AlyCombat
Contents
Combat System
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.
+Attacks
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 Attacks
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.
+Teamattack commands
Team Attacks require three different commands. A team attack is a powerful combined attack, representing a group of characters working together in some way. Generally, you should discuss the attack with the people you intend to join it, since the leader must name the attack. Team attacks should be uncommon and used for dramatic effect or to finish off particularly stubborn youma. Not every attack is a team attack.
Team Attacks cost Drive. The leader must invest at least 2 Drive. Each character who joins the attack can must spend some Drive up to one less than the amount the Leader spent.
The leader's command will determine the maximum Drive, target, and attack name. Anybody joining the attack will use the second command to contribute Drive. Finally, the third command is used by the leader to unleash the attack. CSYS assumes the leader is the attacker, so all defenses should target the leader.
Team Attack damage varies greatly and lack the defense-breaking abilities of Iconic Attacks. Additionally, since it is a single attack, only one successful defense (or dynamic defense) can reduce or negate the damage. However, these attacks are incredibly powerful because they can contain more Drive than any single character can invest on their own, giving them the possibility of the greatest damage.
Combat and Attacks (table)
Type of Attack | Drive Costs | Damage or Effect | Syntax |
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None. This makes you more powerful, generate more Drive, and have more Attacks per round and Total Health. | |
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+Attack 0/TARGET=NAME YOUR ATTACK |
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+Attack 1/TARGET=NAME YOUR ATTACK | |
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+Attack 2/TARGET=NAME YOUR ATTACK | |
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+Attack 3/TARGET=NAME YOUR ATTACK | |
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+Attack 4/TARGET=NAME YOUR ATTACK |
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+Attack i/TARGET=NAME YOUR ATTACK |
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+TeamAttack/Start X/TARGET=NAME YOUR ATTACK |
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Once all attacks are finished (or +PASS'd), this gives you more attacks for a new round of fighting </CENTER> | |
+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.
Combat and Defense (table)
Type of Defense | Drive Cost X | Syntax | Effects and Notes |
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+Threat System
Often, villains, youma, and occasionally anti-heroes find themselves staring down a team of magical girls. Use the +Threat command to keep combat balanced and fun in these circumstances. After inputting +Ready, use +Threat X (X is the number of opponents you face) to 'scale up' your abilities to give you a chance against multiple opponents. If you have allies on your side, divide X by the number of allies (so Nephrite and Wolfrun teaming up against four opponents should both +THREAT 2 .)
The +Threat system will have the following effects:
- Drive generation slightly increases
- Number of attacks per round increases
- Resolve Pool increases
- Iconic Attack unlocks at a higher level (about 8+Threat Level).
- Iconic Attack's bonus damage from Drive slightly decreases based on the character’s increased passive Drive generation.
Rarely, it can be appropriate to showcase a character’s power by increasing their Threat above the number of characters arrayed against them. Doing this requires permission from all of the other characters involved in a scene. In most situations, normal characters do not possess a threat level.
Youma System
Use this system to represent a youma/monster of the week/NPC/etc., and not new henshins (use +Request or e-mail MahouMUSH@gmail.com for character upgrades). There are no hard limits in the Youma System, but try to keep close to a total of 60 points between the Heart and Spirit. A little extra for Youma is OK, but not too much.
+Youma/Name NAME - sets your Youma's Name. It also sets some basic setup items in the background, so it's important to name your Youma!
+Youma/Spirit X - sets the Spirit (Offense) of your Youma.
+Youma/Heart X - sets the Heart (Defense) of your Youma.
These commands will fill your "Y" Henshin slot with this youma. Use +Henshins to check. To change your Youma, just use the commands again.