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Post by DJ Sonia on Dec 30, 2010 3:03:01 GMT -6
::Battle Tutorial:: So it‘s time to wage war, right? With the recent disasters happening as of late because of Electromagnetic Humans and viruses, we at The Heart Station declare ourselves in a state of emergency from here until whenever this madness is over. Of course, The Heart Station isn‘t just here to promote how to fight, but the concepts of fair play and what you‘re capable of during a fight. We may fight dirty, but that doesn‘t mean we‘re absolutely filthy to who we‘re tangling with: even if we‘re handing them their butts in a fight.[/blockquote][/size] ::INDEX:: I. Rules of Battle II. Battle Cards III. Character Elements IV. Attacks
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Post by DJ Sonia on Dec 30, 2010 3:03:42 GMT -6
::Rules for Battle:: Here at The Heart Station, we would like to tell you that even though the world is full of Electromagnetic Beings capable of pulling off Electromagnetic Wave Change, they still have large flaws that should be pointed out and aspects that should occur to users:
- Everyone’s the Same - No matter the stats, the abilities, the logic, every Electromagnetic Being is the same. Every original character you come up with may have some qualities that make them have strengths, but they will also have weaknesses. This isn’t just by some template or system-wise, but in personality. Not everyone’s character is perfect and that should be roleplayed fairly. This is a forum that is revolved around simply Roleplaying and not video games. If that was not the case, you would have an HP Bar.
- Respect - Respect everyone’s wishes in-character and share ideas. Do not try to “Guide” them or “Force” your way into plots. People will listen if you ask and if you are trying to push your plot along looking for “perfection”, The Heart Station isn’t for you. Please be considerate of other writers.
- GMP! - Godmodding, Metagaming, Powerplaying…or GMP…or MPG…or PGM…or M-G-Pleh! Sorry! Anyway, three most important rules. If you have not read them, then go read them. They are all the rules you need to Roleplay a fight properly.
- Be Humble - When being in a fight, be considerate, be a bigger person, and be humble. If your character is beaten in-character, play the role right. You should have it rehearsed of where you would take your story direction anyway. There will be lots of fights during this forum, all of them in-character and any of them out-of-character will not be on this forum or in the C-Box about competitive fighting in-character.
- The Design - The design of the battle system is not for balance or to make benefits for each side, it’s to represent the story and what it stands for. You are free to comment and ask about things, or even suggest some changes for the sake of concept. We do like to hear how members think we can strengthen the concept of good of friendship versus the evils of the heartless.
- The Abilities - Electromagnetic Wave Change is a limited power, as are battle cards are tools and just not weapons. Be informed on how Electromagnetic Wave Change affects your character as well as how you should be aware of how you can interact with the EM Wave World. The tutorial posted link should explain the basics.
- Have Fun - Battling and making your characters is for fun. Please remember that and do not take things seriously.
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Post by DJ Sonia on Dec 30, 2010 3:04:58 GMT -6
::Battle Cards:: With the serious stuff out of the way, let’s talk about Battle Cards.
Battle Cards are basic tools in the year 22XX that are used in order to dispatch viruses. When you have a small virus, don’t worry about something like a copy of a disc or some sort of anti-virus program, these cards rock way better! Just by sliding in a certain card, you can destroy viruses quickly by unleashing the data. Depending on the card’s value and level depends on how many viruses gets destroyed mostly. A level one card would destroy one or two, a level two card would destroy a good few, and a level three card would blow a dent in numbers.
Now, even though Battle Cards are effect this way, even the most experienced user would have trouble destroying a horde of viruses. They can come in larger sizes and numbers that range from insane! Sure it did not seem possible with Satella Police patrolling the streets with their little phantom busting vacuum gizmos, but because of the recent pollution of Zeta Waves and Noise caused by Electromagnetic Aliens, the virus numbers have multiplied in high numbers! Not only that, but these viruses can interact with the physical world and actually attack people now!
What’s the solution? Well, the very thing that actually puts us in danger in the first place, countering them with someone who could perform an Electromagnetic Wave Change!
Electromagnetic Humans are more powerful than us ordinary humans. For one thing, they can move swifter because Electromagnetic Waves are light as a feather. They have strength of a hundred men at times rather than just one alone, and they can turn Battle-Cards into live ammunition and weaponry to use in fights. Their abilities are incredible compared to slotting a card into your Transer!
Battle Cards levels decide how many you can carry. You can carry two level one cards, two level two cards, and two level three cards. However, you can not carry anymore cards nor can you carry anymore at a higher level unless there are certain circumstances that make it otherwise so.
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Post by DJ Sonia on Dec 30, 2010 3:05:51 GMT -6
::Elements:: A lot of Electromagnetic Beings, even Electromagnetic Viruses, have their power come in different forms. When FM-ians such as that giant cow, Taurus, and the little crab, Cancer, may attack in primitive ways that seem absolutely nothing special, they actually have different traits when they perform an Electromagnetic Wave Change. They gain “Elements.”
