Post by Ichibey on May 6, 2022 13:48:10 GMT
STATS AND ATTRIBUTES
Not the exact same stats, but close enough!
Not the exact same stats, but close enough!
When building up a character for in-game combat, we will be relying on two key concepts, namely Stats and Attributes.
Stats serve as the foundational elements of your character's abilities. Anything related to combat is affected by these parameters.
Attributes are secondary parameters, many of which are derived from stats. These include, for example, your HP, Accuracy, and how much magic you have at your disposal, amongst others.
STATS
BODY
Represents a character's physical values. Strength, stamina, endurance, and whether or not you skipped leg day. This affects the strength and accuracy of physical attacks and your ability to physically defend yourself, such as dodging or parrying.
Higher BODY means you'll hit harder and hit more often with physical attacks, which cost little if any MANA/EP. It also means you have better chances of blocking an attack.
Maximum BODY is 50.
Represents a character's physical values. Strength, stamina, endurance, and whether or not you skipped leg day. This affects the strength and accuracy of physical attacks and your ability to physically defend yourself, such as dodging or parrying.
Higher BODY means you'll hit harder and hit more often with physical attacks, which cost little if any MANA/EP. It also means you have better chances of blocking an attack.
Maximum BODY is 50.
MIND
Represents a character's mental capabilities. Intelligence, awareness, knowledge, psyche, emotional stability, and whether or not you can hack into a secure government server by simply mashing your keyboard. This affects the strength and accuracy of magical attacks and the speed at which your Gauge and Grief meters fill out.
Higher MIND means you'll hit harder and hit more often with magical attacks, which cost more MANA/EP, but are generally more effective than punching your enemy in the face. For Techmages, it means your Gauge increase faster, for more frequent Gauge Spells and Abilities. For Wishmakers, it means your Grief rises more slowly, reducing your chances of eventually becoming a Hex and delaying the onset of ANGST-related penalties.
Maximum MIND is 50.
Represents a character's mental capabilities. Intelligence, awareness, knowledge, psyche, emotional stability, and whether or not you can hack into a secure government server by simply mashing your keyboard. This affects the strength and accuracy of magical attacks and the speed at which your Gauge and Grief meters fill out.
Higher MIND means you'll hit harder and hit more often with magical attacks, which cost more MANA/EP, but are generally more effective than punching your enemy in the face. For Techmages, it means your Gauge increase faster, for more frequent Gauge Spells and Abilities. For Wishmakers, it means your Grief rises more slowly, reducing your chances of eventually becoming a Hex and delaying the onset of ANGST-related penalties.
Maximum MIND is 50.
SOUL
Represents a character's vitality, internal energy, and spiritual fortitude. MANA capacity, calmness, meditating skills, emotional stability, and how quickly you lose your temper, or fall into despair. You could also think of this as sheer Shounen determination. This affects the size of your MANA reserve and EP threshold, and the effectiveness of your ability to defend against STATUS EFFECTs.
Higher SOUL means you get more MANA to play with, or can stand to accumulate more EP before experiencing the effects of ANGST. You will also roll more effective RESIST stacks.
Maximum SOUL is 50.
Represents a character's vitality, internal energy, and spiritual fortitude. MANA capacity, calmness, meditating skills, emotional stability, and how quickly you lose your temper, or fall into despair. You could also think of this as sheer Shounen determination. This affects the size of your MANA reserve and EP threshold, and the effectiveness of your ability to defend against STATUS EFFECTs.
Higher SOUL means you get more MANA to play with, or can stand to accumulate more EP before experiencing the effects of ANGST. You will also roll more effective RESIST stacks.
Maximum SOUL is 50.
ATTRIBUTES
HP
If you've played RPGs with combat elements before, then you probably know what HP is. In this game, HP is calculated by 50+BODY.
If you've played RPGs with combat elements before, then you probably know what HP is. In this game, HP is calculated by 50+BODY.
MANA AND EP
There are two magical systems in Puella Magi: Lyrical Encounter. MANA, which is used by Techmages, and EMOTIONAL POINTS (EP), which is used by Wishmakers.
There are two magical systems in Puella Magi: Lyrical Encounter. MANA, which is used by Techmages, and EMOTIONAL POINTS (EP), which is used by Wishmakers.
