Arcana System: Difference between revisions
→Attack Modifiers: Channel -> Consistent |
|||
| (215 intermediate revisions by 6 users not shown) | |||
| Line 9: | Line 9: | ||
=== Pools === | === Pools === | ||
'''HP''': ''Hit Points''. These reflect one's health fatigue, and ability to continue fighting. While the loss of HP can reflect literal bleeding wounds, it usually doesn't. Generally taking damage in combat results in increased fatigue. This is illustrated more in [[ | '''HP''': ''Hit Points''. These reflect one's health fatigue, and ability to continue fighting. While the loss of HP can reflect literal bleeding wounds, it usually doesn't. Generally taking damage in combat results in increased fatigue. This is illustrated more in [[Respect#Violence|Respect]]. They are reduced by taking damage from attacks and restored via healing. Some attacks cost HP to use. | ||
'''TP:''' ''Treatment Points''. These points reflect how much more healing a character can receive before healing ceases to have effect. Think of it as reserve health which is accessed via healing moves. It is primarily reduced by receiving healing. When TP reaches 0, healing has no further effect. Note that these points are never wasted--if you're only healed 50 damage from a 100-damage heal, you only lose 50 TP. The purpose of this system is to allow healing as useful and effective without allowing fights to stretch indefinitely. | '''TP:''' ''Treatment Points''. These points reflect how much more healing a character can receive before healing ceases to have effect. Think of it as reserve health which is accessed via healing moves. It is primarily reduced by receiving healing. When TP reaches 0, healing has no further effect. Note that these points are never wasted--if you're only healed 50 damage from a 100-damage heal, you only lose 50 TP. Countering an attack also costs 30 TP. The purpose of this system is to allow healing as useful and effective without allowing fights to stretch indefinitely. | ||
'''SP''': ''Spirit Points''. These reflect one's mental focus and energy. Most attacks cost SP to use, and rare effects can lower one's SP directly. Lower SP ICly reflects a greater difficulty focusing on using Persona abilities. SP cannot go below 0 and cannot go above one's maximum. At 0 SP, one can no longer use attacks which cost SP. SP can be restored like HP without limit otherwise. | '''SP''': ''Spirit Points''. These reflect one's mental focus and energy. Most attacks cost SP to use, and rare effects can lower one's SP directly. Lower SP ICly reflects a greater difficulty focusing on using Persona abilities. SP cannot go below 0 and cannot go above one's maximum. At 0 SP, one can no longer use attacks which cost SP. SP can be restored like HP without limit otherwise. Your SP pool is based on your attacks, with more Magical attacks leading to more SP and more Physical attacks leading to less. | ||
'''Limit''': ''Limit''. These points reflect an overall advantage during battle, be it luck or superior positioning. Limit is spent to use higher-level attacks and perform ''Limit Actions'', which are covered later in this page. Limit is gained primarily through using lower-tier attacks. In a typical battle, Limit starts at 0 and can be gathered up to a given cap. Limit is bounded between 0 and the cap. It is best to use limit rather than store it; there are no benefits to holding max Limit besides the opportunity to use it. | '''Limit''': ''Limit''. These points reflect an overall advantage during battle, be it luck or superior positioning. Limit is spent to use higher-level attacks and perform ''Limit Actions'', which are covered later in this page. Limit is gained primarily through using lower-tier attacks. In a typical battle, Limit starts at 0 and can be gathered up to a given cap. Limit is bounded between 0 and the cap. It is best to use limit rather than store it; there are no benefits to holding max Limit besides the opportunity to use it. | ||
| Line 21: | Line 21: | ||
=== Stats === | === Stats === | ||
Characters have five 'stats' for the Arcana System, which are detailed in [[Arcana System#Stats_2| | Characters have five 'stats' for the Arcana System, which are detailed in [[Arcana System#Stats_2|Character Statistics]]. These basic statistics affect most aspects of combat, and are set per form. | ||
=== Actions and Reactions === | === Actions and Reactions === | ||
One can take both active moves and responsive moves in the combat system. Typically, one receives one action per turn, and any number of reactions per turn. Actions are used for attacks, which are explained below. Reactions are responses to incoming attacks. Finally, there is a third type of action that can be used on one's turn, the '''bonus action'''. Granted by some effects, a bonus action allows you to take limited additional actions on your turn. (Typically, one additional Weak action per bonus action.) | One can take both active moves and responsive moves in the combat system. Typically, one receives one action per turn, and any number of reactions per turn. Actions are used for attacks, which are explained below. Reactions are responses to incoming attacks. Finally, there is a third type of action that can be used on one's turn, the '''bonus action'''. Granted by some effects, a bonus action allows you to take limited additional actions on your turn. (Typically, one additional Weak action per bonus action.) Note that limit can be '''spent''' but is not '''received''' for bonus actions. Bonus actions are preferentially used when possible; if you have a regular action and a bonus action available and use a Weak attack, it will take the bonus action rather than the regular action. | ||
=== Attacks === | === Attacks === | ||
| Line 39: | Line 39: | ||
Limit Actions are a way of turning the tide of a battle in one's favor. They spend the Limit resource to achieve effects that could not typically be done through attacks or reactions. Notably, some Limit Actions can be used '''regardless of turn order'''. The limit actions to which one has access vary depending on character attributes. Antagonists and bosses have a different set of Limit Actions from standard characters. Limit Actions include the following: | Limit Actions are a way of turning the tide of a battle in one's favor. They spend the Limit resource to achieve effects that could not typically be done through attacks or reactions. Notably, some Limit Actions can be used '''regardless of turn order'''. The limit actions to which one has access vary depending on character attributes. Antagonists and bosses have a different set of Limit Actions from standard characters. Limit Actions include the following: | ||
*'''Help Up''' - Removes one Ailment from target character (never yourself). On or off your turn. Costs '''2''' Limit. '' | *'''Help Up''' - Removes Omen or one Ailment from target character (never yourself). On or off your turn. Costs '''2''' Limit. ''All.'' | ||
*'''Shift''' - Grants one ''bonus action'' to target character (never yourself). On or off your turn. Costs '''3''' Limit. '' | **''Priority'': In order, it will remove: Omen, Pain, Bomb, Charm, Exhaust, Poison, Panic, Rage, Sick, Blast, Bind, Paralyze, and Haze. | ||
*'''Shift''' - Grants one ''bonus action'' to target character (never yourself). On or off your turn. Costs '''3''' Limit. ''All.'' | |||
*'''Recover''' - Converts Bonus Actions to Limit, at a rate of 1:1. Will clear all bonus actions. Costs '''0''' Limit. ''All''. | *'''Recover''' - Converts Bonus Actions to Limit, at a rate of 1:1. Will clear all bonus actions. Costs '''0''' Limit. ''All''. | ||
*'''Exploit''' - Grants yourself one Bonus Action. Costs ''' | *'''Exploit''' - Grants yourself one Bonus Action. Costs '''3''' Limit. ''All''. | ||
*'''Blood''' - Grants the Blood status to self, which increases | *'''Psych''' - Enhances this round's attacks. Costs '''2''' Limit. ''All''. | ||
*'''Aegis''' - Grants the Aegis status to self, which | *'''Brace''' - Enhances your defenses against all attacks this round. Costs '''2''' Limit. ''All'' | ||
*'''Favor''' - Grants the Favor status to self, which increases | *'''Blood''' - Grants the Blood status to self, which increases incoming and outgoing damage. Mutually exclusive with Aegis and Favor. Costs '''3''' Limit. ''Boss'' | ||
*'''Aegis''' - Grants the Aegis status to self, which decreases incoming and outgoing damage. Mutually exclusive with Aegis and Favor. Costs '''3''' Limit. ''Boss'' | |||
*'''Favor''' - Grants the Favor status to self, which increases outgoing and decreases incoming damage. Mutually exclusive with Blood and Aegis. Costs '''3''' Limit. ''Boss'' | |||
*'''Salve''' - Removes one ailment from self. Costs ''2'' Limit. ''Boss'' | *'''Salve''' - Removes one ailment from self. Costs ''2'' Limit. ''Boss'' | ||
*'''Broad''' - Allows one to attack up to 4 targets with one attack, regardless of Area flags. Costs '''3''' Limit. ''Boss'' | *'''Broad''' - Allows one to attack up to 4 targets with one attack, regardless of Area flags. Costs '''3''' Limit. ''Boss'' | ||
*'''Reach''' - Allows an Area attack to reach up to 30 targets. Costs '''3''' Limit. ''Boss'' ''(Note: Please do not fight 30 people.)'' | *'''Reach''' - Allows an Area attack to reach up to 30 targets. Costs '''3''' Limit. ''Boss'' ''(Note: Please do not fight 30 people. Also, Reach only applies to attacks that have the Area flag, not those that are temporarily Area thanks to Broad.)'' | ||
*'''Break''' - Grants the Break status to self and grants 3 Limit to self. The Break status grants a Bonus Action to each target attacked while it lasts. This is meant to encourage 'all-out attacks', and is a fine way to end a last round. Costs '''0''' Limit. ''Boss'' | *'''Break''' - Grants the Break status to self and grants 3 Limit to self. The Break status grants a Bonus Action to each target attacked while it lasts. This is meant to encourage 'all-out attacks', and is a fine way to end a last round. Costs '''0''' Limit. ''Boss'' | ||
| Line 55: | Line 58: | ||
These limit actions require a passive to unlock. They are generally for Navigators and Anti-Navigators. | These limit actions require a passive to unlock. They are generally for Navigators and Anti-Navigators. | ||
*'''X Soul''' - Grants | *'''X Soul''' - Grants a random buff to the target. Can be used on self. Costs '''2''' Limit. ''Requires the Spotlight passive to use.'' | ||
*'''Shock Noise''' - Inflicts a random debuff onto the target. Can be used on self. Costs ''' | *'''Shock Noise''' - Inflicts a random debuff onto the target. Can be used on self. Costs '''2''' Limit. ''Requires the Jamming passive to use.'' | ||
*'''Life Mend''' - Grants + | *'''Life Mend''' - Grants +75 HP to the target. Can be used on self. Costs '''2''' Limit. ''Requires the Sneak Guide passive to use.'' | ||
=== Combat Rounds === | === Combat Rounds === | ||
| Line 85: | Line 88: | ||
Typically, a character has one combat mode in Arcana System: that of their character and Persona. However, some characters can hold multiple Personas, and occasionally one might use a character bit to run a boss separately from one's own character. To shift modes, one will use '''+mode #''' where # is the number of the desired mode. | Typically, a character has one combat mode in Arcana System: that of their character and Persona. However, some characters can hold multiple Personas, and occasionally one might use a character bit to run a boss separately from one's own character. To shift modes, one will use '''+mode #''' where # is the number of the desired mode. | ||
The most common way to have multiple forms is either to be a Wild Card or to have a form to reflect one's minions separately from oneself, as if for a Marked character summoning generic Demons. | |||
== Combat, Reactions, and Battle Flow == | == Combat, Reactions, and Battle Flow == | ||
| Line 96: | Line 101: | ||
If the attacker has finished their actions and bonus actions, +round will be automatically engaged to progress to the end of their turn. If you want to continue the battle without engaging all of your actions, use the command ''+round''. | If the attacker has finished their actions and bonus actions, +round will be automatically engaged to progress to the end of their turn. If you want to continue the battle without engaging all of your actions, use the command ''+round''. | ||
This is accomplished via the '''+attack''' command. The syntax is ''+attack <target>=<attackname>'', for example ''+attack bel=dia''. Multiple targets are | This is accomplished via the '''+attack''' command. The syntax is ''+attack <target>=<attackname>'', for example ''+attack bel=dia''. Multiple targets are comma-separated. For example, ''+attack bel,leb=media''. | ||
=== Reaction === | === Reaction === | ||
When attacked, a player character has the option of various '''reactions''', each of which impact the incoming attack in some way. It is expected to react to an attack | When attacked, a player character has the option of various '''reactions''', each of which impact the incoming attack in some way. It is expected to react to an attack (including heals and buff attacks) as soon as is possible and reasonable. For example: in a group fight, you're targeted by an attack. By reacting at the time of the attack rather than later while you're writing, someone who might want to heal your character will know what you need! | ||
=== Reactions === | === Reactions === | ||
*'''+Avoid''' - Attempts to defend via speed and evasion. Affected by Agility. Can also be performed with '''+evade'''. | *'''+Avoid''' - Attempts to defend via speed and evasion. Affected by Agility. Can also be performed with '''+evade'''. | ||
*'''+Block''' - Attempts to defend via toughness or parrying. Affected by Vitality. Can also be performed with '''+guard'''. | *'''+Block''' - Attempts to defend via toughness or parrying. Affected by Vitality. Can also be performed with '''+guard'''. | ||
*'''+Counter''' - Refuses defense in order to return damage to the attacker. Affected by Agility, Vitality, and Luck. Can also be performed with '''+repel'''. | *'''+Counter''' - Refuses defense in order to return damage to the attacker. Affected by Agility, Vitality, and Luck. Can also be performed with '''+repel'''. | ||
*'''+Take''' - A final reaction which reflects 'no contest' to the attack. This is typically used for heals and buffs. If you wish to fail a roll deliberately, use the /fail switch on one of the other reactions, rather than +take. '''+accept''' is another alias for +take. | *'''+Take''' - A final reaction which reflects 'no contest' to the attack. This is typically used for heals and buffs. If you wish to fail a roll deliberately, use the /fail switch on one of the other reactions, rather than +take. '''+accept''' is another alias for +take. | ||
| Line 114: | Line 119: | ||
*''Failure'' - The worst result. Takes the most damage, or returns the least damage in the case of Counter. | *''Failure'' - The worst result. Takes the most damage, or returns the least damage in the case of Counter. | ||
Stats impact both one's rate of success and base damage reduction from attacks for a given reaction. Reaction modifiers are also affected by certain abilities and statuses. More on that in [[ | Stats impact both one's rate of success and base damage reduction from attacks for a given reaction. Reaction modifiers are also affected by certain abilities and statuses. More on that in [[#Passives|Passives]] and [[#Effects|Effects]]. | ||
**'''Attack Type''' has effects on Reactions. Avoid is slightly more advantageous against Magical attacks, while Block is somewhat more advantageous against Physical attacks. In addition, Physical attacks will deal more damage on Failure and less on Success, whereas Magical attacks will deal less on Failure and more on Success. | |||
You can see attacks in your queue as well as data on that attack to help you decide how to react. You do this with the commands '''+queue''' or '''+health'''. When choosing a reaction, use the number in your queue or the name or alias of your attacker to react to the topmost attack from them in your queue. | You can see attacks in your queue as well as data on that attack to help you decide how to react. You do this with the commands '''+queue''' or '''+health'''. When choosing a reaction, use the number in your queue or the name or alias of your attacker to react to the topmost attack from them in your queue. | ||
