Combat Info
Sept 4, 2013 20:47:27 GMT
Post by fearjunkie on Sept 4, 2013 20:47:27 GMT
When traversing the Reversed World one should know of all the powers and abilities their are entitled to as a persona user so as to not get themselves slaughtered by shadows. It is highly inadvisable to enter the Reversed World without a persona, because you will not have many means of defense.
Here are the currently known powers:
PERSONA SPELLS
By crushing a tarot card, you may summon your persona by merely willing it to appear. If you will it to attack, it will perform an attack. Those with a persona generally know of all the attacks their personae have, and are mentally notified whenever the persona gains another skill. These skills range from simple fireballs to making one slower when hit by the spell, or perhaps making one faster.
[You may use spells from any Persona game, including one and two.]
HAMA AND MUDO
Light and Dark spells work a bit differently here. They no longer are instant knock-out spells. Instead, they just do normal damage. Hama and Mudo do light damage, Hamaon and Mudoon do medium damage, and if you want heavy damage, then use Eternal White and Eternal Dark. (Persona 1 skills) And if you want tier 4 damage, use Samsara and Die For Me!. Etc.
Just note that the instant knock out effect is being removed. Any spell with instant knock out, in fact, is being removed. Ghastly wail, etc.
Spell Tiers
Light Damage: Agi
Medium Damage: Agilao
Heavy Damage: Agidyne
Severe Damage: Ragnarok
Massive Damage: Custom
Healing Spells:
Dia: Heals minor cuts and bruises with some energy. Reattachment of body parts is possible, if incredibly difficult, and regeneration is near impossible.
Diarama: Heals minor cuts and bruises with ease. Reattachment of body parts is a bit easier, but still very difficult. Regeneration can be done on a minor scale, like fingers and the like, but whole limbs and someone's stomach being exploded is still out of the question.
Diarahan: Heals minor cuts and bruises with practically no effort at all. Reattachment of body parts is fairly simple if the cut is clean, but if it isn't, it still takes some effort. Regeneration for small things takes some energy, but large things, such as limbs and stomachs, are now possible with a huge amount of energy. The healer will be completely drained after it.
Tier 4: Minor cuts and bruises are practically nonexistent, reattachment of body parts is a fairly simple affair. Regeneration for large areas are a bit easier, but still fairly difficult. For smaller areas, it takes a bit of energy still.
Poison:
Poison causes a small amount of damage the turn it is inflicted, and the person afflicted with the poison continues to take a small amount of damage every post until it wears off.
Charm:
Charm's effect is fairly simple: The afflicted persona user becomes immensely infatuated with whatever it was that charmed them, and proceeds to attack their former allies, thinking that they would attack the whatever-it-is that they now love. They will also heal their charmer, if at all possible.
Panic/Confusion:
The Persona user panics, becoming unsure of what they're doing, and gains a tendency to strike their allies more than their enemies. They do not change in mental state, and just become a whole lot more confused/clumsy.
Rage:
The afflicted Persona becomes several times more powerful, but only know rage. They are now only capable of attacking, whether it be with Persona or their weapon, and will not heal or buff anyone. They will also be highly aggressive to anyone trying to stop them from attacking, friend or foe.
Fear:
This effect speaks for itself: The persona user becomes scared. They are no longer able to attack, and may very well just flee from battle entirely.
Distress:
Distress overtakes the Persona User, and their ability to dodge and block is lowered greatly. They will now be taking most of the attacks directed towards them, although they will still be capable of dodging or blocking an attack occasionally.
Down/Dizzy:
These are not being used because RP would be awkward.
Freeze/Shock:
These are not technically status effects, but you should be keeping them in mind as you RP. Being struck with an ice spell or being hit by an electric spell, will, well... freeze and shock you. People attacking should also keep this in mind; a clever ice spell user might shoot at their opponent's feet to freeze them to the ground. Electric spells will certainly trip you up by shocking you, especially if you're weak to it.
Silence:
If they are hit with silence, the Persona user is completely separated from their persona. They cannot hear their persona's voice or even use any spells. The persona user also cannot talk. If used on a shadow, the shadow will simply be unable to use magic.
Exhaustion:
Each post, starting from the post the user is struck with this effect, the Persona user becomes very tired and becomes even more tired every single post. They are also running out of spiritual energy, and thus, cannot cast as many spells.
Enervation:
This effect causes anyone struck by it to become much weaker than they were before. They're slower, not as powerful, etc.
Sleep:
This causes people to fall asleep. Duh.