MANA is a more standard pool of magical energy, scientifically measured by the Techmages of Lyrical Nanoha and heavily documented. It exists both within the user, and in the surrounding environment, although there is a shortage of the latter in the Lyrical Magiverse. For each combat thread your Techmage participates in, your MANA starts at 100+SOUL. As you cast spells, your MANA slowly runs out. Once it hits zero, you become EXHAUSTED.
EP is a more abstract idea, standing in for emotional stress as seen in the Wishmakers of Madoka Magica. Whenever they use magic, or experience emotional stress, their Soul Gem darkens as it accumulates taint, which we combine and represent here as EP. For each combat thread your Wishmaker participates in, your EP starts at 0, with an Emotional Threshold of 100+SOUL. As you cast spells, your EP slowly accumulates. Once it reaches or exceeds the Emotional Threshold, you go into ANGST.
ACCURACY
ACCURACY represents the likelihood of your attacks to hit. When making an attack, you first roll for ACCURACY. If it equals or exceeds your target's DEFENCE, it counts as a hit. Your opponent may use REACTIONS to do something about your hit, either avoiding it entirely, reducing the resulting damage or something else, depending on what spell they use.
ACCURACY is rolled as 1d100+STAT, where the type of attack you perform determines which STAT you use for ACCURACY. If the attack deals BODY type damage, then ACCURACY is rolled as 1d100+BODY. If the attack deals MIND type damage, then ACCURACY is rolled as 1d100+MIND. If the attack deals SOUL type damage, then ACCURACY is rolled as 1d100+SOUL.
ACCURACY represents the likelihood of your attacks to hit. When making an attack, you first roll for ACCURACY. If it equals or exceeds your target's DEFENCE, it counts as a hit. Your opponent may use REACTIONS to do something about your hit, either avoiding it entirely, reducing the resulting damage or something else, depending on what spell they use.
ACCURACY is rolled as 1d100+STAT, where the type of attack you perform determines which STAT you use for ACCURACY. If the attack deals BODY type damage, then ACCURACY is rolled as 1d100+BODY. If the attack deals MIND type damage, then ACCURACY is rolled as 1d100+MIND. If the attack deals SOUL type damage, then ACCURACY is rolled as 1d100+SOUL.
DEFENCE
DEFENCE represents your ability to avoid incoming damage. Whether by dodging it, raising a shield, or any active measure to neutralise an incoming attack.
DEFENCE is calculated as 50+BODY.
How does DEFENCE work? Check out the corresponding section on our Combat System Thread.
DEFENCE represents your ability to avoid incoming damage. Whether by dodging it, raising a shield, or any active measure to neutralise an incoming attack.
DEFENCE is calculated as 50+BODY.
How does DEFENCE work? Check out the corresponding section on our Combat System Thread.
RESISTANCE
RESISTANCE represents your spiritual ability to resist the effects of a STATUS EFFECT presently afflicting you. Whether by having flashbacks to your Aniki or Anego teaching you how to be tough, biting your tongue to overcome a Charm with sheer pain, meditating to clear your body of illness, or just plain blasting your theme song in your headspace. RESISTANCE only comes into play once you are afflicted by a STATUS EFFECT. You don't need to worry about it if you have something to cure your affliction or prevent yourself from being afflicted in the first place.
Because it is a spiritual element and so can be affected by your mood, RESISTANCE fluctuates between combat threads, and even within a single combat thread. We represent this by having you roll five (5) instances of 1d10+SOUL at the start of a combat thread. Each of these results is a unique stack of RESISTANCE you can use throughout the thread.
See the header for RESISTANCE in our Combat System thread for how to use it.
RESISTANCE represents your spiritual ability to resist the effects of a STATUS EFFECT presently afflicting you. Whether by having flashbacks to your Aniki or Anego teaching you how to be tough, biting your tongue to overcome a Charm with sheer pain, meditating to clear your body of illness, or just plain blasting your theme song in your headspace. RESISTANCE only comes into play once you are afflicted by a STATUS EFFECT. You don't need to worry about it if you have something to cure your affliction or prevent yourself from being afflicted in the first place.
Because it is a spiritual element and so can be affected by your mood, RESISTANCE fluctuates between combat threads, and even within a single combat thread. We represent this by having you roll five (5) instances of 1d10+SOUL at the start of a combat thread. Each of these results is a unique stack of RESISTANCE you can use throughout the thread.
See the header for RESISTANCE in our Combat System thread for how to use it.