'''Note that some attacks are multi-hit attacks''', which means that you will have multiple +queue entries against which to defend from a given attack. This is noted in the attack readout but also in +queue. ''You cannot act again until you have reacted to all attacks in your +queue.'' | '''Note that some attacks are multi-hit attacks''', which means that you will have multiple +queue entries against which to defend from a given attack. This is noted in the attack readout but also in +queue. ''You cannot act again until you have reacted to all attacks in your +queue.'' You can react to every attack at once if you want to use the same type of reaction against them. Do this by presenting multiple arguments in your +react string, such as ''+block junes junes'' or ''+block 1 2''. | ||
Further note that there is no such thing as perfect mitigation in this system; all attacks that deal damage will deal some damage. | Further note that there is no such thing as perfect mitigation in this system; all attacks that deal damage will deal some damage. | ||
| Line 130: | Line 137: | ||
===Attack/Pose Conventions=== | ===Attack/Pose Conventions=== | ||
Finally, there's the matter of which attacks to use. We encourage variety in pose, especially in combat. However, Persona is a series where sometimes you just spam the same thing to win! We prefer a balance of these approaches; in general, you shouldn't re-use the same attack consecutively, but you're welcome to re-use said attack another time in the fight. While many games discourage such re-use, we're cool with it. Just remember that it's not only about winning, but about providing an interesting fight to both sides. For bosses, all repetition bets are off, becuase there's only so many attacks and a lot of opponents to go around. | Finally, there's the matter of which attacks to use. We encourage variety in pose, especially in combat. However, Persona is a series where sometimes you just spam the same thing to win! We prefer a balance of these approaches; in general, you shouldn't re-use the same attack consecutively, but you're welcome to re-use said attack another time in the fight. While many games discourage such re-use, we're cool with it. Just remember that it's not only about winning, but about providing an interesting fight to both sides. For bosses, all repetition bets are off, becuase there's only so many attacks and a lot of opponents to go around. However, a boss should only attack each target once per round in most circumstances; if you want to attack twice, use a bonus action for the second! If it's narratively interesting to break these rules, go for it! But they should generally be followed in most circumstances. | ||
== Character Statistics == | == Character Statistics == | ||
| Line 144: | Line 151: | ||
*'''Luck''' - ''Lu'', this stat reflects happenstance, chance, and general favor of the divine. It primarily impacts critical rate and damage, both incoming and outgoing. It also affects debuff odds, incoming and outgoing, as well as Counter reactions. | *'''Luck''' - ''Lu'', this stat reflects happenstance, chance, and general favor of the divine. It primarily impacts critical rate and damage, both incoming and outgoing. It also affects debuff odds, incoming and outgoing, as well as Counter reactions. | ||
While it can be fun to play these for IC reality, they are ultimately combat abstractions; a character who can deadlift a great amount is probably but not necessarily possessed of high mechanical Strength. For non combat statistical generalities, see [[Monad]]. | While it can be fun to play these for IC reality, they are ultimately combat abstractions; a character who can deadlift a great amount is probably but not necessarily possessed of high mechanical Strength. For non-combat statistical generalities, see [[Monad System]]. | ||
===Stat Guidelines=== | ===Stat Guidelines=== | ||
| Line 165: | Line 172: | ||
| 75 | | 75 | ||
| 10 | | 10 | ||
| | | 25 | ||
| 4 | | 4 | ||
| 2 | | 2 | ||
| 1/1 | | 1/1 | ||
| 5/3/0 | | 5/3/0 | ||
| | | 2W | ||
| 1 | | 1 | ||
|- | |- | ||
| | | Veteran | ||
| | | 75 | ||
| 10 | | 10 | ||
| 25 | | 25 | ||
| 5 | | 5 | ||
| | | 3 | ||
| 1/1 | |||
| 5/3/0 | |||
| 2W | |||
| 1 | |||
|- | |||
| Adversary | |||
| 90 | |||
| 15 | |||
| 30 | |||
| 6 | |||
| 3 | |||
| 1/1 | | 1/1 | ||
| 6/4/0 | | 6/4/0 | ||
| | | 1S/2W | ||
| 1 | | 1 | ||
|- | |- | ||
| | | Veteran Adversary | ||
| | | 90 | ||
| 15 | | 15 | ||
| 30 | | 30 | ||
| | | 7 | ||
| 3 | | 3 | ||
| 1/1 | |||
| 6/4/0 | |||
| 1S/2W | |||
| 1 | |||
|- | |||
| Mythic | |||
| 135 | |||
| 20 | |||
| 40 | |||
| 12 | |||
| 4 | |||
| 2/1 | | 2/1 | ||
| 6/6/3 | | 6/6/3 | ||
| | | 2S/2W | ||
| 1 | | 1 | ||
|} | |} | ||
* Note that all of the attacks listed are additive; a standard statblock has two weak Weapon attacks and an additional Signature attack on top of their starting 5/3. | |||
* A Standard Persona is that of a normal character in the midst of their plot. Mitsuru Kirijo and Ryuji Sakamato are both Standard characters, even though Kirijo has been at it a while. | * A Standard Persona is that of a normal character in the midst of their plot. Mitsuru Kirijo and Ryuji Sakamato are both Standard characters, even though Kirijo has been at it a while. | ||
* A Veteran Persona is that of someone who has completed at least one major, world-shaking plot in the past. They don't retain their full power outside the narrative focus they had, but they have some extra tricks still. The Persona 1 cast are Veterans. | * A Veteran Persona is that of someone who has completed at least one major, world-shaking plot in the past. They don't retain their full power outside the narrative focus they had, but they have some extra tricks still. The Persona 1 cast are Veterans. | ||
| Line 219: | Line 249: | ||
| 70 | | 70 | ||
| 10 | | 10 | ||
| | | 25 | ||
| 3 | | 3 | ||
| 2 | | 2 | ||
| 1/1, 2/2, or 3/3 | | 1/1, 2/2, or 3/3 | ||
| 4/3/0 | | 4/3/0 | ||
| | | 2W | ||
| 0 | | 0 | ||
|- | |- | ||
| Line 235: | Line 265: | ||
| 1/1, 2/2, or 3/3 | | 1/1, 2/2, or 3/3 | ||
| 4/3/0 | | 4/3/0 | ||
| | | 1S/2W | ||
| 0 | | 0 | ||
|- | |- | ||
| Additional (Mythic) | | Additional (Mythic) | ||
| | | 125 | ||
| 15 | | 15 | ||
| | | 40 | ||
| | | 11 | ||
| 3 | | 3 | ||
| 3/2 or 2/1 | | 3/2 or 2/1 | ||
| | | 4/4/1 | ||
| | | 2S/2W | ||
| 0 | | 0 | ||
|} | |} | ||
Passives and Attacks are explained in more detail at [[Arcana System#Passives|here]] and [[Arcana System#Attacks_2|here]]. Note that a character who foregoes a weapon can instead take two additional Weak Persona attacks. | Passives and Attacks are explained in more detail at [[Arcana System#Passives|here]] and [[Arcana System#Attacks_2|here]]. Note that a character who foregoes a weapon can instead take two additional Weak Persona attacks, and some passives grant extra Navigator attacks. Otherwise, only 6 attacks per tier are allowable. | ||
Our current scale is between | Our current scale is between 15 and 40, with 15 being a serious weakness, 18-22 being solid, and 24+ being a highly notable strength. Values above 25 are mostly for Mythic characters and Adversaries, or exist as room to grow as characters gather XP. Having a stat of even 25 at chargen is very powerful, and we encourage a more even statistical spread. Some characters are lopsided in stats, and that's fine--but it's not necessary to keep up. | ||
=== Personality === | |||
Form ''Personalities'', meanwhile, reflect ways to gain extra Limit based on a general approach to combat. These are set per-form, and include the following: | |||
*'''Aggression''' - Issue an attack with SP/TP under 60%; use Weapon moves; use Critical, All_Out, or Breach flags. | |||
*'''Defense''' - Issue an attack with HP/TP under 60%; issue an attack while suffering a debuff or ailment; use the Masochism, Hunted, or Area flags, as well as defensive Tactica flags. | |||
*'''Support''' - Use heal/support attacks. | |||
*'''Pressure''' - Issue an attack with HP or TP over 75%; issue attack while buffed; use the Wild, Still, Sadism, Seeker, Anti_Avoid, or Anti_Block flags. | |||
*'''Ruin''' - Use Ailments or Debuffs, or the Seeker/Sadism flags. | |||
*'''Insight''' - Use Navigator-flagged attacks. | |||
They add Limit once per round for any character, on the character's attack. | |||
== Bosses and Boss Fights == | == Bosses and Boss Fights == | ||
=== Boss Stats === | |||
Ordinarily, one will simply use their own stats to boss! However, for a dedicated bossform, either for single use or multiple use... | |||
Bosses are, essentially, 'whatever you feel like' in terms of statting; they exist to be a challenge, not to follow XP rules and standards. However, there are strong guidelines to be followed, and we recommend that you go as follows: | |||
Compared to starting characters (75 XP)... | |||
+8 stat points: an ordinary fight. | |||
+23 stat points: a standard, challenging bossfight. +2 passive points; +1 rank of passives. | |||
+38 stat points: a rare, occasional bossfight; best for plot arc ends. +4 passive points; +1 rank of passives. | |||
+40 or more stat points: the PCs are expected to lose. +5 or more passive points; any rank. | |||
Attacks are however many you need, though i do not recommend taking more than 6 per tier as a rule. Use Adversary as a baseline, but add 1-2 Fierce for a particularly challening fight (30 points or more). Bosses do not usually gain Signature attacks. Their elemental affinities can be whatever you want, but note that a boss with more than a 1:1 Resist:Weak ratio becomes kind of a puzzle boss, and season accordingly. | |||
=== Bossing === | === Bossing === | ||
| Line 274: | Line 335: | ||
All triggers are reset upon +heal/full or +heal/boss. | All triggers are reset upon +heal/full or +heal/boss. | ||
In addition, note that the HP costs for boss attacks are based on the Boss HP Modifier value, rather than on their current max HP. | |||
=== Buckets === | === Buckets === | ||
| Line 299: | Line 362: | ||
The '''+trigger''' system is a mode by which a boss can establish narrative conditions for inflicting some damage or effect. | The '''+trigger''' system is a mode by which a boss can establish narrative conditions for inflicting some damage or effect. | ||
By establishing a trigger with the +trigger/set command, the boss hangs damage or a debuff on themselves, which they can then set off with +trigger when a player takes the narrative action required. | By establishing a trigger with the +trigger/set command, the boss hangs damage or a debuff or ailment on themselves, which they can then set off with +trigger when a player takes the narrative action required. | ||
Commands: | Commands: | ||
*'''+trigger/set <Damage, Percentage, or Effect>''' - Set a trigger. Can be damage, a percentage of max HP, or a debuff. | *'''+trigger/set <Damage, Percentage, or Effect>''' - Set a trigger. Can be damage, a percentage of max HP, or a debuff or ailment. If multiple debuffs and/or ailments, separate with commas. Note that explosion exclusions apply. | ||
*'''+trigger <Playername>''' - Activate the trigger on behalf of player. | *'''+trigger <Playername>''' - Activate the trigger on behalf of player. | ||
*'''+trigger/reset''' - To reset all triggers on your person. | *'''+trigger/reset''' - To reset all triggers on your person. | ||
| Line 316: | Line 379: | ||
=== Defensive Passives === | === Defensive Passives === | ||
*'''Avoid <Element>''': Reduces damage taken when Avoiding <Element> regardless of roll. '''(1)''' | *'''Avoid <Element>''': Reduces damage taken when Avoiding <Element> regardless of roll. +3 Defense. '''(1)''' | ||
*'''Block <Element>''': Reduces damage taken when Blocking <Element> regardless of roll. '''(1)''' | *'''Block <Element>''': Reduces damage taken when Blocking <Element> regardless of roll. +3 Defense. '''(1)''' | ||
*'''Counter <Element>''': Reduces damage taken when Countering <Element> regardless of roll. '''(1)''' | *'''Counter <Element>''': Reduces damage taken when Countering <Element> regardless of roll. Increase damage dealt when Countering <element> regardless of roll. +3 Attack. '''(1)''' | ||
*'''Apt Pupil''': - Increases outgoing Counter backlash damage. '''(1)''' | *'''Mitigate <Element>''': Reduces damage taken when Reacting to <Element> regardless of roll. Less than Avoid/Block/Counter <Element>, but applies to all reactions. +2 Attack, +2 Defense. Cannot be taken on Weakness affinities.'''(1)''' | ||
*'''Sharp Student''': Decreases incoming | *'''<Element> Riposte''': Your counters deal <Element> damage instead of the incoming attack's element. Note that only one of these passives can take effect per form.'''(1)''' | ||
*'''Mind Shield''': Decreases odds that Rage, Charm, Poison, Haze, and Bind will land by | *'''Apt Pupil''': - Increases outgoing Counter backlash damage. '''(1)''' (That is, the damage that you deal when you counter /them/.) | ||
*'''Nerve Shield''': Decreases odds that Exhaust, Panic, Sick, Blast, and Paralyze will land by | *'''Sharp Student''': Decreases damage taken when Countering and being Countered. '''(1)''' | ||
*'''Null <Ailment>''': Prevents <Ailment> from applying to the user. '''( | *'''Fortify Spirit''': You take less backlash damage from effects such as Panic, Exhaust, Bomb, and Pain. You also reduce the chance of incoming ailments by 10%. '''(1)''' | ||
*'''Explode Shield''': You take less Explosion damage from status effects. '''(1)''' | |||
*'''Mind Shield''': Decreases odds that Rage, Charm, Poison, Haze, and Bind will land by 50%. '''(2)''' | |||
*'''Nerve Shield''': Decreases odds that Exhaust, Panic, Sick, Blast, and Paralyze will land by 50%. '''(2)''' | |||
*'''Null <Ailment>''': Prevents <Ailment> from applying to the user. '''(2)''' | |||
**''Note that Mind Shield and Nerve Shield are usually a better deal than Null Ailment, which is included for cases when a character should really be immune to just the one.'' | |||
*'''Back Row''': You take less damage from all attacks except Area attacks, but deal less damage with all attacks but Area attacks. This does apply to healing. '''(2)''' | |||
*'''Avoid Physical''': Reduces damage taken when Avoiding Physical attacks regardless of roll. Bonus to damage when the enemy Avoids your Physical attacks. '''(2)''' | |||
*'''Block Physical''': Reduces damage taken when Blocking Physical attacks regardless of roll. Bonus to damage when the enemy Blocks your Physical attacks. '''(2)''' | |||
*'''Counter Physical''': Reduces damage taken when Countering Physical attacks regardless of roll. Increases outgoing Counter damage to Physical attacks. Bonus when the enemy Counters your Physical attacks. '''(2)''' | |||
*'''Avoid Magical''': Reduces damage taken when Avoiding Magical attacks regardless of roll. Bonus to damage when the enemy Avoids your Magical attacks. '''(2)''' | |||
*'''Block Magical''': Reduces damage taken when Blocking Magical attacks regardless of roll. Bonus to damage when the enemy Blocks your Magical attacks. '''(2)''' | |||
*'''Counter Magical''': Reduces damage taken when Countering Magical attacks regardless of roll. Increases outgoing Counter damage to Magical attacks. Bonus when the enemy Counters your Magical attacks. '''(2)''' | |||
*'''<Element> Resist''': Adds a Resistance to <Element> above and beyond one's usual selections. Cannot be applied over a Weakness. '''(3)''' | *'''<Element> Resist''': Adds a Resistance to <Element> above and beyond one's usual selections. Cannot be applied over a Weakness. '''(3)''' | ||
