Post by Igor on May 10, 2017 20:40:59 GMT -6
CombaT
Just as it does in the Persona games, combat will maintain a significant role in how characters, as well as their other selves, develop and grow on Alter-Ego™.
Because we seek to simulate the experience provided by the games to the best of our abilities, we also recognize that certain limitations of this particular roleplaying format require us to take creative liberties in how we approach the premise of combat, whether they be against the Shadows or other Persona users.
Therefore, it is of utmost importance for us to convey these guidelines to all of our guests as accurately and concisely as possible.
Combat on Alter-Ego™ will be dictated in a freestyle format, which enables guests to be as descriptive and elaborate with their character's perceptions and responses to live fighting. Characters may choose to engage in battles personally, rely strictly on the powers of their Persona, or may even channel their influence to some degree to enhance their own capabilities.
We do ask that you bear in mind, though, that your character is still a human by every means; whether they behave cowardly or bravely in regards to whatever menaces them is largely under their own jurisdiction, provided they are willing to align themselves with this one simple rule: that they accept personal responsibility for all of their actions when the dust finally settles.
Every Persona's combat abilities are measured by five parameters: Strength, Magic, Endurance, Agility, and Luck. Unlike social stats, combat stats not only visually demonstrate which areas the Persona excels or lacks in, but they are also reflect the character's abilities and performance in combat.
Strength determines the Persona's physical power and the force behind their melee or weapon attacks. At higher values, characters may feel emboldened by the influence of their other self and may even be able to demonstrate feats of brawn.
Magic reveals the Persona's aptitude for magical combat and the potency behind their offensive and healing spells. At higher values, characters becomes attuned to the sorcerous powers of their other self and may find it easier to conserve spiritual energy as they cast magic.
Endurance demonstrates the Persona's resilience to both damage and harmful status afflictions. At higher values, characters find themselves imbued with the same durability as their other self, and may even find it easier to endure stronger blows.
Agility measures the Persona's movement speed and the swiftness of its attacks, and also plays a role in its reactionary powers. At higher values, characters may be able to move around the battlefield with ease or find their attacks swing just a bit faster, all thanks to the guiding influence of their other self.
Luck has a hand in far too many things to make note of them all, but is important in determining how often a Persona's skills will land a critical hit, and even influences the rate at which items and money accrue for the character.
Personas, and by extension the people they are attached to, will also have an assortment of resistances or weaknesses to specific categories of damage, called affinities.
Weak affinity to a certain damage category results in doubled damage from that source, as well as an increased likelihood of interrupting any action or sustained attack.
Categories the Persona has an affinity to resist have all attacks from that category inflict only half their original damage. Personas that achieve a resistance to an affinity they were originally weak to replaces the weakness.
Categories the Persona has an affinity to null take absolutely no damage from that category. This is considered an enhanced affinity and replaces any weaknesses or resistances.
Categories the Persona has an affinity to reflect returns all damage from that category back to the attacker in full. This is considered an enhanced affinity and replaces any weaknesses, resistances, or null effects.
Categories the Persona has an affinity to absorb converts all damage received from that category into restorative health. This is considered an enhanced affinity and replaces any weaknesses, resistances, and null or reflect effects.
For the purposes of maximizing the presence of literary roleplay on Alter-Ego™, and further reinforced by our usage of the Skill Crafting system, we have chosen to eschew the usage of Hit Points (HP) and Spirit Points (SP) from normal combat dialogue.
We ask dearly that you make use of common sense where it is applicable, though; it is highly unlikely that your version of Pixie will be capable of healing life-threatening wounds with a low-tier healing skill like Dia.
If for any reason you still have questions that require answers, please feel free to seek out assistance from myself or a Velvet Room attendant, and we will do our best to clarify.
Persona users are given extraordinary talents and features when they awaken to their true self, which manifests as abilities that closely borders the realm of the superhuman. These skills and attributes are what permit them to fight the Shadows, and the valuable experience these encounters provide them serves to help them grow even stronger, both as fighters and as individuals.
Shadows are instinctively violent and will attack when it is least expected; one must always be prepared for the possibility of an unplanned encounter with the armies of darkness.
On the other hand, should one wish to make themselves known to the Shadows and draw their attention deliberately, they may make a formal request here.
We wish you the best of luck.
Inevitably, a Persona user will encounter another individual with access to one of their own. But because there is not a means to detect other Persona users, one must rely on their own powers of deductive reasoning to determine whether or not someone they know of — whether they are family, friend, or foe — has awakened to their other self.
Should an engagement between two or more Persona users unfold in-character, it will generally fall between each character's respective controller to handle the situation as they see fit. Go wild, if you feel that you must.
Bear in mind, however, that any damage inflicted directly against the Persona will cause a psychic recoil effect, harming the summoner in conjunction with their other self. Attacks made directly against the humans themselves, however, will carry out their repercussions quite transparently.
