battle Conditions: This is a listing of every comprehensible and imaginable battle condition from both the game and what we believe occurable in the RP. Underwater: Only underwater monsters can breath. Players are very limited and are doomed unless they escape to drown in 2-6 turns upon submerging in water. (Note: If you are recovered from under water, then you can be ressucitated. You cannot start with Underwater Materia; you must receive it from defeating Shin-Ra Marines.) Underwater in Submarine: Combat between monsters and the Submarine itself or multiple Submarines. This is highly unlikely to happen, but we did our best to think of everything. Everyone on board each submarine would have to control different components and work together to accomplish battle missions. Airborne: Applies only to special foes or circumstances. Object that is airborne cannot be attacked by anything but ranged weapons and magics. To keep things realistic, this includes Limit Breaks that use close range weapons as well. Battle Square/Tournament: This combat condition has to have someone playing as the Ring Master -- the one who controls handicaps, enemies, the works. Normally the conditions are one player only pit up against several rounds of enemies, each time increasing in strength with the occasional handicaps issued every turn around. Later, we will include an example of what we mean. Back-attack!: You are attacked from behind without knowing it, they get not only the first move but a surprise hit as well. Attacked from both sides!: You or your entire team is under an attack from both sides. Escape is impossible until an entire side is incompacitated at minimum. Pre-emptive strike!: You attack the enemy from behind without warning. You get the first move. Enemy trapped: You and other members of your group are attacking the enemy from both sides. |
| The Final Fantasy Combat System This is the Corporation's system. Due to public demand, it is being implimented as the system. Well, actually, it is the overall system in this role play so it matters not how or why it got placed into play. You will find that this brings more of a Final Fantasy feel to the role play, which is precisely the intent besides fair play. This is a system that prevents any unfairness at all. |