Elements are essential to Electromagnetic Beings. Viruses usually carry a single or two different elements. EM Humans potentially have three elements to choose from. These elements allow for Electromagnetic Beings to perform certain attacks that would namely cause differing amounts of damage or effects depending on the enemies. It‘s as simple as dousing a fire with water and watching the embers dance; it‘s simple nature!
Elements do not determine just your attacks, it also limits your Battle Cards as a cost. Because the more elements you have, the more situations you can cover by your own nature, and also you have a lot more weaknesses. Normal Elemental Electromagnetic Beings can choose a number of different Battle Cards since they are flexible for situations, but they can not choose more than one card from that is not of the Normal Element.
An example would be this:
Ex;
Lyra Note - Card Set
[Guard] [WideWave] [Fire Ring] [Air Spread] [Gattling]
See? Lyra Note would be able to use a lot of Normal Element cards, but be very restricted from picking from other limits. However, if a user was of a certain element, they could pick as many cards as they wanted from a certain element! An example would be Wolf Woods, who would be a Wood-Elemental, can pick a lot of elemental cards of the Wood variety. However, Wolf Woods would not be able to choose from other elements other than “Normal“ or from the force Elements. Since Wolf Woods also is Sword elemental, he would also get a chance to pick from any number of variety of Sword-Cards, but not Breaking or Wind. So, when you pick-elements, you can pick any number of cards of an element, but at the same time, they limit themselves from others.
Normal Element
Normal
Natural Elements
Wood Fire Aqua Elec
Force Elements
Sword Breaking Wind
Basically, if you apply one element from one cycle, you can‘t take elemental cards from another element in the cycle, unless you have that element as well. That‘s only because you have three choices in elements. So choose wisely.
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Post by DJ Sonia on Dec 30, 2010 15:26:34 GMT -6
::Attacks:: We don’t promote “power” at The Heart Station, but we will say that out of all Electromagnetic Beings we seen, all have strengths and weaknesses. Most EM Beings have phenomenal strength in high places and low strength in others. Their variety of attacks consists of many attributes, strengths, and elements. When you have attacks, they basically do damage on a scale from Very Low, barely considerable damage, to Very High which is the most powerful attacking damage. Our scale is really simple:
Very Low - Weak damage. Usually is not much unless taken multiple hits. Low - Minor damage. It can cause damage overtime if you take constant hits. Average - Significant Damage. Damage that is considerable. It makes the target wince from pain. High - Strong Damage. Comes from special attacks which can take a chunk of health. Very High - Powerful Damage. This is unique only to “Special forms.” This damage can knock one out of the Electromagnetic Wave form.
The damage scale is not here to moderate video game aspects. It is mostly used to understand the strength of one’s own techniques. When making attacks, use your best judgment to decide what’s too strong and too weak, and samples are posted in the template of a sizeable scale of what can be too powerful. Attacks can take multiple shapes and forms, but can never do any more damage than they always do, and even more, the attack must not stray from what it originally does. Not only that, but “Elements” are applied to attacks if you have the appropriate element listed when you create your EM Being.
Basic Attacks just deal damage, but Signature Attacks have interesting effects. Signature Attacks are attacks that are signature to that Electromagnetic Being and are their specialty to use. One example of a Special Technique would be Queen Ophiuchia’s “Quick Serpent” which charges the opponent while leaving a trail of poison terrain in her slithering wake, or Cancer Bubble’s Bubble Shot which traps opponents in bubbles. The thing about signature attacks are that they have a special effect! Special effects can come in wide variety and do different things depending on the effect. The most common effects that The Heart Station knows are a few…
::Technique Statuses::
Stun - This stops or slows opponents movements completely.
Bubble - This traps the opponent in a bubble.
Freeze - This either slows the opponent by freezing them or slowing their body.
Break - Breaks enemy shields and guards that are active to deal damage.
Confuse - Confuses the enemy. Their movements are much slower from dizziness and makes them inaccurate not guaranteeing their next hit.
Blind - Blinds the enemy. They can’t see where they’re going or hear anything around them making them completely vulnerable.
Poison - The user takes damage over time as they try to fight. Their movements cause them pain, but unlike most statues, poison lasts a good while depending on the type.
::Support Statuses::
Guard/Shield - One in the same. These statues protect the user from an attack. They take a number of damage as described.
Recovery - Recovers the user or target. You can either do this by automatically recovering oneself or by “drain” which tries to siphon energy from the other figure.
Lock-On - The user zips forth in a very quick speed in order to strike this foe from close range with this attack. This can not be used constantly since it stresses the user’s speed.
Other - Feel free to customize your own type of status, but be advised that they will be approved according to the judgment of the forum administration.
Statuses are techniques that usually last only one turn, unless specifically stated otherwise. Be sure to use your best judgment when making your attack. Unlike other attacks, some effects don‘t last longer than others. Signature attacks are made into “Assist“ cards when Brother Bands are made, and Brothers can summon Residual Waves of the other character to use these attacks which makes “Signature Attacks“ special. On the other hand, Special Attacks are even more special seeing that they can cause up to High Damage while the user is able to inflict use two statuses if acceptable (Namely a Technique Status and Support Status).
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