AlyCombat

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Combat System x

M2’s Combat System (hereafter referred to as just the ‘csys’) is a simple, open-ended system for resolving conflict designed to aid roleplaying. Combat is fast and full of action - just like mahou shoujo should be!

The combat system revolves around the concept of Drive. Drive represents the strength of your beliefs and the power you put forward into attacks. Combat might take the form of pink laserbeams and dark energy, but deep down, all combat on M2 is a battle of emotions, ideals, and willpower.

Each character begins combat with a small amount of Drive. Lower level attacks produce Drive while higher level attacks spend Drive. Special attacks called "Iconic Attacks" spend all of your Drive to unleash powerful attacks - think Moon Princess Halation or Divine Buster. No attack is 'coded' on a character, so you're free to pose and free-form your attacks as appropriate.

Important Commands: +ATTACK [0-4]/TARGET, +ATTACK I/TARGET, +DEFEND TARGET, +DynamidD X/TARGET, +PROTECT X/TARGET=ATTACKING CHARACTER, +PASS, +ROUND, +TEAMATTACK/START X/TARGET=AttackName & +TEAMATTACK/JOIN X/TARGET Leader, +THREAT X (generally, number of opponents)


Beginning Combat and Starting a New Combat Round

To begin combat, make sure you're in the correct form (use +HENSHINS) and then type +READY to fully heal your character and reset their Drive to its starting value. If you are outnumbered and want to use the +THREAT system, now is the time. Finally, when everybody has used all of their available attacks and defended against attacks directed against them, use the +ROUND command to begin a new round of combat.

Every character must 1) use all of their attacks and 2) defend from all attacks against them. If you want to skip out on attacks or defenses for some reason, use +Pass' and +NoDefend. If the round cannot complete, the CSYS will inform the room of the reason.

For the Threat System and Youma System, see the end of this page.

+Attack commands

Characters usually make ONE attack per round. Special circumstances or characters using the +THREAT system and fighting many opponents may have more attacks. Attacks range from tiers 0 through 4. Low tiers do low damage but generate Drive while high tiers cost Drive but do higher damage.

You gain a bonus +1 Drive any round you perform a successful attack. Multiple attacks give Drive lowered to an average of the Drive gained versus the amount of attacks you use in a round. All Drive gains apply at the END of the round.

Iconic Attack

Iconic Attacks represent the greatest power a character can muster, such as Sailor Moon’s Moon Princess Halation or Nanoha Takamachi’s Divine Buster. Iconic Attack burn through all of your Drive, but require at least 8 Drive with each extra point doing extra damage. Iconic Attacks also punch through Defense and Dynamic Defense, with each extra Drive above 8 making it even harder to resist.

Preparing for Combat and Attacks
Type of Attack Drive Costs Damage Syntax
Ready
0. Used once at start of combat (make sure you're in the right henshin form!)
Resets your Health and Drive
+Ready
Threat
0. Used once at start of combat if you're outnumbered
None. This makes you more powerful, generate more Drive, and have more Attacks per round and Total Health.
+Threat X (X is the number of opponents)
0
+2 Drive (if attack is successful)
Lowest
+Attack 0/TARGET=NAME YOUR ATTACK
1
+1 Drive (if attack is successful)
+Attack 1/TARGET=NAME YOUR ATTACK
2
0 Drive
+Attack 2/TARGET=NAME YOUR ATTACK
3
-1 Drive
+Attack 3/TARGET=NAME YOUR ATTACK
4
-2 Drive
High
+Attack 4/TARGET=NAME YOUR ATTACK
Iconic
All of your Drive, minimum of 8
Very High (bonus for every point of Drive above 8)
+Attack i/TARGET=NAME YOUR ATTACK
TeamAttack (leader)
Variable
TeamAttack (everyone else)
Variable
Pass
0. This skips your attack this round.
+Pass
Round
0. Once all attacks are finished (or +PASS'd), this gives you more attacks for a new round of fighting
+Pass

+Defend Commands

Being attacked requires defense! The most basic command used after every command is +Defend. As with attacks, you can spend Drive to increase the effectiveness of your defense with a Dynamic Defense, but you must spend Drive to do so (with more Drive equaling better defense). Be wary, as this can leave you low on Drive for attacks and Iconic Attacks. Finally, you can +Protect another player by spending your own Drive (but this Drive is usually less effective than Drive spent on your own defense). This special protection is intended for moments of high drama and heart - try not to spam it and characters generally should not receive or perform +PROTECT more than once in a combat.


