Post by Gardevoir Master on Jan 19, 2007 18:04:33 GMT -8
Actions
Under normal circumstances, characters only have one action per round. However, it is possible to gain extra actions through effects like Haste.
Standard Actions
-Melee Attack: A Physical Attack using fists, claws, swords, etc. 35 Base Damage. 2 Accuracy without a weapon.
-Triple Strike: Three quick Physical Attacks in a row. Each attack does 20 Base Damage with 1 Accuracy without a weapon (half accuracy with one).
-Defend: Prepare for enemy attack and try to take less damage. PD+SD. Results in loss of Momentum
-Heal: Focus your energy to heal yourself by 45 HP. 30 SP. Results in loss of Momentum.
-Meditate: Focus energy to regain 30 SP. Results in loss of Momentum.
-Use item: Exact effects depend on the item being used.
The Momentum Meter
Each contender begins the match with fifty Momentum Points, with a maximum of 100 and a minimum of zero. At the beginning of each round, initiative is determined by rolling everyone’s Speed scores. The highest roll gains a Momentum Bonus equal to their Speed score, while the lowest roll gets a Momentum Penalty equal to their Speed score. When a character reaches zero Momentum, they become Exhausted for one round and are unable to perform actions. There are other ways to gain or lose Momentum, too.
Gains Momentum:
-Hitting an opponent (Spd)(critical hits gain double)
-Successfully applying status effects (Spd)
Loses Momentum:
-Missing (Spd per action)
-Failing spells or abilities (Spd per action)
-Getting hit (Spd)(critical hits lose double)
-Getting negative status effects (Spd)
-Defending (10 Momentum)
-Healing (10 Momentum)
-Meditating (10 Momentum)
Momentum can be spent on a variety of things. If you spend Momentum, you won’t be able to gain Momentum in the same round or win the Momentum Bonus next round.
Momentum Purchases:
-Extra Actions (Spd per action)
-Extra Damage (PA+Spd or SA+Spd per 5 points)
-Enhanced Defense (PD+SD per 5 points)
-Substitute MP (depends on cost)
-Signature Moves (50 points minimum)
Under normal circumstances, characters only have one action per round. However, it is possible to gain extra actions through effects like Haste.
Standard Actions
-Melee Attack: A Physical Attack using fists, claws, swords, etc. 35 Base Damage. 2 Accuracy without a weapon.
-Triple Strike: Three quick Physical Attacks in a row. Each attack does 20 Base Damage with 1 Accuracy without a weapon (half accuracy with one).
-Defend: Prepare for enemy attack and try to take less damage. PD+SD. Results in loss of Momentum
-Heal: Focus your energy to heal yourself by 45 HP. 30 SP. Results in loss of Momentum.
-Meditate: Focus energy to regain 30 SP. Results in loss of Momentum.
-Use item: Exact effects depend on the item being used.
The Momentum Meter
Each contender begins the match with fifty Momentum Points, with a maximum of 100 and a minimum of zero. At the beginning of each round, initiative is determined by rolling everyone’s Speed scores. The highest roll gains a Momentum Bonus equal to their Speed score, while the lowest roll gets a Momentum Penalty equal to their Speed score. When a character reaches zero Momentum, they become Exhausted for one round and are unable to perform actions. There are other ways to gain or lose Momentum, too.
Gains Momentum:
-Hitting an opponent (Spd)(critical hits gain double)
-Successfully applying status effects (Spd)
Loses Momentum:
-Missing (Spd per action)
-Failing spells or abilities (Spd per action)
-Getting hit (Spd)(critical hits lose double)
-Getting negative status effects (Spd)
-Defending (10 Momentum)
-Healing (10 Momentum)
-Meditating (10 Momentum)
Momentum can be spent on a variety of things. If you spend Momentum, you won’t be able to gain Momentum in the same round or win the Momentum Bonus next round.
Momentum Purchases:
-Extra Actions (Spd per action)
-Extra Damage (PA+Spd or SA+Spd per 5 points)
-Enhanced Defense (PD+SD per 5 points)
-Substitute MP (depends on cost)
-Signature Moves (50 points minimum)