Because we seek to simulate the experience provided by the games to the best of our abilities, we also recognize that certain limitations of this particular roleplaying format require us to take creative liberties in how we approach the premise of combat, whether they be against the Shadows or other Persona users.
Therefore, it is of utmost importance for us to convey these guidelines to all of our guests as accurately and concisely as possible.
general principles
Combat on Alter-Ego™ will be dictated in a freestyle format, which enables guests to be as descriptive and elaborate with their character's perceptions and responses to live fighting. Characters may choose to engage in battles personally, rely strictly on the powers of their Persona, or may even channel their influence to some degree to enhance their own capabilities.
We do ask that you bear in mind, though, that your character is still a human by every means; whether they behave cowardly or bravely in regards to whatever menaces them is largely under their own jurisdiction, provided they are willing to align themselves with this one simple rule: that they accept personal responsibility for all of their actions when the dust finally settles.
combat stats
Every Persona's combat abilities are measured by five parameters: Strength, Magic, Endurance, Agility, and Luck. Unlike social stats, combat stats not only visually demonstrate which areas the Persona excels or lacks in, but they are also reflect the character's abilities and performance in combat.
Strength determines the Persona's physical power and the force behind their melee or weapon attacks. At higher values, characters may feel emboldened by the influence of their other self and may even be able to demonstrate feats of brawn.
Magic reveals the Persona's aptitude for magical combat and the potency behind their offensive and healing spells. At higher values, characters becomes attuned to the sorcerous powers of their other self and may find it easier to conserve spiritual energy as they cast magic.
Endurance demonstrates the Persona's resilience to both damage and harmful status afflictions. At higher values, characters find themselves imbued with the same durability as their other self, and may even find it easier to endure stronger blows.
Agility measures the Persona's movement speed and the swiftness of its attacks, and also plays a role in its reactionary powers. At higher values, characters may be able to move around the battlefield with ease or find their attacks swing just a bit faster, all thanks to the guiding influence of their other self.
Luck has a hand in far too many things to make note of them all, but is important in determining how often a Persona's skills will land a critical hit, and even influences the rate at which items and money accrue for the character.
affinities
Personas, and by extension the people they are attached to, will also have an assortment of resistances or weaknesses to specific categories of damage, called affinities.
Weak affinity to a certain damage category results in doubled damage from that source, as well as an increased likelihood of interrupting any action or sustained attack.
Categories the Persona has an affinity to resist have all attacks from that category inflict only half their original damage. Personas that achieve a resistance to an affinity they were originally weak to replaces the weakness.
Categories the Persona has an affinity to null take absolutely no damage from that category. This is considered an enhanced affinity and replaces any weaknesses or resistances.
Categories the Persona has an affinity to reflect returns all damage from that category back to the attacker in full. This is considered an enhanced affinity and replaces any weaknesses, resistances, or null effects.
Categories the Persona has an affinity to absorb converts all damage received from that category into restorative health. This is considered an enhanced affinity and replaces any weaknesses, resistances, and null or reflect effects.
skills and their usage
For the purposes of maximizing the presence of literary roleplay on Alter-Ego™, and further reinforced by our usage of the Skill Crafting system, we have chosen to eschew the usage of Hit Points (HP) and Spirit Points (SP) from normal combat dialogue.
We ask dearly that you make use of common sense where it is applicable, though; it is highly unlikely that your version of Pixie will be capable of healing life-threatening wounds with a low-tier healing skill like Dia.
If for any reason you still have questions that require answers, please feel free to seek out assistance from myself or a Velvet Room attendant, and we will do our best to clarify.
combat versus shadows
Persona users are given extraordinary talents and features when they awaken to their true self, which manifests as abilities that closely borders the realm of the superhuman. These skills and attributes are what permit them to fight the Shadows, and the valuable experience these encounters provide them serves to help them grow even stronger, both as fighters and as individuals.
Shadows are instinctively violent and will attack when it is least expected; one must always be prepared for the possibility of an unplanned encounter with the armies of darkness.
On the other hand, should one wish to make themselves known to the Shadows and draw their attention deliberately, they may make a formal request here.
We wish you the best of luck.
combat versus personas
Inevitably, a Persona user will encounter another individual with access to one of their own. But because there is not a means to detect other Persona users, one must rely on their own powers of deductive reasoning to determine whether or not someone they know of — whether they are family, friend, or foe — has awakened to their other self.
Should an engagement between two or more Persona users unfold in-character, it will generally fall between each character's respective controller to handle the situation as they see fit. Go wild, if you feel that you must.
Bear in mind, however, that any damage inflicted directly against the Persona will cause a psychic recoil effect, harming the summoner in conjunction with their other self. Attacks made directly against the humans themselves, however, will carry out their repercussions quite transparently.
[googlefont=Coda]