*'''Endure''': Once per battle, withstands an attack that would KO the user with 1 HP. '''(3)''' | *'''Endure''': Once per battle, withstands an attack that would KO the user with 1 HP. '''(3)''' | ||
*'''Ali Dance''': Reduces damage taken when Avoiding any element, regardless of roll. '''(4)''' | *'''Ali Dance''': Reduces damage taken when Avoiding any element, regardless of roll. '''(4)''' | ||
*'''Firm Stance''': Reduces damage taken when Blocking any element, regardless of roll. '''(4)''' | *'''Firm Stance''': Reduces damage taken when Blocking any element, regardless of roll. '''(4)''' | ||
*'''High Counter''': Reduces damage taken when Countering any element, regardless of roll. '''(4)''' | *'''High Counter''': Reduces damage taken when Countering any element, regardless of roll. Also increases outgoing Counter damage, regardless of element. '''(4)''' | ||
**''Ali Dance'', ''Firm Stance'', and ''High Counter'' are mutually exclusive. | |||
For this purpose, the elements selectable are ''Pierce'', ''Slash'', ''Strike'', ''Fire'', ''Water'', ''Electricity'', ''Earth'', ''Wind'', ''Light'', and ''Dark''. Ailments include ''Bind'', ''Blast'', ''Charm'', ''Exhaust'', ''Haze'', ''Panic'', ''Paralyze'', ''Poison'', ''Rage'', and ''Sick''. | For this purpose, the elements selectable are ''Pierce'', ''Slash'', ''Strike'', ''Fire'', ''Water'', ''Electricity'', ''Earth'', ''Wind'', ''Light'', and ''Dark''. Ailments include ''Bind'', ''Blast'', ''Charm'', ''Exhaust'', ''Haze'', ''Panic'', ''Paralyze'', ''Poison'', ''Rage'', and ''Sick''. | ||
| Line 334: | Line 410: | ||
=== Offensive Passives === | === Offensive Passives === | ||
*'''Heavy Weapon''': Increases damage inflicted by the user's Weapon and Tandem attacks. | *'''Heavy Weapon''': Increases damage inflicted by the user's Weapon and Tandem attacks. Gain +2 Weak Weapon attacks. '''(1)''' | ||
*'''Quick Weapon''': Gives an extra hit (maximum 3) to the user's Weapon and Tandem attacks. '''(1)''' | *'''Quick Weapon''': Gives an extra hit (maximum 3) to the user's Weapon and Tandem attacks. Gain +2 Weak Weapon attacks.''' (1)''' | ||
**''Note: You can take one of Heavy Weapon or Quick Weapon, but not both; they're mutually exclusive.'' | **''Note: You can take one of Heavy Weapon or Quick Weapon, but not both; they're mutually exclusive.'' | ||
*'''Weapon Specialist''': Grants the user 2 additional Weapon attacks at chargen. '''(1)''' | *'''Weapon Specialist''': Grants the user 2 additional Weapon attacks at chargen. '''(1)''' ''Deprecated''. | ||
*'''Explode Boost''': Increases ailment explosion damage slightly. '''(1)''' | *'''Explode Boost''': Increases ailment explosion damage slightly. '''(1)''' | ||
*'''<Element> Boost''': Increases base damage for the user's <Element> attacks. '''(1)''' | *'''<Element> Boost''': Increases base damage for the user's <Element> attacks. '''(1)''' | ||
*'''Ailment Boost''': Increases all ailment infliction odds for the user by | *'''Ailment Boost''': Increases all ailment infliction odds for the user by 30%. '''(2)''' | ||
*'''<Element> Amp''': Increases critical rate and critical damage for the user's <Element> attacks. '''(2)''' | *'''<Element> Amp''': Increases damage, critical rate and critical damage for the user's <Element> attacks. Also boosts outgoing Counter damage of that element. '''(2)''' | ||
**''Does not stack with Element Boost.'' | |||
For this purpose, the elements selectable are ''Pierce'', ''Slash'', ''Strike'', ''Fire'', ''Water'', ''Electricity'', ''Earth'', ''Wind'', ''Light'', and ''Dark''. Ailments include ''Bind'', ''Blast'', ''Charm'', ''Exhaust'', ''Haze'', ''Panic'', ''Paralyze'', ''Poison'', ''Rage'', and ''Sick''. | For this purpose, the elements selectable are ''Pierce'', ''Slash'', ''Strike'', ''Fire'', ''Water'', ''Electricity'', ''Earth'', ''Wind'', ''Light'', and ''Dark''. ''Recovery'' can be Boosted but not Amped. Ailments include ''Bind'', ''Blast'', ''Charm'', ''Exhaust'', ''Haze'', ''Panic'', ''Paralyze'', ''Poison'', ''Rage'', and ''Sick''. | ||
=== Resource Passives === | === Resource Passives === | ||
*''' | *'''Break Limit''': Gain 1 Limit at +heal/full and +1 maximum Limit. Gain +10 maximum SP. '''(1)''' ''Unavailable to extra Personas, but available to bossforms.'' | ||
*'''Mind Up''':Gain | *'''Mind Up''': Gain 8 SP when reacting to Rage, Poison, Charm, Haze, and Bind, but the effects landing are more likely. '''(1)''' | ||
*''' | *'''Nerve Up''': Gain 8 SP when reacting to Exhaust, Sick, Panic, Blast, and Paralyze, but the effects landing are more likely. '''(1)''' | ||
*''' | *'''Team Player''': Increase base TP by 40. Grant and receive 8 SP and 30 HP of healing when using the Shift or Help Up Limit Actions. Also grant the Hyper status for 1 round or until the end of the target's next turn. '''(1)''' | ||
*''' | *'''Tough Love''': The Help Up Limit Action costs 1 Limit to use. Grant and receive 8 SP and 30 HP of healing when using the Help Up or Shift Limit Actions. Also grant the Hyper status for 1 round or until the end of the target's next turn. '''(1)''' | ||
*''' | **''Hyper'': This status increases outgoing damage and debuff odds as well as decreasing incoming damage, at a rate less effective than Brace or Psych. | ||
*''' | *'''Invigorate 1''': Gain 3 SP when completing a +round. '''(1)''' | ||
*''' | *'''Regenerate 1''': Gain 8 HP when completing a +round. '''(1)''' | ||
*'''Invigorate''': Gain 10 SP when completing a +round. '''(3)''' | *'''Invigorate 2''': Gain 6 SP when completing a +round. '''(2)''' | ||
*'''Regenerate''': Gain | *'''Regenerate 2''': Gain 15 HP when completing a +round. '''(2)''' | ||
*'''Invigorate 3''': Gain 10 SP when completing a +round. '''(3)''' | |||
*'''Regenerate 3''': Gain 30 HP when completing a +round. '''(3)''' | |||
=== Other Passives === | === Other Passives === | ||
*''' | *'''Defender''': Incoming attack damage slightly decreased, incoming healing damage from attacks increased. +40 TP. +2 Weak Defender Attacks. '''(1)''' | ||
*'''Skill Card Affinity''': Allows the user to equip 3 Skill Cards instead of 1. '''(1)''' | *'''Peerless Skill''': Grants the user an additional Strong Signature attack. Can be taken once per form. '''(1)''' | ||
*'''Third Eye''': Allows the user to take Navigator-flag attacks. | *'''Skill Card Affinity''': Allows the user to equip 3 Skill Cards instead of 1. Grants +20 SP to the user's pool. '''(1)''' | ||
*'''Jamming''': Allows the user to take Navigator-flag attacks. | *'''Third Eye''': Allows the user to take Navigator-flag attacks. Grants +10 SP to the user's pool. Adds 2 Weak Navigator attacks to the user's attack list at chargen. '''(1)''' | ||
*'''Sneak Guide''': Allows the user to take Navigator-flag attacks. | *'''Jamming''': Allows the user to take Navigator-flag attacks. Grants +10 SP to the user's pool. Grants the Shock Noise Limit Action. Adds 2 Weak Navigator attacks to the user's attack list at chargen. '''(1)''' | ||
*'''Spotlight''': Allows the user to take Navigator-flag attacks. | *'''Sneak Guide''': Allows the user to take Navigator-flag attacks. Grants +10 SP to the user's pool. Grants the Life Mend Limit Action. Adds 2 Weak Navigator attacks to the user's attack list at chargen. '''(1)''' | ||
*'''Auto-Rakukaja''': Starts battle with Def_Up at 3 rounds. '''(3)''' | *'''Spotlight''': Allows the user to take Navigator-flag attacks. Grants +10 SP to the user's pool. Grants the X Soul Limit Action. Adds 2 Weak Navigator attacks to the user's attack list at chargen. '''(1)''' | ||
*'''Auto-Rebellion''': Starts battle with Crt_Up at 3 rounds. '''(3)''' | *'''Fast Heal''': Increases the chance of recovering from ailments on +round. The benefit increases your chance by ~40%. '''(2)''' | ||
*'''Auto-Sukukaja''': Starts battle with Spd_Up at 3 rounds. '''(3)''' | *'''Auto-Rakukaja''': Starts battle with Def_Up at 3 rounds. 40% chance to gain Def_Up on +round. '''(3)''' | ||
*'''Auto-Tarukaja''': Starts battle with Atk_UP at 3 rounds. '''(3)''' | *'''Auto-Rebellion''': Starts battle with Crt_Up at 3 rounds. 40% chance to gain Crt_Up on +round. '''(3)''' | ||
*'''Auto-Sukukaja''': Starts battle with Spd_Up at 3 rounds. 40% chance to gain Spd_Up on +round. '''(3)''' | |||
*'''Auto-Tarukaja''': Starts battle with Atk_UP at 3 rounds. 40% chance to gain Atk_Up on +round. '''(3)''' | |||
==== Weapon-only Passives ==== | |||
*'''Equip <Element>''': Changes all Weapon attacks with the Channel flag to the relevant element when used. Only available on weapon attacks. Less expensive than ordinary passives on weapons. | |||
Navigator flags include Curse, Eclipse, Fortune, Regen, Strength_Scan, Support_Scan, Vigor, Weakness_Scan. | Navigator flags include Curse, Eclipse, Fortune, Regen, Strength_Scan, Support_Scan, Vigor, Weakness_Scan. Navigator Flags always go on Magical attacks. Third Eye, Jamming, Sneak Guide, and Spotlight are mutually exclusive. A full Navigator-type Persona both has one of these four passives /and/ devotes at least a third of their list (excluding Weapon attacks) at chargen to Navigator-flag attacks. Post-chargen, for characters with Weak and Strong attacks, this should be at least six attacks. Less than that indicates some special talent for Resonance but not the full abilities of a Navigator. | ||
For Skill Cards, see [[Arcana_System#Equipment|Equipment]]. For Navigator type Personas, see [[ | Defender flags include Cover, Full_Cover, Phys_Safety, Magi_Safety, and All_Safety. | ||
For Skill Cards, see [[Arcana_System#Equipment|Equipment]]. For Navigator type Personas, see [[Navigator Personas]]. For buffs, see [[Arcana_System#Buffs|Buffs]]. | |||
Note that for best results with the Auto-skills, it is important to switch to the correct form '''before''' using +heal/full. | Note that for best results with the Auto-skills, it is important to switch to the correct form '''before''' using +heal/full. | ||
| Line 396: | Line 482: | ||
=== Signature Attacks === | === Signature Attacks === | ||
Signature attacks are attacks which have the Signature flag--you may have a number based on your statistical tier designation, and they are designed accordingly on 10 more points than a standard attack. Only Signature attacks may have the Signature flag. In addition, this attack must be of a tier to which you have access: for most characters, this means that your Signature attack must be '''Weak''' or '''Strong'''. | Signature attacks are attacks which have the Signature flag--you may have a number based on your statistical tier designation, and they are designed accordingly on 10 more points than a standard attack. Only Signature attacks may have the Signature flag. In addition, this attack must be of a tier to which you have access: for most characters, this means that your Signature attack must be '''Weak''' or '''Strong'''. Unlike regular attacks, a Signature attack may be a Strong weapon attack. | ||
=== Theurgy === | |||
''Theurgies'' are a special type of attack found only on 'main' Personas and forms. They have the 'Theurgy' tag, and are built as attacks of one tier '''higher''' than is typical for the form. In other words, a standard form will have a single Fierce Theurgy attack, and a Mythic form will have a single Severe Theurgy attack. | |||
They are meant to be used once per battle, and pay a reduced limit cost in exchange for requiring one action and one bonus action both in order to be used. | |||
The ''Item'' and ''Weapon'' flags are unavailable for Theurgy attacks; use ''Tandem'' instead. | |||
Theurgies may be either offensive or non-offensive, but may not be Weapon attacks; if you don't want a Theurgy, you can take a regular Strong (for most forms) or Fierce (for Mythic forms). | |||
=== Power Level === | === Power Level === | ||
| Line 404: | Line 500: | ||
=== Hits === | === Hits === | ||
An attack can issue multiple '''hits'''. This means that more than one entry is entered into the queue for a given attack. Each hit is weaker than a standard attack, but in aggregate the multiple hits are an advantage, even before considering separate critical chance and so on. Only the first hit has a chance of delivering status effects. A two-hit attack is 4 additional BP, | An attack can issue multiple '''hits''', up to three. This means that more than one entry is entered into the queue for a given attack. Each hit is weaker than a standard attack, but in aggregate the multiple hits are an advantage, even before considering separate critical chance and so on. Only the first hit has a chance of delivering status effects. A two-hit attack is 4 additional BP, 2 additional SP, and 0.25% extra HP; a three-hit attack is 10 additional BP, 4 additional SP, and 0.5% extra HP. | ||
When dealing additional hits, an attack '''always''' deals additional hits if they are designated in its statistics. | When dealing additional hits, an attack '''always''' deals additional hits if they are designated in its statistics. | ||
| Line 431: | Line 527: | ||
| Fierce | | Fierce | ||
| 0 or 5-6 | | 0 or 5-6 | ||
| - | | -2 | ||
| 70 | | 70 | ||
|- | |- | ||
| Severe | | Severe | ||
| 0 or 7-8 | | 0 or 7-8 | ||
| - | | -3 | ||
| 90 | | 90 | ||
|- | |- | ||
| Divine | | Divine | ||
| 0 or 9-10 | | 0 or 9-10 | ||
| - | | -4 | ||
| 110 | | 110 | ||
|} | |} | ||
| Line 457: | Line 553: | ||
=== Flags === | === Flags === | ||
An attack has up to five '''Flags''', which are attributes that either modify the attack or apply an effect to the target. ''All attacks with effect flags affect the target, not the user, with those flags''. Each flag has a cost in BP and modifies the attack's SP or HP cost. Flags of the same type (Ailment1/Ailment2) do not stack. | An attack has up to five '''Flags''', which are attributes that either modify the attack or apply an effect to the target. ''All attacks with effect flags affect the target, not the user, with those flags''. Each flag has a cost in BP and modifies the attack's SP or HP cost. Flags of the same type (Ailment1/Ailment2) do not stack. '''Effects''' are often applied by flags, including '''Buffs''', '''Debuffs''', and '''Ailments'''. In most cases, these effects can be extended in duration with reapplication; however, certain effects cannot. Omen and Prophecy cannot be extended by repeated application. | ||
=== Cost === | === Cost === | ||
| Line 467: | Line 563: | ||
===== Attack Modifiers ===== | ===== Attack Modifiers ===== | ||
*'''Ailment1''': Boosts ailment chances for this attack slightly. 4 BP, 0 SP, 0. | *'''Ailment1''': Boosts ailment chances for this attack slightly. 4 BP, 0 SP, 0.5% HP. | ||
*'''Ailment2''': Boosts ailment chances for this attack more. 10 BP, 0 SP, 0 HP. | *'''Ailment2''': Boosts ailment chances for this attack more. 10 BP, 0 SP, 0 HP. | ||
*'''Ailment3''': Boosts ailment chances for this attack significantly. 20 BP, | *'''Ailment3''': Boosts ailment chances for this attack significantly. 20 BP, -2 SP, -0.5% HP. | ||
*'''All_Out1''': Boosts critical damage for this attack slightly. 4 BP, | *'''All_Out1''': Boosts critical damage for this attack slightly. 4 BP, 0 SP, 0% HP. | ||
*'''All_Out2''': Boosts critical damage for this attack more. 6 BP, | *'''All_Out2''': Boosts critical damage for this attack more. 6 BP, 2 SP, 0.6% HP. | ||
*'''All_Out3''': Boosts critical damage for this attack significantly. 10 BP, | *'''All_Out3''': Boosts critical damage for this attack significantly. 10 BP, 4 SP, 1% HP. | ||
*'''Anti_Avoid''': This attack deals much more damage against Avoid reactions, and reduces Counter backlash. 10 BP, | *'''Anti_Avoid''': This attack deals much more damage against Avoid reactions, and reduces Counter backlash. 10 BP, 4 SP, 0.5% HP. | ||
*'''Anti_Block''': This attack deals much more damage against Block reactions and reduces Counter backlash. 10 BP, | *'''Anti_Block''': This attack deals much more damage against Block reactions and reduces Counter backlash. 10 BP, 4 SP, 0.5% HP. | ||
*'''Area''': This attack can target up to 4 characters. 10 BP, | **''Anti_Avoid and Anti_Block are mutually exclusive.'' | ||