Happy:
Overwhelms the victim with bliss, to the point where they cannot take any offensive action (No weapon attack, no Persona attacks, no causing negative status effects, but healing/buffs are still possible)
Status effects can go on for as long as you want for dramatic effect, but the minimum is AT LEAST 2 post cycles and that's if you need it to be that short. 3 is the average minimum.
Here are the currently known powers:
PERSONA SPELLS
By crushing a tarot card, you may summon your persona by merely willing it to appear. If you will it to attack, it will perform an attack. Those with a persona generally know of all the attacks their personae have, and are mentally notified whenever the persona gains another skill. These skills range from simple fireballs to making one slower when hit by the spell, or perhaps making one faster.
[You may use spells from any Persona game, including one and two.]
HAMA AND MUDO
Light and Dark spells work a bit differently here. They no longer are instant knock-out spells. Instead, they just do normal damage. Hama and Mudo do light damage, Hamaon and Mudoon do medium damage, and if you want heavy damage, then use Eternal White and Eternal Dark. (Persona 1 skills) And if you want tier 4 damage, use Samsara and Die For Me!. Etc.
Just note that the instant knock out effect is being removed. Any spell with instant knock out, in fact, is being removed. Ghastly wail, etc.
Spell Tiers
Light Damage: Agi
Medium Damage: Agilao
Heavy Damage: Agidyne
Severe Damage: Ragnarok
Massive Damage: Custom
Healing Spells:
Dia: Heals minor cuts and bruises with some energy. Reattachment of body parts is possible, if incredibly difficult, and regeneration is near impossible.
Diarama: Heals minor cuts and bruises with ease. Reattachment of body parts is a bit easier, but still very difficult. Regeneration can be done on a minor scale, like fingers and the like, but whole limbs and someone's stomach being exploded is still out of the question.
Diarahan: Heals minor cuts and bruises with practically no effort at all. Reattachment of body parts is fairly simple if the cut is clean, but if it isn't, it still takes some effort. Regeneration for small things takes some energy, but large things, such as limbs and stomachs, are now possible with a huge amount of energy. The healer will be completely drained after it.
Tier 4: Minor cuts and bruises are practically nonexistent, reattachment of body parts is a fairly simple affair. Regeneration for large areas are a bit easier, but still fairly difficult. For smaller areas, it takes a bit of energy still.
Poison:
Poison causes a small amount of damage the turn it is inflicted, and the person afflicted with the poison continues to take a small amount of damage every post until it wears off.
Charm:
Charm's effect is fairly simple: The afflicted persona user becomes immensely infatuated with whatever it was that charmed them, and proceeds to attack their former allies, thinking that they would attack the whatever-it-is that they now love. They will also heal their charmer, if at all possible.
Panic/Confusion:
The Persona user panics, becoming unsure of what they're doing, and gains a tendency to strike their allies more than their enemies. They do not change in mental state, and just become a whole lot more confused/clumsy.
Rage:
The afflicted Persona becomes several times more powerful, but only know rage. They are now only capable of attacking, whether it be with Persona or their weapon, and will not heal or buff anyone. They will also be highly aggressive to anyone trying to stop them from attacking, friend or foe.
Fear:
This effect speaks for itself: The persona user becomes scared. They are no longer able to attack, and may very well just flee from battle entirely.
Distress:
Distress overtakes the Persona User, and their ability to dodge and block is lowered greatly. They will now be taking most of the attacks directed towards them, although they will still be capable of dodging or blocking an attack occasionally.
Down/Dizzy:
These are not being used because RP would be awkward.
Freeze/Shock:
These are not technically status effects, but you should be keeping them in mind as you RP. Being struck with an ice spell or being hit by an electric spell, will, well... freeze and shock you. People attacking should also keep this in mind; a clever ice spell user might shoot at their opponent's feet to freeze them to the ground. Electric spells will certainly trip you up by shocking you, especially if you're weak to it.
Silence:
If they are hit with silence, the Persona user is completely separated from their persona. They cannot hear their persona's voice or even use any spells. The persona user also cannot talk. If used on a shadow, the shadow will simply be unable to use magic.
Exhaustion:
Each post, starting from the post the user is struck with this effect, the Persona user becomes very tired and becomes even more tired every single post. They are also running out of spiritual energy, and thus, cannot cast as many spells.
Enervation:
This effect causes anyone struck by it to become much weaker than they were before. They're slower, not as powerful, etc.
Sleep:
This causes people to fall asleep. Duh.
Happy:
Overwhelms the victim with bliss, to the point where they cannot take any offensive action (No weapon attack, no Persona attacks, no causing negative status effects, but healing/buffs are still possible)
Status effects can go on for as long as you want for dramatic effect, but the minimum is AT LEAST 2 post cycles and that's if you need it to be that short. 3 is the average minimum.