Aug 25, 2019 21:58:40 GMT
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[attr="class","opmindtopleft"]0X
[attr="class","opmindtopright"]STATUS AILMENTS
[attr="class","opmindtop2"]hp, sp, and status ailments
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While it is a strange matter on how to handle the battle functions for RP, our idea is to have it set not by health bars not by sp bars, but rather by implementing the effects of them in a realistic manner into the writing itself. Below is a list of how things are effected on a person in stories! Please feel free to take a look and please be sure to implement these procedures into your writing should you do partake in combat! [break][break]
While it is a strange matter on how to handle the battle functions for RP, our idea is to have it set not by health bars not by sp bars, but rather by implementing the effects of them in a realistic manner into the writing itself. Below is a list of how things are effected on a person in stories! Please feel free to take a look and please be sure to implement these procedures into your writing should you do partake in combat! [break][break]
LEVELS:
Capabilities of the user. The higher level they are, the greater strength they have. The level cap is 99, however they must be set in alignment with the game's same time-frame in stories, post-game all characters are set either at a level 1 or picking up where they left off previously (about level 85!). [break]HP:
Physical energy and well-being. While it seems to function with physical attacks from personas, it also acts as the way to monitor one’s own strength. [break]SP:
Thought capacity and the capability to properly think. While it seems to function as also doing greater attacks with personas, the drained effect shows slowed cognitive functionality. [break]BURN:
Causes health to lower on a regular basis, and causes intense pain for the person inflicted with it. It can be removed with a freeze attack, but usually wears out in a short while. [break]FREEZE:
Causes the user to be unable to move due to a part of their body being iced over. It can be removed with a fire attack, or a physical attack, but usually wears out in a short while. [break]SHOCK:
Causes paralysis to the inflicted, but also is spreadable to anyone that touches them. It can be removed with a freeze attack, but usually wears out in a short while. [break]DIZZY:
Causes the accuracy of the inflicted’s attacks to miss frequently. Wears off after a short while. [break]FORGET:
Causes the inflicted to forget how to summon a persona, limiting their capabilities to firing a gun and melee attacks.[break]SLEEP:
Causes the inflicted to grow weary and rest, this raises their HP & SP each turn, but wears off after a single attack. [break]CONFUSE:
Causes the inflicted to forget what they were doing, drop earned money, and drop rare objects. [break]FEAR:
Causes the inflicted to ignore commands and on occasion flee from battles.[break]DESPAIR:
Causes the inflicted to be unable to take actions, deplete HP & SP, and if it isn’t treated after short while, the inflicted becomes incapacitated.[break]RAGE:
Causes the inflicted to become stronger in strength at the cost of their defense. The inflicted will also ignore orders and only use melee attacks.[break]BRAINWASH:
Causes the inflicted to act against their team, aiding the enemy in healing, and acting as a perception alteration. It makes a volatile force against their true allies, believing their foes to be their true allies instead.[break]HUNGER:
Greatly lowers the damage caused by those inflicted. [break]RATTLED:
Causes the inflicted to be unable to make moves against anyone and alters their forms to that of rats, it doesn’t wear off, depending on the situation. [break][attr="class","opmindbot"]
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