*'''Critical1''': This attack's critical hit chance is increased. 4 BP, | *'''Area''': This attack can target up to 4 characters. 10 BP, 8 SP, .75% HP. Area attacks deal additional damage inversely commensurate with number of targets. There is no surcharge for targets on area attacks. | ||
*'''Critical2''': This attack's critical hit chance is increased further. 6 BP, | *'''Breach''': Deals extra damage if the user has an active Safety or Cover Tactic. (Doesn't apply to Full_Cover.) 10 BP, 4 SP, 0.4% HP | ||
*'''Critical3''': This attack's critical hit chance is increased significantly. 10 BP, | *'''Boost''': This attack is made with a +2 bonus to the attacker's Strength, Magic, and Luck. 2 BP, 1 SP, 0.2% HP. | ||
*'''Item''': This attack reflects an external source of damage from the user, typically an item that casts a spell or inflicts environmental damage. Offensive stats do not apply to the damage of this attack. 10 BP, - HP, - SP. | *'''Consistent''': This attack is exempt from changing Element based on Equip <Element> passives. Available on Weapon attacks only. 0 BP, 0 SP, 0% HP. | ||
*'''Masochism''': This attack deals more damage if the user has an Ailment. 10 BP, | *'''Critical1''': This attack's critical hit chance is increased. 4 BP, 0 SP, 0 HP. | ||
*'''Mystic''': - This attack grants 1 extra Limit. 10 BP, | *'''Critical2''': This attack's critical hit chance is increased further. 6 BP, 2 SP, 0.6% HP. | ||
*'''Sadism''': This attack deals more damage if the target has an Ailment. 10 BP, | *'''Critical3''': This attack's critical hit chance is increased significantly. 10 BP, 4 SP, 1% HP. | ||
*'''Seeker''': This attack deals more damage if the target has | *'''Extend''': Extends the duration of an attached tactic (that is, one on the attack) by 1 round (to 2 rounds). 10 BP, 8 SP. | ||
*'''Signature''': This attack gains more BP, but costs | *'''Hinder''': This attack is made with a -2 penalty to the defender's Vitality, Agility, and Luck. 2 BP, 1 SP, 0.2% HP. | ||
*'''Still''': This attack deals more damage | *'''Hunted''': This attack deals more damage if the user has a Debuff. 10 BP, 4 SP, 0.4% HP. | ||
*'''Tandem''': This attack reflects the user and their Persona attacking at the same time. It allows the benefits of Weapon attack and passives. Tandem attacks may be Physical or Magical regardless of element. 6 BP, 3 SP, 0. | *'''Item''': This attack reflects an external source of damage from the user, typically an item that casts a spell or inflicts environmental damage. Offensive stats do not apply to the damage of this attack. 10 BP, - HP, - SP. +1 Limit cost. | ||
*'''Weapon''': This attack reflects a user's weapon without active Persona use. Gains the benefit of Weapon attack and passives and costs 0 HP or SP. Weapon attacks are always physical. 6 BP, - HP, - SP. | **''Item attacks are always Weak attacks, unless specifically allowed such as by Signature attacks. | ||
*'''Wild''': This attack deals more damage | *'''Masochism''': This attack deals more damage if the user has an Ailment. 10 BP, 4 SP, 0.4% HP. | ||
*'''Mystic''': - This attack grants 1 extra Limit. 10 BP, 8 SP, 1% HP. | |||
*'''Sadism''': This attack deals more damage if the target has an Ailment. 10 BP, 4 SP, 0.4% HP. | |||
*'''Seeker''': This attack deals more damage if the target has one or more debuffs. 10 BP, 4 SP, 0.4% HP. | |||
*'''Signature''': This attack gains more BP, but costs 1 more Limit. -10 BP, -4 SP, -1% HP. ''Only valid for designated Signature attacks. Cannot be used on ordinary attacks.'' | |||
*'''Still''': This attack deals more damage scaling with spent SP. Kicks in at 75% SP. 10 BP, 4 SP, 0.4% HP. Specifically, it does a percentage of '2 PLs' based on your spent SP, to a maximum extra damage of 'your spent SP in points'. | |||
*'''Tandem''': This attack reflects the user and their Persona attacking at the same time. It allows the benefits of Weapon attack and passives. Tandem attacks may be Physical or Magical, regardless of element. Tandem attacks use the better of Magic or Strength regardless of type, though they defend as normal for an attack of their type. 6 BP, 3 SP, 0.6% HP. | |||
*'''Weapon''': This attack reflects a user's weapon without active Persona use. Gains the benefit of Weapon attack and passives and costs 0 HP or SP. Weapon attacks are always physical. 6 BP, - HP, - SP. +1 Limit cost. | |||
**''Incompatibility'': Weapon attacks may not have debuffs, such as Atk_Dn or Slash_Break, but may have Ailments such as Sick or Paralyze. | |||
**''Tier'': Except for Signature attacks, Weapon attacks must always be Weak attacks unless specifically allowed as Strong. | |||
*'''Wild''': This attack deals more damage scaling with how much damage the user has taken. Kicks in at 75% HP or TP. 10 BP, 4 SP, 0.4% HP. Specifically, it does a percentage of '2 PLs' based on your lost HP or TP. | |||
The following tags may only be placed on Strong tier attacks or higher: | |||
*'''Stress''': Adds an HP backlash to an attack in return for more BP. Stacks with Signature. -10 BP, -4 SP, -0.5% HP. (Note that it won't show as a Cost, and can KO you.) | |||
The following tags may only be placed on Severe tier attacks or higher: | |||
*'''Panacea''': allows 10 extra BP on a heal move. (That is to say, a move with Recovery PLs, Purify, Nervundi, or Patra.) -10 BP, 10 SP. | |||
===== Buffs ===== | ===== Buffs ===== | ||
| Line 494: | Line 608: | ||
Each of these flags grants a buff to the target for 3 rounds. Only Magical attacks may have these flags. | Each of these flags grants a buff to the target for 3 rounds. Only Magical attacks may have these flags. | ||
*'''Atk_Up''': Attacks deal more damage. 20 BP, | *'''Atk_Up''': Attacks deal more damage. 20 BP, 8 SP. | ||
*'''Crt_Up''': Attacks' critical rate and critical damage are increased. 20 BP, | *'''Crt_Up''': Attacks' critical rate and critical damage are increased. 20 BP, 8 SP. | ||
*'''Def_Up''': Block and Counter reactions reduce damage more. 20 BP, | *'''Def_Up''': Block and Counter reactions reduce damage more. 20 BP, 8 SP. | ||
*'''Spd_Up''': Avoid and Counter reactions reduce damage more. 20 BP, | *'''Spd_Up''': Avoid and Counter reactions reduce damage more. 20 BP, 8 SP. | ||
*'''<Element>_Wall''': Affinity changes as follows: Weakness becomes Neutral, Neutral becomes Resist. Resist is unchanged. Can apply to Recovery attacks as a debuff. Almighty Wall is not allowed. | *'''<Element>_Wall''': Affinity changes as follows: Weakness becomes Neutral, Neutral becomes Resist. Resist is unchanged. Can apply to Recovery attacks as a debuff. Almighty Wall is not allowed. 30 BP, 12 SP, 0.015% hp (For Recovery Wall). | ||
*'''Reflect_Magi''': Boosts the Counter reaction against Magical attacks significantly in damage reduction and backlash. 40 BP, | *'''Reflect_Magi''': Boosts the Counter reaction against Magical attacks significantly in damage reduction and backlash Benefit exists to a smaller extent on Avoid/Block against Magical. 40 BP, 16 SP. | ||
*'''Reflect_Phys''': Boosts the Counter reaction against Physical attacks significantly in damage reduction and backlash. 40 BP, | *'''Reflect_Phys''': Boosts the Counter reaction against Physical attacks significantly in damage reduction and backlash. Benefit exists to a smaller extent on Avoid/Block against Physical. 40 BP, 16 SP. | ||
*'' | **''These two flags are mutually exclusive and cannot be set on the same attack. Adding one will remove the other.'' | ||
*''' | *'''All_Up''': Places Atk_Up, Crt_Up, Def_Up, and Spd_Up on the target. 70 BP, 32 SP. | ||
*''' | |||
The following tags may only be placed on Strong tier attacks or higher: | |||
*'''Cloak''': Defense up against attacks without the Area flag. 30 BP, 16 SP. | |||
===== Debuffs ===== | ===== Debuffs ===== | ||
Each of these flags inflicts a debuff on the target for 3 rounds. | Each of these flags inflicts a debuff on the target for 3 rounds. Weapon attacks may not have these flags. | ||
*'''Atk_Dn''': Attacks deal less damage. 20 BP, | *'''Atk_Dn''': Attacks deal less damage. 20 BP, 8 SP, .75% HP. | ||
*'''Crt_Dn''': Attacks' critical rate and critical damage are decreased. 20 BP, | *'''Crt_Dn''': Attacks' critical rate and critical damage are decreased. 20 BP, 8 SP, .75% HP. | ||
*'''Def_Dn''': Block and Counter reactions reduce damage less. 20 BP, | *'''Def_Dn''': Block and Counter reactions reduce damage less. 20 BP, 8 SP, .75% HP. | ||
*'''Spd_Dn''': Avoid and Counter reactions reduce damage less. 20 BP, | *'''Spd_Dn''': Avoid and Counter reactions reduce damage less. 20 BP, 8 SP, .75% HP HP. | ||
*'''<Element>_Break''' : Affinity changes as follows: Resist becomes Neutral, Neutral becomes Weak. Weak is unchanged. Can apply to Recovery attacks as a buff. Almighty Break is not allowed. 40 BP, | *'''<Element>_Break''' : Affinity changes as follows: Resist becomes Neutral, Neutral becomes Weak. Weak is unchanged. Can apply to Recovery attacks as a buff. Almighty Break is not allowed. 30 BP, 12 SP, 1.5% HP. | ||
*'''All_Dn''': Places Atk_Dn, Crt_Dn, Def_Dn, and Spd_Dn on the target. 70 BP, 32 SP. | |||
The following tags may only be placed on Strong tier attacks or higher: | |||
*'''Mag_Dn''': Reduces outgoing magic damage and increases incoming magic damage. 40 BP, 16 SP, 1.25% HP. | |||
*'''Phy_Dn''': Reduces outgoing phys damage and increases incoming phys damage. 40 BP, 16 SP, 1.25% HP. | |||
===== Ailments ===== | ===== Ailments ===== | ||
| Line 521: | Line 645: | ||
*'''Bind''': Decreases outgoing Magic damage and increases incoming Avoid damage. 6 BP, 0 SP 0 HP. | *'''Bind''': Decreases outgoing Magic damage and increases incoming Avoid damage. 6 BP, 0 SP 0 HP. | ||
*'''Blast''': Decreases outgoing Magic damage and increases incoming Block damage. 6 BP, 0 SP 0 HP. | *'''Blast''': Decreases outgoing Magic damage and increases incoming Block damage. 6 BP, 0 SP 0 HP. | ||
*'''Charm''': Damage on +attack to self or +bucket party, 1/round. 10 BP, | *'''Charm''': Damage on +attack to self or +bucket party, 1/round. 10 BP, 4 SP, 0.5% HP. | ||
*'''Exhaust''': Damage on +attack to self for Tandem or Weapon attacks, 1/round. 10 BP, | *'''Exhaust''': Damage on +attack to self for Tandem or Weapon attacks, 1/round. 10 BP, 4 SP, 0.5% HP. | ||
*'''Haze''': Decreases outgoing Physical damage and increases incoming Block damage. 6 BP, 0 SP 0 HP. | *'''Haze''': Decreases outgoing Physical damage and increases incoming Block damage. 6 BP, 0 SP 0 HP. | ||
*'''Panic''': Damage on +attack to self for Tandem or Persona attacks, 1/round. 10 BP, | *'''Panic''': Damage on +attack to self for Tandem or Persona attacks, 1/round. 10 BP, 4 SP, 0.5% HP. | ||
*'''Paralyze''': Decreases outgoing Physical damage and increases incoming Avoid damage. 6 BP, 0 SP 0 HP. | *'''Paralyze''': Decreases outgoing Physical damage and increases incoming Avoid damage. 6 BP, 0 SP 0 HP. | ||
*'''Poison''': Damage on +round to HP. 10 BP, | *'''Poison''': Damage on +round to HP. 10 BP, 4 SP, 0.5% HP. | ||
*'''Rage''': Weapon attack up; all defenses down. 10 BP, | *'''Rage''': Weapon attack up; all defenses down. 10 BP, 4 SP, 0.5% HP. | ||
*'''Sick''': Damage on +round to SP. 10 BP, 5 SP, 0. | *'''Sick''': Damage on +round to SP. Reduces ailment resistance slightly. 10 BP, 4 SP, 0.5% HP. | ||
The following tags may only be placed on Strong tier attacks or higher: | |||
*'''Pain''': Explodes the next time the target uses healing or PL 0 attacks. 20 BP, 10 SP, 0.75% HP. | |||
*'''Bomb''': Explodes the next time the target uses damaging attacks. 20 BP, 10 SP, 0.75% HP. | |||
The following tags may only be placed on one-off bosses, and are unavailable to general forms. They should be used sparingly. | |||
*'''Rat''': Turns the target into a rat. Their defense is significantly reduced, and their offense is significantly reduced unless using Weak attacks, which still take a penalty. 10 BP, 4 SP, 0.5% HP. | |||
Additionally, certain Ailment pairs cancel one another out for an '''explosion''' of damage commensurate with the number of ailment pairs cancelled. The pairs are as follows: Charm/Panic, Exhaust/Rage, Poison/Sick, Blast/Paralyze, | Additionally, certain Ailment pairs cancel one another out for an '''explosion''' of damage commensurate with the number of ailment pairs cancelled. The pairs are as follows: Charm/Panic, Exhaust/Rage, Poison/Sick, Blast/Paralyze, Bind/Haze, Pain/Bomb. When this happens, the new ailment remains, but the previous ailment that was on the target is removed. | ||
*''Incompatibility'' - These pairs are accordingly unavailable to have on the same attack. | |||
===== Status Removers ===== | ===== Status Removers ===== | ||
These flags remove status on the target according to type. They are always on Magical attacks. | These flags remove status on the target according to type. They are always on Magical attacks, except for Ruin which may be on Physical attacks. | ||
*'''Nervundi''': Removes some ailments (Exhaust, Panic, Sick, Blast, Paralyze, Bomb, and Rat) without explosions. 30 BP, 4 SP. | |||
*'''Patra''': Removes some ailments (Rage, Charm, Poison, Haze, Bind, and Pain) without explosions. 30 BP, 4 SP. | |||
*'''Renew''': Removes debuffs. 30 BP, 10 SP. | |||
*'''Ruin''': Removes buffs. 30 BP, 10 SP, 1% HP. | |||
The following tags may only be placed on Severe tier attacks or higher: | |||
*'''Purify''': removes all ailments. 10 BP, 20 SP. | |||
*''' | ===== Tactica ===== | ||
*''' | |||
*''' | *'''Cover''': Applies the Cover tactic to the target, which takes half the target's damage from attacks. No Area, must target someone else. 10 BP, 8 SP. | ||
*'''Full_Cover''': Applies the Full_Cover tactic to the target, which takes all incoming damaging attacks onto the giver instead of the original target as long as it lasts. No Area, must target someone else. 30 BP, 8 SP. This should not be generally used cross-bucket. | |||
*'''Phys_Safety''': Applies the Physical Safety tactic to the target. Reduces damage from Physical attacks for one round. Minor benefit against Magical attacks. 40 BP, 12 SP. | |||
**''Incompatible with Magi_Safety and All_Safety.''' | |||
*'''Magi_Safety''': Applies the Magical Safety tactic to the target. Reduces damage from Magical attacks for one round. Minor benefit against Physical attacks. 40 BP, 12 SP. | |||
**''Incompatible with Phys_Safety and All_Safety.''' | |||
*'''All_Safety''': Applies the All Safety tactic to the target. Reduces damage from all attacks for one round. 60 BP, 16 SP. (Strong+ only). | |||
**''Incompatible with Magi_Safety and Phys_Safety.''' | |||
===== Miscellaneous Flags ===== | ===== Miscellaneous Flags ===== | ||
*'''Curse''': Inflicts a random debuff on the target. Navigator-only. 20 BP, | *'''Efficient''': This attack costs fewer SP or HP. 10 BP, -6 SP, -0.75% HP. | ||
*''' | *'''Revive''': Bonus to heal PL under 15% hp; starts heal at 1 instead of negative health value. 10 BP, 4 SP. | ||
*'''Fortune''': Grants a random buff to the target. Navigator-only. 20 BP, | *'''SP_Heal1''': Restores a small amount of SP to the target. 20 BP, 8 SP. | ||
*''' | *'''HP_Drain''': Deals -50% base damage, but drains that damage as HP. 10 BP, 4 SP. | ||
*'''Strength_Scan''': Announces the target's Resist affinities to the room. Navigator-only. 10 BP, | *'''SP_Drain''': Deals 15% base damage, but targets and drains SP. 10 BP, 0 SP (Zeroes out cost). | ||
*'''Support_Scan''': Announces the target's Passives to the room. Navigator-only. 10 BP, | **''SP_Drain can only be placed on Almighty attacks.'' | ||
*'''Weakness_Scan''': Announces the target's Weak affinities to the room. Navigator-only. | **''Drains are currently unavailable to custom attacks. HP_Drain will open to them later.'' | ||
The following tag is not for general use, and its effect is listed here for reference: | |||
*'''Pierce''': Ignores elemental Strength. | |||
===== Navigator-Only Flags ===== | |||
*'''Regen''': Restore some HP each round. Navigator-only. 20 BP, 8 SP. | |||
*'''Vigor''': Restore some SP each round. Boosts ailment resistance slightly. Navigator-only. 20 BP, 8 SP. | |||