Defense
Type of Defense Drive Cost X Syntax Effects and Notes
Normal Defense
Free
+Defend YOUR ATTACKER
Typical Defense
Dynamic Defense
Any amount of Drive
+DynamidD X/ATTACKER'S NAME
More Drive spent equals better defense
Protect
At least 1, optionally more
+Protect X/TARGET=ATTACKER
More Drive equals better defense
No Defend
None
+NoDefend TARGET
Opt out of defending and takes a hit at full value. Ouch!

+Teamattack commands The last advanced command is +teamattack, and it is really three separate commands. It represents the ability of a group of characters to deliver one powerful combined attack. It is generally a good idea to discuss the attack with the people you intend to join it, since the leader must name it. Team Attacks cost Drive, and each player who joins can spend a maximum drive equal to the amount the leader spent minus one. For this reason, the leader must spend at least 2 Drive to begin a Team Attack.

To begin a team attack, the leader of the team attack uses the following command:

+teamattack/start Drive Spent/Target=Attack Name

An example, Cure Sunny begins a team attack on Joker which will be joined by Sailor Mars and Sky Jack: +teamattack/start 4/Joker=Sunny Fire Phoenix Shot

Other characters joining in use a secondary command, +teamattack/join Drive Spent/Target=LEADER

For example, to join the attack, Sky Jack and Sailor Mars use: +teamattack/join 2/Joker=Cure Sunny

Once all of the participating players have joined the attack, the attack leader (the person who began the attack) unleashes the attack with +teamattack/done target

In our current example, this command would be +teamattack/done Joker


When a team attack is finished, it is treated by the system as a single attack from the leader of the team attack (so it is defended against in that manner) with the combined power of all of the participant’s spent Drive. The damage dealt by a Team Attack can be quite variable (and high!) depending on the Drive spent and the power of the participants. The nature of a team attack, however, means the defending target need merely make a single successful defense (or dynamic defense) to successfully protect themselves. Additionally, Team Attacks do not possess the defense-breaking ability of Iconic attacks.

Team Attacks should not be a common thing, and only used for their dramatic effect (or to finish off particularly stubborn youma!) - much like in the theme source’s shows, not every attack is a team attack!


'+Threat Command

Often, villains and youma (and occasionally anti-heroes!) in magical girl find themselves staring down a team of magical girls arrayed against them. In order to keep combat somewhat balanced and fun in these circumstances, the +threat command exists.

Using the +threat command will increase your strength, in intended proportion to the number of enemies arrayed against you. For example, if Nephrite is facing a combined group of four magical girls, before combat begins (but after he inputs his +ready command) he should use the command as follows:

+threat 4

This will ‘scale up’ his abilities, as shown below, in order to make him a more appropriate target for 4 characters.

If Nephrite is teamed up with Wolfrun against four opponents, both of them should scale themselves to Threat 2.

When a character is enhanced by the +Threat command, some things will change.

  • The character’s passive Drive generation is slightly increased.
  • The character gains an increased number of attacks per round.
  • The character gains an increased Resolve pool.
  • The character’s Iconic unlocks at a higher level of stored Drive (usually 8+Threat Level) and the bonus damage from the Iconic’s Drive expenditure is slightly lowered, based on the character’s increased passive Drive generation.

In certain rare circumstances, it may be appropriate to showcase a character’s power by increasing their Threat above the number of characters arrayed against them - however, doing this requires permission from all of the other characters involved in a scene.

Note that normal characters do not possess a threat level. Threat Level 1 is instead reserved for situations such as a single hero fighting a sufficiently powerful villain - that being said, such situations are likely far better handled with a consent based scene!

Youma System

The Youma System allows you to set a form to represent a youma, or monster of the week, or an NPC. It is not to be used to represent a new henshin- remember, upgrades to your character should be handled via a +request, or an E-mail to MahouMUSH@gmail.com. While there are no hard limits set in the Youma System, we ask you keep between a total of 60 points between the two stats. A little over is okay for Youma, but not too much. The commands are as follows:

+youma/name <name>: Set your Youma's Name. It also sets some basic setup items in the background, so it's important to name your youma!

+youma/spirit <#>: Set the Spirit (Offense) of your Youma.

+youma/heart <#>: Set the Heart (Defense) of your Youma.

And that should be it. Typing +henshins will reveal that your 'Y' slot has been filled. To change your youma, merely use the commands again at a later date.