GAUGE AND GRIEF METERS
What's a modern magical girl battle without big explosions made out of the power of friendship? A non-explosive battle. We don't do that here. While some stories are content to write about a shower of hearts dissolving the monster of the week, we here promote a more bombastic approach to battle. Be it pink tactical nuclear mushroom clouds made of friendship, or golden tactical nuclear mushroom clouds made of pure onee-sama power. That escalation of battle is what GAUGE and GRIEF represent.
On the surface, the GAUGE and GRIEF meters might seem to be the same, but they represent two very different things.
How do these two meters work? You'll find out later on our Combat System Thread.
What's a modern magical girl battle without big explosions made out of the power of friendship? A non-explosive battle. We don't do that here. While some stories are content to write about a shower of hearts dissolving the monster of the week, we here promote a more bombastic approach to battle. Be it pink tactical nuclear mushroom clouds made of friendship, or golden tactical nuclear mushroom clouds made of pure onee-sama power. That escalation of battle is what GAUGE and GRIEF represent.
On the surface, the GAUGE and GRIEF meters might seem to be the same, but they represent two very different things.
The GAUGE meter is used by Techmages to determine how much MANA has been expelled into the environment and become available to recycle for larger, more powerful spells and abilities. These GAUGE SPELLS and GAUGE ABILITIES tend to be more costly than basic shooter spells, but pack a stronger punch, as they are usually a given Techmage's signature move. Typically, a Techmage doesn't have to wait for their GAUGE to fill up completely in order to use a GAUGE SPELL or GAUGE ABILITY, but the general rule is that the bigger the GAUGE SPELL or GAUGE ABILITY, the higher the GAUGE level required.
Your GAUGE meter's maximum capacity is calculated as 100-MIND. In short, the higher your MIND, the smaller your GAUGE is, and therefore, the faster you can use the bigger badder GAUGE SPELLs.
Your GAUGE meter's maximum capacity is calculated as 100-MIND. In short, the higher your MIND, the smaller your GAUGE is, and therefore, the faster you can use the bigger badder GAUGE SPELLs.
The GRIEF meter used by Wishmakers, on the other hand, represents how much they have fallen down the spiral of suffering, their progress on the journey to becoming a HEX. Thanks to the interference of the Wings of Magius' DOPPEL SYSTEM, however, this normally tragic fate has been staved off, at least temporarily. Once a Wishmaker's GRIEF reaches its maximum capacity, they automatically release their DOPPEL, a state where they are able to harness the power of their HEX form, albeit temporarily. This results in some pretty intense effects for the battle, be it buffs for the user, debuffs for the enemies, or perhaps even a super DOPPEL attack.
Unlike the GAUGE meter, you don't want to fill up your GRIEF meter more than once during a single thread. If this happens, you instead gain PERMANENT GRIEF, which can only be removed by a Seed. While it has its own section explaining the finer points, in simple terms, you don't want to amass a lot of this. Gather enough PERMANENT GRIEF and your character's risk of becoming a HEX becomes a constant threat, even in non-combat threads.
Your GRIEF meter's maximum capacity is calculated as 100+MIND. In short, the higher your MIND, the larger your maximum GRIEF is, and therefore, the slower you accumulate GRIEF. Sure, it might take longer to activate your DOPPEL, but it also means you reduce your risk of gaining PERMANENT GRIEF afterward.
Unlike the GAUGE meter, you don't want to fill up your GRIEF meter more than once during a single thread. If this happens, you instead gain PERMANENT GRIEF, which can only be removed by a Seed. While it has its own section explaining the finer points, in simple terms, you don't want to amass a lot of this. Gather enough PERMANENT GRIEF and your character's risk of becoming a HEX becomes a constant threat, even in non-combat threads.
Your GRIEF meter's maximum capacity is calculated as 100+MIND. In short, the higher your MIND, the larger your maximum GRIEF is, and therefore, the slower you accumulate GRIEF. Sure, it might take longer to activate your DOPPEL, but it also means you reduce your risk of gaining PERMANENT GRIEF afterward.
DAMAGE
This is exactly what it says on the tin. DAMAGE is the amount of HP lost after a successful attack hits, certain inflicted STATUS EFFECTs activate, or being affected by various sources of DIRECT DAMAGE.
There are three types of DAMAGE:
This is exactly what it says on the tin. DAMAGE is the amount of HP lost after a successful attack hits, certain inflicted STATUS EFFECTs activate, or being affected by various sources of DIRECT DAMAGE.