*'''Eclipse''': Turns one weakness hit into a Resisted hit. Navigator-only. 10 BP, 5 SP. | |||
*'''Curse''': Inflicts a random debuff on the target. Navigator-only. 20 BP, 10 SP. | |||
*'''Worry''': Random ailments (two) on target. Both ailments will be either Mind or Nerve. There is also a slight bonus to application chance. Navigator-only. 20 BP, 10 SP. | |||
*'''Fortune''': Grants a random buff to the target. Navigator-only. 20 BP, 10 SP. | |||
*'''Melody''': Extends durations of buffs already present on the target by 3 rounds. Navigator-only. 10 BP, 5 SP. | |||
*'''Strength_Scan''': Announces the target's Resist affinities to the room. Navigator-only. 10 BP, 4 SP, 0.5% HP. | |||
*'''Support_Scan''': Announces the target's Passives to the room. Navigator-only. 10 BP, 4 SP, 0.5% HP. | |||
*'''Weakness_Scan''': Announces the target's Weak affinities to the room. Navigator-only. 20 BP, 8 SP, 1% HP. | |||
**''All Scan abilities are incompatible with the Area flag.'' | |||
== | The following tags may only be placed on Strong tier attacks or higher: | ||
*'''Omen''': Small debuff to all defenses; after 2 rounds, target takes damage. 50 BP, 24 SP. | |||
*'''Prophecy''': Small buff to all defences; after 2 rounds, target receives healing. 50 BP, 24 SP. | |||
*'''Inner_Strength''': Gives a bonus to damage for the target's Strong affinity attacks, and a smaller bonus for attacks whose elements and reactions are relevant (Avoid Fire on a Fire attack being Avoided, or Mitigate Water on a Water attack). Stacks with X Boost. 30 BP, 15 SP. | |||
==Fusion Spells== | |||
Fusion spells are types of combination attacks between two or three Persona Users that require a combination of lesser attacks for one of far greater effect. Fusion Spells are always Fierce Spells of Power Level 5 or 6, and possess the Pierce Flag, which allows them to ignore elemental resistances. | |||
*'''+view/fusions''' In order to view a list of available Fusion Spells. (+view/fusions 2 for the second page.) | |||
'''Note:''' This system has attacks on the list to represent Showtimes. These are on page 2! | |||
Each fusion has a list of requirements as shown. Participants must be able to contribute one of the required types of elements for the attacks on the list. '''Str''' denotes that attacks that are at least Strong must be used to meet requirements, while '''Wk''' denotes that weak attacks can be used for meeting the requirements. | |||
In order to initiate a Fusion Attack, the person in question would start with: | |||
= | *'''+fusion/start <attackname>=<bidded attack>/<bidded limit>''' | ||
The limit cost is the total cost, which any participant may contribute. This does not have to be the individual that began the attack! | |||
In order to join a Fusion Attack, the Second or Third Persona Users would then use the command: | |||
*'''+ | *'''+fusion/join <attacker>=<bidded attack>/<bidded limit> | ||
To rephrase, if the cost is 1, only one person would need to bid a limit! Everyone else can enter the value as 0 for bidded limit. | |||
When enough people have joined to meet the requirements, the system will tell you the attack is ready. At that point, the initial attacker must enter the command: | |||
*'''+fusion/attack <target>''' | |||
And the attack will fire! | |||
If an error is made and the Fusion needs to be cancelled for any reason, then the command to use is: | |||
*'''+fusion/clear''' | |||
The attack will then be cancelled. | |||
==Equipment== | |||
Equipment is a system unto itself within Arcana, for more on this: see [[Equipment]]. | |||
== Command Glossary == | == Command Glossary == | ||
*'''+attack''' <target>=<attackname> - Directs an attack at opponent(s). Targets | *'''+attack''' <target>=<attackname> - Directs an attack at opponent(s). Targets are separated by commas. The same target cannot be targeted multiple times per +attack. | ||
*'''+react''' <name or number> - Reacts to an attack. Note that if you have more attacks in your +queue when finished, the system will give you a message stating as much. | *'''+react''' ('''+avoid|+block|+counter|+take''') <name or number> - Reacts to an attack. Note that if you have more attacks in your +queue when finished, the system will give you a message stating as much. Can take multiple arguments if you want to use the same reaction against multiple incoming attacks. | ||
*'''*+health''' - Shows a basic screen of combat information relevant to a fight. | *'''*+health''' - Shows a basic screen of combat information relevant to a fight. | ||
*'''*+queue''' - Shows the attacks in your queue. | *'''*+queue''' - Shows the attacks in your queue. | ||
*'''*+heal/full''' - Resets your status and pools, initializing you for combat. | *'''*+heal/full''' - Resets your status and pools, initializing you for combat. | ||
*'''*+cancel''' <target> and +cancel/area <targets> - Cancels an attack on <target>. Use +cancel/area with a list of targets for an area attack to ensure your resources are recalculated appropriately. | *'''*+cancel''' <target> and +cancel/area <targets> - Cancels an attack on <target>. Use +cancel/area with a list of targets for an area attack to ensure your resources are recalculated appropriately. | ||
*'''*+view/fusions''' or '''+view/fusions 2''' - Shows a list of available Fusion Spells | |||
*'''*+fusion/start <attackname>=<bidded attack>/<bidded limit>''' - Initiates a Fusion Spell from the available list. | |||
*'''*+fusion/join <attacker>=<bidded attack>/<bidded limit>''' - Joins a Fusion Spell initiated by another player. | |||
*'''*+fusion/attack <target>''' - Complete a Fusion Spell after all requirements are met. | |||
*'''*+fusion/clear''' - Cancel a Fusion Spell in progress. | |||
*'''*+trigger/set''' <damage> OR <percentage> OR <debuff> - Sets up a 'boss trigger' that allows a character to deal <damage> to you as a boss during the fight for a narrative or environmental reason. | *'''*+trigger/set''' <damage> OR <percentage> OR <debuff> - Sets up a 'boss trigger' that allows a character to deal <damage> to you as a boss during the fight for a narrative or environmental reason. | ||
*'''*+trigger/reset''' - Resets all triggers on you and your targets. | *'''*+trigger/reset''' - Resets all triggers on you and your targets. | ||
| Line 623: | Line 796: | ||
*'''+view/frees''' | *'''+view/frees''' | ||
*'''+free/set''' ''<freename>=<chosenname>'' | *'''+free/set''' ''<freename>=<chosenname>'' | ||
*'''+frees/clear''' - Clears all freeattacks on a form. | |||
*'''+heal/full''' - Fully heals and readies for combat. | *'''+heal/full''' - Fully heals and readies for combat. | ||
*'''+heal/boss <X>''' - Fully heals and readies for combat as a boss for X opponents. | *'''+heal/boss <X>''' - Fully heals and readies for combat as a boss for X opponents. | ||
*'''+heal/adjust <X>''' - Adjusts boss health for a different number of combatants. | *'''+heal/adjust <X>''' - Adjusts boss health for a different number of combatants. | ||
*'''+help cheatsheet''' - Displays some useful combat system data for easy reference. | |||
*'''+explain''' - Displays a longform list of passives and current effects on your character, with descriptions. | |||
===See Also...=== | |||
*[[Equipment]] | |||
*[[Attack Database]] | |||
[[Category: Systems]] | |||
Latest revision as of 10:48, 13 June 2026
The Arcana System is Velvet Room MUSH's primary coded combat system. It encompasses combat among player characters as well as versus monsters and bosses run by other players or staff.
Basics
The basic object of play in the Arcana System is to reduce one's opponents to 0 HP before being reduced to 0 HP yourself. While sometimes this will be influenced or replaced by the needs of drama and ultimately 'winning' is less important than telling an interesting story, that is how one 'wins'.
The following concepts are vital to understanding the system.
Pools
HP: Hit Points. These reflect one's health fatigue, and ability to continue fighting. While the loss of HP can reflect literal bleeding wounds, it usually doesn't. Generally taking damage in combat results in increased fatigue. This is illustrated more in Respect. They are reduced by taking damage from attacks and restored via healing. Some attacks cost HP to use.
TP: Treatment Points. These points reflect how much more healing a character can receive before healing ceases to have effect. Think of it as reserve health which is accessed via healing moves. It is primarily reduced by receiving healing. When TP reaches 0, healing has no further effect. Note that these points are never wasted--if you're only healed 50 damage from a 100-damage heal, you only lose 50 TP. Countering an attack also costs 30 TP. The purpose of this system is to allow healing as useful and effective without allowing fights to stretch indefinitely.
SP: Spirit Points. These reflect one's mental focus and energy. Most attacks cost SP to use, and rare effects can lower one's SP directly. Lower SP ICly reflects a greater difficulty focusing on using Persona abilities. SP cannot go below 0 and cannot go above one's maximum. At 0 SP, one can no longer use attacks which cost SP. SP can be restored like HP without limit otherwise. Your SP pool is based on your attacks, with more Magical attacks leading to more SP and more Physical attacks leading to less.
Limit: Limit. These points reflect an overall advantage during battle, be it luck or superior positioning. Limit is spent to use higher-level attacks and perform Limit Actions, which are covered later in this page. Limit is gained primarily through using lower-tier attacks. In a typical battle, Limit starts at 0 and can be gathered up to a given cap. Limit is bounded between 0 and the cap. It is best to use limit rather than store it; there are no benefits to holding max Limit besides the opportunity to use it.
Pools such as HP, TP, SP, and Limit are all reset to their starting amounts upon using +heal/full. This is typically done before each new battle. Stats do not affect one's pools.
Stats
Characters have five 'stats' for the Arcana System, which are detailed in Character Statistics. These basic statistics affect most aspects of combat, and are set per form.
Actions and Reactions
One can take both active moves and responsive moves in the combat system. Typically, one receives one action per turn, and any number of reactions per turn. Actions are used for attacks, which are explained below. Reactions are responses to incoming attacks. Finally, there is a third type of action that can be used on one's turn, the bonus action. Granted by some effects, a bonus action allows you to take limited additional actions on your turn. (Typically, one additional Weak action per bonus action.) Note that limit can be spent but is not received for bonus actions. Bonus actions are preferentially used when possible; if you have a regular action and a bonus action available and use a Weak attack, it will take the bonus action rather than the regular action.
Attacks
The primary action one can take in the Arcana System is to assign and enact attacks, which include both offensive moves and healing spells. Buffs and debuffs are also attacks; examples include Agi, Cleave, Tarukaja, Tarunda, and Dia. Attacks come in multiple tiers: Weak, Strong, Fierce, Severe, and Divine. An attack's components and construction are detailed in this section.
Effects
Buffs, debuffs, and ailments are all effects that can modify one's attacks, reactions, or combat status in some way. Buffs increase statistical values; debuffs decrease statistical values; ailments impose conditions on your character not directly related to your stats. The difference between buffs, debuffs, and ailments is elaborated upon in this section.
Limit Actions
Limit Actions are a way of turning the tide of a battle in one's favor. They spend the Limit resource to achieve effects that could not typically be done through attacks or reactions. Notably, some Limit Actions can be used regardless of turn order. The limit actions to which one has access vary depending on character attributes. Antagonists and bosses have a different set of Limit Actions from standard characters. Limit Actions include the following:
- Help Up - Removes Omen or one Ailment from target character (never yourself). On or off your turn. Costs 2 Limit. All.
- Priority: In order, it will remove: Omen, Pain, Bomb, Charm, Exhaust, Poison, Panic, Rage, Sick, Blast, Bind, Paralyze, and Haze.
- Shift - Grants one bonus action to target character (never yourself). On or off your turn. Costs 3 Limit. All.
- Recover - Converts Bonus Actions to Limit, at a rate of 1:1. Will clear all bonus actions. Costs 0 Limit. All.
- Exploit - Grants yourself one Bonus Action. Costs 3 Limit. All.
- Psych - Enhances this round's attacks. Costs 2 Limit. All.
- Brace - Enhances your defenses against all attacks this round. Costs 2 Limit. All
- Blood - Grants the Blood status to self, which increases incoming and outgoing damage. Mutually exclusive with Aegis and Favor. Costs 3 Limit. Boss
- Aegis - Grants the Aegis status to self, which decreases incoming and outgoing damage. Mutually exclusive with Aegis and Favor. Costs 3 Limit. Boss
- Favor - Grants the Favor status to self, which increases outgoing and decreases incoming damage. Mutually exclusive with Blood and Aegis. Costs 3 Limit. Boss
- Salve - Removes one ailment from self. Costs 2 Limit. Boss
- Broad - Allows one to attack up to 4 targets with one attack, regardless of Area flags. Costs 3 Limit. Boss
- Reach - Allows an Area attack to reach up to 30 targets. Costs 3 Limit. Boss (Note: Please do not fight 30 people. Also, Reach only applies to attacks that have the Area flag, not those that are temporarily Area thanks to Broad.)
- Break - Grants the Break status to self and grants 3 Limit to self. The Break status grants a Bonus Action to each target attacked while it lasts. This is meant to encourage 'all-out attacks', and is a fine way to end a last round. Costs 0 Limit. Boss
Exclusive Limit Actions
These limit actions require a passive to unlock. They are generally for Navigators and Anti-Navigators.
- X Soul - Grants a random buff to the target. Can be used on self. Costs 2 Limit. Requires the Spotlight passive to use.
- Shock Noise - Inflicts a random debuff onto the target. Can be used on self. Costs 2 Limit. Requires the Jamming passive to use.
- Life Mend - Grants +75 HP to the target. Can be used on self. Costs 2 Limit. Requires the Sneak Guide passive to use.
Combat Rounds
At the end of one's turn, the combat round ticks over. At this point, various operations are performed: regenerative healing-per-turn effects happen, as do damage-per-turn effects. Rounds tick down for effects, and ailments may resolve by random chance. Your 'action count' also resets, allowing your next turn to take the appropriate amount of actions. More on this in combat flow.
Elements and Affinity
Each attack has an element, which describes the sort of damage (or healing) it does. Each character has Affinities for each element: you may be Neutral to, Resistant to, or Weak to an element. Resistance means less damage from attacks of that element, while Weakness means more damage from attacks of that element. Neutrality applies no modifier.
Elements for which characters may have Affinity include Pierce, Slash, Strike, Fire, Water, Electricity, Earth, Wind, Light, and Dark. Almighty and Recovery are additional elements, but a character cannot have affinity for either.
- Pierce: Pinpoint physical attacks; most ranged physical attacks.
- Slash: Cutting physical attacks.
- Strike: Bashing physical attacks.
- Fire: Attacks based on heat and combustion. Agi/Frei lines.
- Water: Attacks based on cold and liquid. Bufu/Aqua lines.
- Elec: Attacks based on volatile energy. Zio/Psi lines.
- Earth: Attacks based on rock, compression, or weight. Magna/Gry lines.
- Wind: Attacks based on kinetic energy. Garu/Zan lines.
- Light: Attacks based on holiness, sacred power, or exorcism. Kouha/Hama lines.
- Dark: Attacks based on curses and dark forces. Eiha/Mudo lines.
- Recovery: Healing and restorative attacks. Dia line.
- Almighty: Attacks which bypass elemental affinity. Poisma or Megido.
Forms
Typically, a character has one combat mode in Arcana System: that of their character and Persona. However, some characters can hold multiple Personas, and occasionally one might use a character bit to run a boss separately from one's own character. To shift modes, one will use +mode # where # is the number of the desired mode.
The most common way to have multiple forms is either to be a Wild Card or to have a form to reflect one's minions separately from oneself, as if for a Marked character summoning generic Demons.
Combat, Reactions, and Battle Flow
A typical battle run through the Arcana System is started with the +heal/full command for all given participants. If one is a boss, they will use +heal/boss #, where # is the amount of targets they intend to fight.
Action
From there, it proceeds in turns. On a turn, one takes an action, assigning one attack per action to the targets of one's choice. These can be healing moves, damaging attacks, or anything else on your list. One also takes one's bonus action attacks, typically Weak-tier attacks that may be assigned before or after one's main attacks. Note that bonus action attacks do not gain Limit except for that gained from Passives such as Supporter.
If the attacker has finished their actions and bonus actions, +round will be automatically engaged to progress to the end of their turn. If you want to continue the battle without engaging all of your actions, use the command +round.
This is accomplished via the +attack command. The syntax is +attack <target>=<attackname>, for example +attack bel=dia. Multiple targets are comma-separated. For example, +attack bel,leb=media.
Reaction
When attacked, a player character has the option of various reactions, each of which impact the incoming attack in some way. It is expected to react to an attack (including heals and buff attacks) as soon as is possible and reasonable. For example: in a group fight, you're targeted by an attack. By reacting at the time of the attack rather than later while you're writing, someone who might want to heal your character will know what you need!
Reactions
- +Avoid - Attempts to defend via speed and evasion. Affected by Agility. Can also be performed with +evade.
- +Block - Attempts to defend via toughness or parrying. Affected by Vitality. Can also be performed with +guard.
- +Counter - Refuses defense in order to return damage to the attacker. Affected by Agility, Vitality, and Luck. Can also be performed with +repel.
- +Take - A final reaction which reflects 'no contest' to the attack. This is typically used for heals and buffs. If you wish to fail a roll deliberately, use the /fail switch on one of the other reactions, rather than +take. +accept is another alias for +take.
Each reaction has three possible states:
- Success - The most favorable result. Reduces the most damage, or returns the most damage in the case of Counter.
- Neutral - A moderate result. Reduces some damage, or returns some damage in the case of Counter.
- Failure - The worst result. Takes the most damage, or returns the least damage in the case of Counter.
Stats impact both one's rate of success and base damage reduction from attacks for a given reaction. Reaction modifiers are also affected by certain abilities and statuses. More on that in Passives and Effects.
- Attack Type has effects on Reactions. Avoid is slightly more advantageous against Magical attacks, while Block is somewhat more advantageous against Physical attacks. In addition, Physical attacks will deal more damage on Failure and less on Success, whereas Magical attacks will deal less on Failure and more on Success.
You can see attacks in your queue as well as data on that attack to help you decide how to react. You do this with the commands +queue or +health. When choosing a reaction, use the number in your queue or the name or alias of your attacker to react to the topmost attack from them in your queue.
Note that some attacks are multi-hit attacks, which means that you will have multiple +queue entries against which to defend from a given attack. This is noted in the attack readout but also in +queue. You cannot act again until you have reacted to all attacks in your +queue. You can react to every attack at once if you want to use the same type of reaction against them. Do this by presenting multiple arguments in your +react string, such as +block junes junes or +block 1 2.
Further note that there is no such thing as perfect mitigation in this system; all attacks that deal damage will deal some damage.
Summary
So, one acts, their opponent reacts to each attack. Then, the opponent acts, and the original attacker reacts. Battle progresses this way in turns. In large fights against a single boss, the boss acts up to once per target, and each target reacts, followed by a poseround in which everyone takes their own actions. One never acts again before one's opponent has acted.
When someone's HP reaches 0, or when a dramatic end is agreed upon by all parties, the battle is over. Note that a character does not die when reduced to 0 HP; they must merely stop the battle. This can be due to unconsciousness, needing to flee, or any number of other reactions, but consent still applies to defeated characters.
Attack/Pose Conventions
Finally, there's the matter of which attacks to use. We encourage variety in pose, especially in combat. However, Persona is a series where sometimes you just spam the same thing to win! We prefer a balance of these approaches; in general, you shouldn't re-use the same attack consecutively, but you're welcome to re-use said attack another time in the fight. While many games discourage such re-use, we're cool with it. Just remember that it's not only about winning, but about providing an interesting fight to both sides. For bosses, all repetition bets are off, becuase there's only so many attacks and a lot of opponents to go around. However, a boss should only attack each target once per round in most circumstances; if you want to attack twice, use a bonus action for the second! If it's narratively interesting to break these rules, go for it! But they should generally be followed in most circumstances.
Character Statistics
Stats
Each 'stat' is a numerical representation of one's relative power in a given field of combat. Their scale is between 1 and 100. The stats and their effects are as follows:
- Strength - St, this stat reflects one's physical offense. It empowers Physical attacks.
- Magic - Ma, this stat reflects one's mystical offense. It empowers Magical attacks.
- Agility- Ag, this stat reflects one's ability to move and dodge. It benefits Avoid and Counter reactions.
- Vitality - Vi, this stat reflects one's toughness and guarding abilities. It benefits Block and Counter reactions.
- Luck - Lu, this stat reflects happenstance, chance, and general favor of the divine. It primarily impacts critical rate and damage, both incoming and outgoing. It also affects debuff odds, incoming and outgoing, as well as Counter reactions.
While it can be fun to play these for IC reality, they are ultimately combat abstractions; a character who can deadlift a great amount is probably but not necessarily possessed of high mechanical Strength. For non-combat statistical generalities, see Monad System.
Stat Guidelines
| Form Type | Stat Pool | Stat Minimum | Stat Maximum | Passive Points | Passive Rank | Strong/Weak Affinities | Weak/Strong/Fierce Attacks | Weapon Attacks | Signature Attacks |
|---|---|---|---|---|---|---|---|---|---|
| Standard | 75 | 10 | 25 | 4 | 2 | 1/1 | 5/3/0 | 2W | 1 |
| Veteran | 75 | 10 | 25 | 5 | 3 | 1/1 | 5/3/0 | 2W | 1 |
| Adversary | 90 | 15 | 30 | 6 | 3 | 1/1 | 6/4/0 | 1S/2W | 1 |
| Veteran Adversary | 90 | 15 | 30 | 7 | 3 | 1/1 | 6/4/0 | 1S/2W | 1 |
| Mythic | 135 | 20 | 40 | 12 | 4 | 2/1 | 6/6/3 | 2S/2W | 1 |
- Note that all of the attacks listed are additive; a standard statblock has two weak Weapon attacks and an additional Signature attack on top of their starting 5/3.
- A Standard Persona is that of a normal character in the midst of their plot. Mitsuru Kirijo and Ryuji Sakamato are both Standard characters, even though Kirijo has been at it a while.
- A Veteran Persona is that of someone who has completed at least one major, world-shaking plot in the past. They don't retain their full power outside the narrative focus they had, but they have some extra tricks still. The Persona 1 cast are Veterans.
- An Adversary Persona is an antagonist's Persona. They have a certain narrative role and have a little more power to back that up.
- A Mythic Persona meanwhile is someone at the top of their game--a powerful Persona-user well beyond the standard, either through destiny or some other means. Being Mythic is not normal, and it tends to draw the attention of powerful enemies. Tatsuya Suou is a Mythic character, as is Goro Akechi.
Meanwhile, Wild Cards and certain other characters may have more than one Persona. If a form is meant for use during an entire battle, it can be built as per the usual rules. If, however, that form is designed for switching between, such as a Wild Card's Personas, it will use the following rules:
| Form Type | Stat Pool | Stat Minimum | Stat Maximum | Passive Points | Passive Rank | Strong/Weak Affinities | Weak/Strong/Fierce Attacks | Weapon Attacks | Signature Attacks |
|---|---|---|---|---|---|---|---|---|---|
| Additional (Standard) | 70 | 10 | 25 | 3 | 2 | 1/1, 2/2, or 3/3 | 4/3/0 | 2W | 0 |
| Additional (Adversary) | 80 | 10 | 25 | 4 | 2 | 1/1, 2/2, or 3/3 | 4/3/0 | 1S/2W | 0 |
| Additional (Mythic) | 125 | 15 | 40 | 11 | 3 | 3/2 or 2/1 | 4/4/1 | 2S/2W | 0 |
Passives and Attacks are explained in more detail at here and here. Note that a character who foregoes a weapon can instead take two additional Weak Persona attacks, and some passives grant extra Navigator attacks. Otherwise, only 6 attacks per tier are allowable.
Our current scale is between 15 and 40, with 15 being a serious weakness, 18-22 being solid, and 24+ being a highly notable strength. Values above 25 are mostly for Mythic characters and Adversaries, or exist as room to grow as characters gather XP. Having a stat of even 25 at chargen is very powerful, and we encourage a more even statistical spread. Some characters are lopsided in stats, and that's fine--but it's not necessary to keep up.
Personality
Form Personalities, meanwhile, reflect ways to gain extra Limit based on a general approach to combat. These are set per-form, and include the following:
- Aggression - Issue an attack with SP/TP under 60%; use Weapon moves; use Critical, All_Out, or Breach flags.
- Defense - Issue an attack with HP/TP under 60%; issue an attack while suffering a debuff or ailment; use the Masochism, Hunted, or Area flags, as well as defensive Tactica flags.
- Support - Use heal/support attacks.
- Pressure - Issue an attack with HP or TP over 75%; issue attack while buffed; use the Wild, Still, Sadism, Seeker, Anti_Avoid, or Anti_Block flags.
- Ruin - Use Ailments or Debuffs, or the Seeker/Sadism flags.
- Insight - Use Navigator-flagged attacks.
They add Limit once per round for any character, on the character's attack.
Bosses and Boss Fights
Boss Stats
Ordinarily, one will simply use their own stats to boss! However, for a dedicated bossform, either for single use or multiple use...
Bosses are, essentially, 'whatever you feel like' in terms of statting; they exist to be a challenge, not to follow XP rules and standards. However, there are strong guidelines to be followed, and we recommend that you go as follows:
Compared to starting characters (75 XP)...
+8 stat points: an ordinary fight.
+23 stat points: a standard, challenging bossfight. +2 passive points; +1 rank of passives.
+38 stat points: a rare, occasional bossfight; best for plot arc ends. +4 passive points; +1 rank of passives.
+40 or more stat points: the PCs are expected to lose. +5 or more passive points; any rank.
Attacks are however many you need, though i do not recommend taking more than 6 per tier as a rule. Use Adversary as a baseline, but add 1-2 Fierce for a particularly challening fight (30 points or more). Bosses do not usually gain Signature attacks. Their elemental affinities can be whatever you want, but note that a boss with more than a 1:1 Resist:Weak ratio becomes kind of a puzzle boss, and season accordingly.
Bossing
Sometimes, a player takes on the role of a Boss for other players to fight. This can reflect a single big monster, a group of enemies, or even a single character who is empowered by their cornered state. In other words, don't worry too much about whether a boss should rightly be able to handle a group of people ICly; we're based on a JRPG, and that's just part of the milieu. More importantly, here's how it's done:
- +heal/boss <number> - Number refers to the number of opponents you intend to fight.
- +heal/adjust <number> - Something went funny and someone had to leave, or someone new joined the fight? Adjust your boss value with this command.
With this command, a player can empower their character or other boss to take on a group! A boss has increased HP, SP, Limit maximum, and Action count in order to pose a challenge to more than one player. The expectation is that a boss will take their actions on their turn, attacking everyone not more than once with the same action, and in turn everyone else will react, pose, and attack the boss in turn. The boss may react to attacks in any order they choose, but the default is first-in, first-out. Bosses gain various special tools to help them provide interesting challenges.
Note that in most cases, the object of a bossfight for the boss is not to win, but to provide an interesting experience. A boss might well be able to overcome the entire group by using only their strongest and most ruthless tactics! This is usually not desirable. Accordingly, a boss need not be fought to 0 HP; when the group and/or the bossrunner agree that the fight has reached an interesting conclusion, that's good enough.
One tool to which bosses have access is the +trigger system. Sometimes, a fight may involve environmental or other narrative elements that are useful to simulate. For this purpose, the boss may designate a trigger with the +boss/trigger command. By fulfilling the requirements the boss sets forth, the players unlock a special command; this allows them to deal extra damage to the boss without having to use their own attack. The commands for this sytem are as follows:
- +boss/trigger <character>[ <character2>, etc.]=<damage value> - Designate one or more characters with the ability to deal <damage> to the target. It may be a flat value or a percentage of HP. So, 1000 points, or 10% of your max HP.
- +trigger <bossname> - Sets off the trigger, dealing damage.
- +trigger/reset - Something gone wrong, or the action didn't get taken after all? Reset your triggers with this command.
All triggers are reset upon +heal/full or +heal/boss.
In addition, note that the HP costs for boss attacks are based on the Boss HP Modifier value, rather than on their current max HP.
Buckets
Buckets refers to not literal buckets but instead is a mechanism for organizing boss fights when there are multiple bosses in the scene. Using buckets allows players to 'sign up' to fight a particular boss and for the boss to keep track of who they're targeting.
Keep in mind, using buckets doesn't mean that a player is restricted to a given target -- the key is to ask first if you would like to temporarily target someone else. Neither are you restricted to aiding people also in your bucket! Buckets are simply an organizational tool.
For bosses, characters in your bucket are starred with an asterisk in +pot and +scan.
Boss bucket commands are:
- +bucket/place # - Places a new bucket with # slots.
- +bucket/adjust # - Only works if you have a bucket. Adjusts slots to #.
- +bucket/clear - Clears your current bucket.
To check buckets for the room, use +buckets.
For non-boss players, their bucket commands are:
- +bjoin <Bossname> - Joins an extant bucket. (+bucket/join <bossname> also works.)
- +bleave <Bossname> - Leaves the relevant bucket. (+bucket/leave <bossname> also works.)
Certain effects work differently when there are Buckets. For instance, the Charm ailment deals damage to yourself normally, but might instead deal damage to a party member, as designated by non-bosses in your +bucket!
Triggers
The +trigger system is a mode by which a boss can establish narrative conditions for inflicting some damage or effect.
By establishing a trigger with the +trigger/set command, the boss hangs damage or a debuff or ailment on themselves, which they can then set off with +trigger when a player takes the narrative action required.
Commands:
- +trigger/set <Damage, Percentage, or Effect> - Set a trigger. Can be damage, a percentage of max HP, or a debuff or ailment. If multiple debuffs and/or ailments, separate with commas. Note that explosion exclusions apply.
- +trigger <Playername> - Activate the trigger on behalf of player.
- +trigger/reset - To reset all triggers on your person.
Passives
Each form has a number of Passive abilities, each of which has an impact on battles. Passives are applied per-form--each Persona has its own. Some impact the parameters of the form, while others affect statistics, actions, and reactions more directly. The same Passive cannot be stacked, but different and similar passives may.
Passives are gated by Rank. Each form may take passives up to and including a given Rank, which is noted at the end of the passive's description. For example, a form has access to four points of passives, up to rank 2: they may take 4 rank one passives, 2 rank 2 passives, or any other combination which adds up to 4 made up of 1 and 2 Rank passives.
Passives are as follows:
Defensive Passives
- Avoid <Element>: Reduces damage taken when Avoiding <Element> regardless of roll. +3 Defense. (1)
- Block <Element>: Reduces damage taken when Blocking <Element> regardless of roll. +3 Defense. (1)
- Counter <Element>: Reduces damage taken when Countering <Element> regardless of roll. Increase damage dealt when Countering <element> regardless of roll. +3 Attack. (1)
- Mitigate <Element>: Reduces damage taken when Reacting to <Element> regardless of roll. Less than Avoid/Block/Counter <Element>, but applies to all reactions. +2 Attack, +2 Defense. Cannot be taken on Weakness affinities.(1)
- <Element> Riposte: Your counters deal <Element> damage instead of the incoming attack's element. Note that only one of these passives can take effect per form.(1)
- Apt Pupil: - Increases outgoing Counter backlash damage. (1) (That is, the damage that you deal when you counter /them/.)