There are three types of DAMAGE:
ATTACK DAMAGE is the amount of DAMAGE dealt by a successful Attack: That is, any action requiring an ACCURACY roll in order to hit. ATTACK DAMAGE is determined by the specific attack's effects, and the DAMAGE TIER Table below. In general, attacks use the same STAT to determine their ACCURACY and DAMAGE TIER. For example, if you perform Strike, which uses BODY to determine its ACCURACY, then you would use BODY to determine its DAMAGE TIER as well.
Some attacks deal FIXED DAMAGE, with DAMAGE DICE that are not directly affected by DAMAGE TIERs. They do, however, receive a bonus damage modifier based on the DAMAGE TIER of the STAT used their ACCURACY roll. For example, a given attack spell rolls 1d100+BODY, and deals 3d4+2 Damage. If your BODY is at DAMAGE TIER 10, the spell deals 3d4+12 damage instead. If the STAT used for ACCURACY is not specified, use the DAMAGE TIER of your HIGHEST STAT.
Some attacks deal FIXED DAMAGE, with DAMAGE DICE that are not directly affected by DAMAGE TIERs. They do, however, receive a bonus damage modifier based on the DAMAGE TIER of the STAT used their ACCURACY roll. For example, a given attack spell rolls 1d100+BODY, and deals 3d4+2 Damage. If your BODY is at DAMAGE TIER 10, the spell deals 3d4+12 damage instead. If the STAT used for ACCURACY is not specified, use the DAMAGE TIER of your HIGHEST STAT.
DIRECT DAMAGE is dealt by certain items, skills, spells, or abilities. It does not require an Accuracy Roll and is instead applied directly to the opponent. As it does not use ACCURACY rolls, it does not count as an attack and so cannot be negated that way. In most cases, DIRECT DAMAGE is FIXED, and so in those cases receives bonus damage modifiers based on the DAMAGE TIER of your MIDDLE STAT. DIRECT DAMAGE bypasses DR.
STATUS DAMAGE is DAMAGE caused by STATUS EFFECTs. These usually happen over a number of turns determined by the duration of the STATUS EFFECT in question, and their damage is FIXED, defined by their given STATUS EFFECT. This damage can be enhanced by certain items, spells, or skills, as well as bonus damage modifiers based on the DAMAGE TIER of your LOWEST STAT. They can be negated by an appropriate Resist roll, or the removal of the STATUS EFFECT. STATUS DAMAGE bypasses both DR and ARMOUR.
DR
DR or DAMAGE REDUCTION is a value that allows you to reduce the damage taken from attacks. You can gain DR from various sources such as items, skills, spells, and more. DR is applied per opponent, rather than per attack. Therefore, the amount of DR you apply against a certain attacker is subtracted from the total damage all of their attacks dealt for that specific turn. For example, if you raised 10 DR, and your opponent hit with two attacks, one dealing 5 damage and the other dealing 9 damage, you would receive 14 damage, minus 10 DR, for a total of just 4 damage. DR can only be applied once per turn per opponent, and does not carry over to the next turn.
DR or DAMAGE REDUCTION is a value that allows you to reduce the damage taken from attacks. You can gain DR from various sources such as items, skills, spells, and more. DR is applied per opponent, rather than per attack. Therefore, the amount of DR you apply against a certain attacker is subtracted from the total damage all of their attacks dealt for that specific turn. For example, if you raised 10 DR, and your opponent hit with two attacks, one dealing 5 damage and the other dealing 9 damage, you would receive 14 damage, minus 10 DR, for a total of just 4 damage. DR can only be applied once per turn per opponent, and does not carry over to the next turn.
ARMOUR
ARMOUR is an amount of points that serve as "extra health", if you would. It represents anything from a regenerating shield, to literal armour. Whatever can be worn that can protect your health by absorbing damage in its stead. Once expended, it cannot be restored except by replacement through an item, skill, spell, or other source. As such, healing spells do not restore ARMOUR. Unless otherwise stated, ARMOUR will always absorb damage before HP.
ARMOUR is an amount of points that serve as "extra health", if you would. It represents anything from a regenerating shield, to literal armour. Whatever can be worn that can protect your health by absorbing damage in its stead. Once expended, it cannot be restored except by replacement through an item, skill, spell, or other source. As such, healing spells do not restore ARMOUR. Unless otherwise stated, ARMOUR will always absorb damage before HP.