- Sharp Student: Decreases damage taken when Countering and being Countered. (1)
- Fortify Spirit: You take less backlash damage from effects such as Panic, Exhaust, Bomb, and Pain. You also reduce the chance of incoming ailments by 10%. (1)
- Explode Shield: You take less Explosion damage from status effects. (1)
- Mind Shield: Decreases odds that Rage, Charm, Poison, Haze, and Bind will land by 50%. (2)
- Nerve Shield: Decreases odds that Exhaust, Panic, Sick, Blast, and Paralyze will land by 50%. (2)
- Null <Ailment>: Prevents <Ailment> from applying to the user. (2)
- Note that Mind Shield and Nerve Shield are usually a better deal than Null Ailment, which is included for cases when a character should really be immune to just the one.
- Back Row: You take less damage from all attacks except Area attacks, but deal less damage with all attacks but Area attacks. This does apply to healing. (2)
- Avoid Physical: Reduces damage taken when Avoiding Physical attacks regardless of roll. Bonus to damage when the enemy Avoids your Physical attacks. (2)
- Block Physical: Reduces damage taken when Blocking Physical attacks regardless of roll. Bonus to damage when the enemy Blocks your Physical attacks. (2)
- Counter Physical: Reduces damage taken when Countering Physical attacks regardless of roll. Increases outgoing Counter damage to Physical attacks. Bonus when the enemy Counters your Physical attacks. (2)
- Avoid Magical: Reduces damage taken when Avoiding Magical attacks regardless of roll. Bonus to damage when the enemy Avoids your Magical attacks. (2)
- Block Magical: Reduces damage taken when Blocking Magical attacks regardless of roll. Bonus to damage when the enemy Blocks your Magical attacks. (2)
- Counter Magical: Reduces damage taken when Countering Magical attacks regardless of roll. Increases outgoing Counter damage to Magical attacks. Bonus when the enemy Counters your Magical attacks. (2)
- <Element> Resist: Adds a Resistance to <Element> above and beyond one's usual selections. Cannot be applied over a Weakness. (3)
- Endure: Once per battle, withstands an attack that would KO the user with 1 HP. (3)
- Ali Dance: Reduces damage taken when Avoiding any element, regardless of roll. (4)
- Firm Stance: Reduces damage taken when Blocking any element, regardless of roll. (4)
- High Counter: Reduces damage taken when Countering any element, regardless of roll. Also increases outgoing Counter damage, regardless of element. (4)
- Ali Dance, Firm Stance, and High Counter are mutually exclusive.
For this purpose, the elements selectable are Pierce, Slash, Strike, Fire, Water, Electricity, Earth, Wind, Light, and Dark. Ailments include Bind, Blast, Charm, Exhaust, Haze, Panic, Paralyze, Poison, Rage, and Sick.
Offensive Passives
- Heavy Weapon: Increases damage inflicted by the user's Weapon and Tandem attacks. Gain +2 Weak Weapon attacks. (1)
- Quick Weapon: Gives an extra hit (maximum 3) to the user's Weapon and Tandem attacks. Gain +2 Weak Weapon attacks. (1)
- Note: You can take one of Heavy Weapon or Quick Weapon, but not both; they're mutually exclusive.
- Weapon Specialist: Grants the user 2 additional Weapon attacks at chargen. (1) Deprecated.
- Explode Boost: Increases ailment explosion damage slightly. (1)
- <Element> Boost: Increases base damage for the user's <Element> attacks. (1)
- Ailment Boost: Increases all ailment infliction odds for the user by 30%. (2)
- <Element> Amp: Increases damage, critical rate and critical damage for the user's <Element> attacks. Also boosts outgoing Counter damage of that element. (2)
- Does not stack with Element Boost.
For this purpose, the elements selectable are Pierce, Slash, Strike, Fire, Water, Electricity, Earth, Wind, Light, and Dark. Recovery can be Boosted but not Amped. Ailments include Bind, Blast, Charm, Exhaust, Haze, Panic, Paralyze, Poison, Rage, and Sick.
Resource Passives
- Break Limit: Gain 1 Limit at +heal/full and +1 maximum Limit. Gain +10 maximum SP. (1) Unavailable to extra Personas, but available to bossforms.
- Mind Up: Gain 8 SP when reacting to Rage, Poison, Charm, Haze, and Bind, but the effects landing are more likely. (1)
- Nerve Up: Gain 8 SP when reacting to Exhaust, Sick, Panic, Blast, and Paralyze, but the effects landing are more likely. (1)
- Team Player: Increase base TP by 40. Grant and receive 8 SP and 30 HP of healing when using the Shift or Help Up Limit Actions. Also grant the Hyper status for 1 round or until the end of the target's next turn. (1)
- Tough Love: The Help Up Limit Action costs 1 Limit to use. Grant and receive 8 SP and 30 HP of healing when using the Help Up or Shift Limit Actions. Also grant the Hyper status for 1 round or until the end of the target's next turn. (1)
- Hyper: This status increases outgoing damage and debuff odds as well as decreasing incoming damage, at a rate less effective than Brace or Psych.
- Invigorate 1: Gain 3 SP when completing a +round. (1)
- Regenerate 1: Gain 8 HP when completing a +round. (1)
- Invigorate 2: Gain 6 SP when completing a +round. (2)
- Regenerate 2: Gain 15 HP when completing a +round. (2)
- Invigorate 3: Gain 10 SP when completing a +round. (3)
- Regenerate 3: Gain 30 HP when completing a +round. (3)
Other Passives
- Defender: Incoming attack damage slightly decreased, incoming healing damage from attacks increased. +40 TP. +2 Weak Defender Attacks. (1)
- Peerless Skill: Grants the user an additional Strong Signature attack. Can be taken once per form. (1)
- Skill Card Affinity: Allows the user to equip 3 Skill Cards instead of 1. Grants +20 SP to the user's pool. (1)
- Third Eye: Allows the user to take Navigator-flag attacks. Grants +10 SP to the user's pool. Adds 2 Weak Navigator attacks to the user's attack list at chargen. (1)
- Jamming: Allows the user to take Navigator-flag attacks. Grants +10 SP to the user's pool. Grants the Shock Noise Limit Action. Adds 2 Weak Navigator attacks to the user's attack list at chargen. (1)
- Sneak Guide: Allows the user to take Navigator-flag attacks. Grants +10 SP to the user's pool. Grants the Life Mend Limit Action. Adds 2 Weak Navigator attacks to the user's attack list at chargen. (1)
- Spotlight: Allows the user to take Navigator-flag attacks. Grants +10 SP to the user's pool. Grants the X Soul Limit Action. Adds 2 Weak Navigator attacks to the user's attack list at chargen. (1)
- Fast Heal: Increases the chance of recovering from ailments on +round. The benefit increases your chance by ~40%. (2)
- Auto-Rakukaja: Starts battle with Def_Up at 3 rounds. 40% chance to gain Def_Up on +round. (3)
- Auto-Rebellion: Starts battle with Crt_Up at 3 rounds. 40% chance to gain Crt_Up on +round. (3)
- Auto-Sukukaja: Starts battle with Spd_Up at 3 rounds. 40% chance to gain Spd_Up on +round. (3)
- Auto-Tarukaja: Starts battle with Atk_UP at 3 rounds. 40% chance to gain Atk_Up on +round. (3)
Weapon-only Passives
- Equip <Element>: Changes all Weapon attacks with the Channel flag to the relevant element when used. Only available on weapon attacks. Less expensive than ordinary passives on weapons.
Navigator flags include Curse, Eclipse, Fortune, Regen, Strength_Scan, Support_Scan, Vigor, Weakness_Scan. Navigator Flags always go on Magical attacks. Third Eye, Jamming, Sneak Guide, and Spotlight are mutually exclusive. A full Navigator-type Persona both has one of these four passives /and/ devotes at least a third of their list (excluding Weapon attacks) at chargen to Navigator-flag attacks. Post-chargen, for characters with Weak and Strong attacks, this should be at least six attacks. Less than that indicates some special talent for Resonance but not the full abilities of a Navigator.
Defender flags include Cover, Full_Cover, Phys_Safety, Magi_Safety, and All_Safety.
For Skill Cards, see Equipment. For Navigator type Personas, see Navigator Personas. For buffs, see Buffs.
Note that for best results with the Auto-skills, it is important to switch to the correct form before using +heal/full.
Attacks
Attacks are the primary actions taken in the Arcana System.
There are two ways to generate attacks. One is to use the point buy system to name, develop, and design one's own attacks. The second is to take an attack from the Attack Database, which may be renamed as desired. The Attack Database is a listing of nearly 300 attacks patterned after the attacks in the games, including those such as Agi, Bufula, and Tarukaja.
Either is valid, but the Attack Database is likely to save a lot of time in attack building. The rules for building your own attacks and the explanations of an attack's components and flags follow.
In any case, every attack must have a different name from the others on a given list.
Free Attacks
Free attacks are special +attacks that may be set without regard to ordinary limits. They are a preset list, and they may be renamed to whatever one might wish within reason. They include basic attacks of each elements, an ailment remover, a heal, and an SP heal. They have no cost, but otherwise follow the same rules as other attacks.
- +view/frees
- +free/set <freename>=<chosenname>
Signature Attacks
Signature attacks are attacks which have the Signature flag--you may have a number based on your statistical tier designation, and they are designed accordingly on 10 more points than a standard attack. Only Signature attacks may have the Signature flag. In addition, this attack must be of a tier to which you have access: for most characters, this means that your Signature attack must be Weak or Strong. Unlike regular attacks, a Signature attack may be a Strong weapon attack.
Theurgy
Theurgies are a special type of attack found only on 'main' Personas and forms. They have the 'Theurgy' tag, and are built as attacks of one tier higher than is typical for the form. In other words, a standard form will have a single Fierce Theurgy attack, and a Mythic form will have a single Severe Theurgy attack.
They are meant to be used once per battle, and pay a reduced limit cost in exchange for requiring one action and one bonus action both in order to be used.
The Item and Weapon flags are unavailable for Theurgy attacks; use Tandem instead.
Theurgies may be either offensive or non-offensive, but may not be Weapon attacks; if you don't want a Theurgy, you can take a regular Strong (for most forms) or Fierce (for Mythic forms).
Power Level
An attack has a power level ranging from 0-9, which dictates its base damage value. Attack levels cost 10 points each, with a surcharge of 10 points for Almighty and Recovery attacks with PLs above 0.
Hits
An attack can issue multiple hits, up to three. This means that more than one entry is entered into the queue for a given attack. Each hit is weaker than a standard attack, but in aggregate the multiple hits are an advantage, even before considering separate critical chance and so on. Only the first hit has a chance of delivering status effects. A two-hit attack is 4 additional BP, 2 additional SP, and 0.25% extra HP; a three-hit attack is 10 additional BP, 4 additional SP, and 0.5% extra HP.
When dealing additional hits, an attack always deals additional hits if they are designated in its statistics.
Tiers
Attacks are divided into tiers. Each tier denotes the relative power of the attack when compared to others, and dictates its BP (Build Points) and Limit value. Weak attacks may be used for Bonus Actions.
| Tier | Power Levels | Limit Value | BP |
|---|---|---|---|
| Weak | 0 or 1-2 | +2 | 30 |
| Strong | 0 or 3-4 | +1 | 50 |
| Fierce | 0 or 5-6 | -2 | 70 |
| Severe | 0 or 7-8 | -3 | 90 |
| Divine | 0 or 9-10 | -4 | 110 |
Type and Element
Each attack has a type and an elemental affinity. Types are Magical and Physical; they refer to attacks primarily using mystical forces and more direct, corporeal attacks. Elements, explained above, refer to the nature of the attack's damage.
Repeated here, elements are Pierce, Slash, Strike, Fire, Water, Electricity, Earth, Wind, Light, Dark, Recovery, and Almighty.
Recovery and Almighty attacks cannot score critical hits, but Almighty attacks have increased base damage.
Unless another rule allows it, Pierce/Slash/Strike are always Physical, while Fire/Water/Elec/Earth/Wind/Light/Dark/Recovery are always Magical.
Flags
An attack has up to five Flags, which are attributes that either modify the attack or apply an effect to the target. All attacks with effect flags affect the target, not the user, with those flags. Each flag has a cost in BP and modifies the attack's SP or HP cost. Flags of the same type (Ailment1/Ailment2) do not stack. Effects are often applied by flags, including Buffs, Debuffs, and Ailments. In most cases, these effects can be extended in duration with reapplication; however, certain effects cannot. Omen and Prophecy cannot be extended by repeated application.
Cost
An attack has a cost, as all things must. Magical attacks cost SP, while Physical attacks cost HP. SP costs are static, while HP costs are fractional compared to one's max HP. These costs are modified by power level and flags. They also have Limit values, which are the Limit required to use them; Weak and Strong attacks typically generate Limit, while attacks of higher Tier expend it.
Flag Listing
Attack Modifiers
- Ailment1: Boosts ailment chances for this attack slightly. 4 BP, 0 SP, 0.5% HP.
- Ailment2: Boosts ailment chances for this attack more. 10 BP, 0 SP, 0 HP.
- Ailment3: Boosts ailment chances for this attack significantly. 20 BP, -2 SP, -0.5% HP.
- All_Out1: Boosts critical damage for this attack slightly. 4 BP, 0 SP, 0% HP.
- All_Out2: Boosts critical damage for this attack more. 6 BP, 2 SP, 0.6% HP.
- All_Out3: Boosts critical damage for this attack significantly. 10 BP, 4 SP, 1% HP.
- Anti_Avoid: This attack deals much more damage against Avoid reactions, and reduces Counter backlash. 10 BP, 4 SP, 0.5% HP.
- Anti_Block: This attack deals much more damage against Block reactions and reduces Counter backlash. 10 BP, 4 SP, 0.5% HP.
- Anti_Avoid and Anti_Block are mutually exclusive.
- Area: This attack can target up to 4 characters. 10 BP, 8 SP, .75% HP. Area attacks deal additional damage inversely commensurate with number of targets. There is no surcharge for targets on area attacks.
- Breach: Deals extra damage if the user has an active Safety or Cover Tactic. (Doesn't apply to Full_Cover.) 10 BP, 4 SP, 0.4% HP
- Boost: This attack is made with a +2 bonus to the attacker's Strength, Magic, and Luck. 2 BP, 1 SP, 0.2% HP.
- Consistent: This attack is exempt from changing Element based on Equip <Element> passives. Available on Weapon attacks only. 0 BP, 0 SP, 0% HP.
- Critical1: This attack's critical hit chance is increased. 4 BP, 0 SP, 0 HP.
- Critical2: This attack's critical hit chance is increased further. 6 BP, 2 SP, 0.6% HP.
- Critical3: This attack's critical hit chance is increased significantly. 10 BP, 4 SP, 1% HP.
- Extend: Extends the duration of an attached tactic (that is, one on the attack) by 1 round (to 2 rounds). 10 BP, 8 SP.
- Hinder: This attack is made with a -2 penalty to the defender's Vitality, Agility, and Luck. 2 BP, 1 SP, 0.2% HP.
- Hunted: This attack deals more damage if the user has a Debuff. 10 BP, 4 SP, 0.4% HP.
- Item: This attack reflects an external source of damage from the user, typically an item that casts a spell or inflicts environmental damage. Offensive stats do not apply to the damage of this attack. 10 BP, - HP, - SP. +1 Limit cost.
- Item attacks are always Weak attacks, unless specifically allowed such as by Signature attacks.
- Masochism: This attack deals more damage if the user has an Ailment. 10 BP, 4 SP, 0.4% HP.
- Mystic: - This attack grants 1 extra Limit. 10 BP, 8 SP, 1% HP.
- Sadism: This attack deals more damage if the target has an Ailment. 10 BP, 4 SP, 0.4% HP.
- Seeker: This attack deals more damage if the target has one or more debuffs. 10 BP, 4 SP, 0.4% HP.
- Signature: This attack gains more BP, but costs 1 more Limit. -10 BP, -4 SP, -1% HP. Only valid for designated Signature attacks. Cannot be used on ordinary attacks.
- Still: This attack deals more damage scaling with spent SP. Kicks in at 75% SP. 10 BP, 4 SP, 0.4% HP. Specifically, it does a percentage of '2 PLs' based on your spent SP, to a maximum extra damage of 'your spent SP in points'.
- Tandem: This attack reflects the user and their Persona attacking at the same time. It allows the benefits of Weapon attack and passives. Tandem attacks may be Physical or Magical, regardless of element. Tandem attacks use the better of Magic or Strength regardless of type, though they defend as normal for an attack of their type. 6 BP, 3 SP, 0.6% HP.
- Weapon: This attack reflects a user's weapon without active Persona use. Gains the benefit of Weapon attack and passives and costs 0 HP or SP. Weapon attacks are always physical. 6 BP, - HP, - SP. +1 Limit cost.
- Incompatibility: Weapon attacks may not have debuffs, such as Atk_Dn or Slash_Break, but may have Ailments such as Sick or Paralyze.
- Tier: Except for Signature attacks, Weapon attacks must always be Weak attacks unless specifically allowed as Strong.
- Wild: This attack deals more damage scaling with how much damage the user has taken. Kicks in at 75% HP or TP. 10 BP, 4 SP, 0.4% HP. Specifically, it does a percentage of '2 PLs' based on your lost HP or TP.
The following tags may only be placed on Strong tier attacks or higher:
- Stress: Adds an HP backlash to an attack in return for more BP. Stacks with Signature. -10 BP, -4 SP, -0.5% HP. (Note that it won't show as a Cost, and can KO you.)
The following tags may only be placed on Severe tier attacks or higher:
- Panacea: allows 10 extra BP on a heal move. (That is to say, a move with Recovery PLs, Purify, Nervundi, or Patra.) -10 BP, 10 SP.
Buffs
Each of these flags grants a buff to the target for 3 rounds. Only Magical attacks may have these flags.
- Atk_Up: Attacks deal more damage. 20 BP, 8 SP.
- Crt_Up: Attacks' critical rate and critical damage are increased. 20 BP, 8 SP.
- Def_Up: Block and Counter reactions reduce damage more. 20 BP, 8 SP.
- Spd_Up: Avoid and Counter reactions reduce damage more. 20 BP, 8 SP.
- <Element>_Wall: Affinity changes as follows: Weakness becomes Neutral, Neutral becomes Resist. Resist is unchanged. Can apply to Recovery attacks as a debuff. Almighty Wall is not allowed. 30 BP, 12 SP, 0.015% hp (For Recovery Wall).
- Reflect_Magi: Boosts the Counter reaction against Magical attacks significantly in damage reduction and backlash Benefit exists to a smaller extent on Avoid/Block against Magical. 40 BP, 16 SP.
- Reflect_Phys: Boosts the Counter reaction against Physical attacks significantly in damage reduction and backlash. Benefit exists to a smaller extent on Avoid/Block against Physical. 40 BP, 16 SP.
- These two flags are mutually exclusive and cannot be set on the same attack. Adding one will remove the other.
- All_Up: Places Atk_Up, Crt_Up, Def_Up, and Spd_Up on the target. 70 BP, 32 SP.
The following tags may only be placed on Strong tier attacks or higher:
- Cloak: Defense up against attacks without the Area flag. 30 BP, 16 SP.
Debuffs
Each of these flags inflicts a debuff on the target for 3 rounds. Weapon attacks may not have these flags.
- Atk_Dn: Attacks deal less damage. 20 BP, 8 SP, .75% HP.
- Crt_Dn: Attacks' critical rate and critical damage are decreased. 20 BP, 8 SP, .75% HP.
- Def_Dn: Block and Counter reactions reduce damage less. 20 BP, 8 SP, .75% HP.
- Spd_Dn: Avoid and Counter reactions reduce damage less. 20 BP, 8 SP, .75% HP HP.
- <Element>_Break : Affinity changes as follows: Resist becomes Neutral, Neutral becomes Weak. Weak is unchanged. Can apply to Recovery attacks as a buff. Almighty Break is not allowed. 30 BP, 12 SP, 1.5% HP.
- All_Dn: Places Atk_Dn, Crt_Dn, Def_Dn, and Spd_Dn on the target. 70 BP, 32 SP.
The following tags may only be placed on Strong tier attacks or higher:
- Mag_Dn: Reduces outgoing magic damage and increases incoming magic damage. 40 BP, 16 SP, 1.25% HP.
- Phy_Dn: Reduces outgoing phys damage and increases incoming phys damage. 40 BP, 16 SP, 1.25% HP.
Ailments
Each of these flags inflicts an ailment on the target for a variable number of rounds. Bind, Blast, Haze, and Paralyze last 2 rounds; the others last 5 rounds by default. However, Ailments have a chance of expiring each +round they are on the target.
- Bind: Decreases outgoing Magic damage and increases incoming Avoid damage. 6 BP, 0 SP 0 HP.
- Blast: Decreases outgoing Magic damage and increases incoming Block damage. 6 BP, 0 SP 0 HP.
- Charm: Damage on +attack to self or +bucket party, 1/round. 10 BP, 4 SP, 0.5% HP.
- Exhaust: Damage on +attack to self for Tandem or Weapon attacks, 1/round. 10 BP, 4 SP, 0.5% HP.
- Haze: Decreases outgoing Physical damage and increases incoming Block damage. 6 BP, 0 SP 0 HP.
- Panic: Damage on +attack to self for Tandem or Persona attacks, 1/round. 10 BP, 4 SP, 0.5% HP.
- Paralyze: Decreases outgoing Physical damage and increases incoming Avoid damage. 6 BP, 0 SP 0 HP.
- Poison: Damage on +round to HP. 10 BP, 4 SP, 0.5% HP.
- Rage: Weapon attack up; all defenses down. 10 BP, 4 SP, 0.5% HP.
- Sick: Damage on +round to SP. Reduces ailment resistance slightly. 10 BP, 4 SP, 0.5% HP.
The following tags may only be placed on Strong tier attacks or higher:
- Pain: Explodes the next time the target uses healing or PL 0 attacks. 20 BP, 10 SP, 0.75% HP.
- Bomb: Explodes the next time the target uses damaging attacks. 20 BP, 10 SP, 0.75% HP.
The following tags may only be placed on one-off bosses, and are unavailable to general forms. They should be used sparingly.
- Rat: Turns the target into a rat. Their defense is significantly reduced, and their offense is significantly reduced unless using Weak attacks, which still take a penalty. 10 BP, 4 SP, 0.5% HP.
Additionally, certain Ailment pairs cancel one another out for an explosion of damage commensurate with the number of ailment pairs cancelled. The pairs are as follows: Charm/Panic, Exhaust/Rage, Poison/Sick, Blast/Paralyze, Bind/Haze, Pain/Bomb. When this happens, the new ailment remains, but the previous ailment that was on the target is removed.
- Incompatibility - These pairs are accordingly unavailable to have on the same attack.
Status Removers
These flags remove status on the target according to type. They are always on Magical attacks, except for Ruin which may be on Physical attacks.
- Nervundi: Removes some ailments (Exhaust, Panic, Sick, Blast, Paralyze, Bomb, and Rat) without explosions. 30 BP, 4 SP.
- Patra: Removes some ailments (Rage, Charm, Poison, Haze, Bind, and Pain) without explosions. 30 BP, 4 SP.
- Renew: Removes debuffs. 30 BP, 10 SP.
- Ruin: Removes buffs. 30 BP, 10 SP, 1% HP.
The following tags may only be placed on Severe tier attacks or higher:
- Purify: removes all ailments. 10 BP, 20 SP.
Tactica
- Cover: Applies the Cover tactic to the target, which takes half the target's damage from attacks. No Area, must target someone else. 10 BP, 8 SP.
- Full_Cover: Applies the Full_Cover tactic to the target, which takes all incoming damaging attacks onto the giver instead of the original target as long as it lasts. No Area, must target someone else. 30 BP, 8 SP. This should not be generally used cross-bucket.
- Phys_Safety: Applies the Physical Safety tactic to the target. Reduces damage from Physical attacks for one round. Minor benefit against Magical attacks. 40 BP, 12 SP.
- Incompatible with Magi_Safety and All_Safety.'
- Magi_Safety: Applies the Magical Safety tactic to the target. Reduces damage from Magical attacks for one round. Minor benefit against Physical attacks. 40 BP, 12 SP.
- Incompatible with Phys_Safety and All_Safety.'
- All_Safety: Applies the All Safety tactic to the target. Reduces damage from all attacks for one round. 60 BP, 16 SP. (Strong+ only).
- Incompatible with Magi_Safety and Phys_Safety.'
Miscellaneous Flags
- Efficient: This attack costs fewer SP or HP. 10 BP, -6 SP, -0.75% HP.
- Revive: Bonus to heal PL under 15% hp; starts heal at 1 instead of negative health value. 10 BP, 4 SP.
- SP_Heal1: Restores a small amount of SP to the target. 20 BP, 8 SP.
- HP_Drain: Deals -50% base damage, but drains that damage as HP. 10 BP, 4 SP.
- SP_Drain: Deals 15% base damage, but targets and drains SP. 10 BP, 0 SP (Zeroes out cost).
- SP_Drain can only be placed on Almighty attacks.
- Drains are currently unavailable to custom attacks. HP_Drain will open to them later.
The following tag is not for general use, and its effect is listed here for reference:
- Pierce: Ignores elemental Strength.
Navigator-Only Flags
- Regen: Restore some HP each round. Navigator-only. 20 BP, 8 SP.
- Vigor: Restore some SP each round. Boosts ailment resistance slightly. Navigator-only. 20 BP, 8 SP.
- Eclipse: Turns one weakness hit into a Resisted hit. Navigator-only. 10 BP, 5 SP.
- Curse: Inflicts a random debuff on the target. Navigator-only. 20 BP, 10 SP.
- Worry: Random ailments (two) on target. Both ailments will be either Mind or Nerve. There is also a slight bonus to application chance. Navigator-only. 20 BP, 10 SP.
- Fortune: Grants a random buff to the target. Navigator-only. 20 BP, 10 SP.
- Melody: Extends durations of buffs already present on the target by 3 rounds. Navigator-only. 10 BP, 5 SP.
- Strength_Scan: Announces the target's Resist affinities to the room. Navigator-only. 10 BP, 4 SP, 0.5% HP.
- Support_Scan: Announces the target's Passives to the room. Navigator-only. 10 BP, 4 SP, 0.5% HP.
- Weakness_Scan: Announces the target's Weak affinities to the room. Navigator-only. 20 BP, 8 SP, 1% HP.
- All Scan abilities are incompatible with the Area flag.
The following tags may only be placed on Strong tier attacks or higher:
- Omen: Small debuff to all defenses; after 2 rounds, target takes damage. 50 BP, 24 SP.
- Prophecy: Small buff to all defences; after 2 rounds, target receives healing. 50 BP, 24 SP.
- Inner_Strength: Gives a bonus to damage for the target's Strong affinity attacks, and a smaller bonus for attacks whose elements and reactions are relevant (Avoid Fire on a Fire attack being Avoided, or Mitigate Water on a Water attack). Stacks with X Boost. 30 BP, 15 SP.
Fusion Spells
Fusion spells are types of combination attacks between two or three Persona Users that require a combination of lesser attacks for one of far greater effect. Fusion Spells are always Fierce Spells of Power Level 5 or 6, and possess the Pierce Flag, which allows them to ignore elemental resistances.
- +view/fusions In order to view a list of available Fusion Spells. (+view/fusions 2 for the second page.)
Note: This system has attacks on the list to represent Showtimes. These are on page 2!
Each fusion has a list of requirements as shown. Participants must be able to contribute one of the required types of elements for the attacks on the list. Str denotes that attacks that are at least Strong must be used to meet requirements, while Wk denotes that weak attacks can be used for meeting the requirements.
In order to initiate a Fusion Attack, the person in question would start with:
- +fusion/start <attackname>=<bidded attack>/<bidded limit>
The limit cost is the total cost, which any participant may contribute. This does not have to be the individual that began the attack!
In order to join a Fusion Attack, the Second or Third Persona Users would then use the command:
- +fusion/join <attacker>=<bidded attack>/<bidded limit>
To rephrase, if the cost is 1, only one person would need to bid a limit! Everyone else can enter the value as 0 for bidded limit.
When enough people have joined to meet the requirements, the system will tell you the attack is ready. At that point, the initial attacker must enter the command:
- +fusion/attack <target>
And the attack will fire!
If an error is made and the Fusion needs to be cancelled for any reason, then the command to use is:
- +fusion/clear
The attack will then be cancelled.
Equipment
Equipment is a system unto itself within Arcana, for more on this: see Equipment.
Command Glossary
- +attack <target>=<attackname> - Directs an attack at opponent(s). Targets are separated by commas. The same target cannot be targeted multiple times per +attack.
- +react (+avoid|+block|+counter|+take) <name or number> - Reacts to an attack. Note that if you have more attacks in your +queue when finished, the system will give you a message stating as much. Can take multiple arguments if you want to use the same reaction against multiple incoming attacks.
- *+health - Shows a basic screen of combat information relevant to a fight.
- *+queue - Shows the attacks in your queue.
- *+heal/full - Resets your status and pools, initializing you for combat.
- *+cancel <target> and +cancel/area <targets> - Cancels an attack on <target>. Use +cancel/area with a list of targets for an area attack to ensure your resources are recalculated appropriately.
- *+view/fusions or +view/fusions 2 - Shows a list of available Fusion Spells
- *+fusion/start <attackname>=<bidded attack>/<bidded limit> - Initiates a Fusion Spell from the available list.
- *+fusion/join <attacker>=<bidded attack>/<bidded limit> - Joins a Fusion Spell initiated by another player.
- *+fusion/attack <target> - Complete a Fusion Spell after all requirements are met.
- *+fusion/clear - Cancel a Fusion Spell in progress.
- *+trigger/set <damage> OR <percentage> OR <debuff> - Sets up a 'boss trigger' that allows a character to deal <damage> to you as a boss during the fight for a narrative or environmental reason.
- *+trigger/reset - Resets all triggers on you and your targets.
- *+trigger <playername> - Triggers damage from a player's narrative actions as a boss.
- *+limit <action>[=<target>] - Performs a limit actions.
- *+round - Concludes one's combat round. Automatic when out of actions and bonus actions.
- *+stats [#] - Shows full data on one's combat statistics, excepting attacks. An optional argument indicates a specific form.
- *+attacks [#] - Shows full data on one's attacks. An optional argument indicates a specific form.
- +inventory will show you your currently-equipped items.
- +weapons - Shows a list of available weaponry.
- +weapon/equip or +equip/weapon <name>=<desired name> - Selects a weapon from the database and gives it a desired name. Does not take ansi.
- +weapon/clear - Clears your current weapon in favor of the Default value.
- +armors - Shows a list of available armors.
- +armor/equip or +equip/armor <name>=<desired name> - Selects an armor from the database and gives it a desired name. Does not take ansi.
- +armors/clear - Clears your current armor in favor of the Default value.
- +cards - Shows a list of available Skill Cards for your character. This list can be expanded piecemeal or with category unlocks.
- +card/equip <Card> - Equips a Card to your current form. This adds the attack to that form's attack list.
- +card/unequip <Card> - Unequips a Card from your current form. This removes the attack from that form's attack list.
- +cards/clear - Clears all cards from your current form's list. This will remove all card attacks from your current form.
- +view/frees
- +free/set <freename>=<chosenname>
- +frees/clear - Clears all freeattacks on a form.
- +heal/full - Fully heals and readies for combat.
- +heal/boss <X> - Fully heals and readies for combat as a boss for X opponents.
- +heal/adjust <X> - Adjusts boss health for a different number of combatants.
- +help cheatsheet - Displays some useful combat system data for easy reference.
- +explain - Displays a longform list of passives and current effects on your character, with descriptions.