β¨βΎβ¨ Battle System Rules:
β― No auto-hitting. When you write an attack action in your post always suggest what might happen rather than declaring that it did happen. Let the battle mechanics take care of the rest. This includes other auto-acts such as auto-dodging and god modding.
β― No killing of RPCs. In P&R, no role playing character can be killed without the permission of the RPC's owner. If a character is seriously injured or loses the fight then they will pass out and reappear at their faction's base.
β― PvP combat is permitted. However, P&R is primarily a PvE guild that uses NPC enemies. Please be respectful of each other.
β― Character stats have nothing to do with dodging, collisions, or any other battle mechanics. They are purely focused on advancement in your skills.
β¨βΎβ¨ Actions:
β― No killing of RPCs. In P&R, no role playing character can be killed without the permission of the RPC's owner. If a character is seriously injured or loses the fight then they will pass out and reappear at their faction's base.
β― PvP combat is permitted. However, P&R is primarily a PvE guild that uses NPC enemies. Please be respectful of each other.
β― Character stats have nothing to do with dodging, collisions, or any other battle mechanics. They are purely focused on advancement in your skills.
β¨βΎβ¨ Actions:
β― All characters get three actions in combat at default to use for using techniques/spells or perk abilities. You may be able to use more actions if a techniques/spell allows you to.
β― Non-passive perks require an action to perform. For example, perks that augment techniques or spells and have a cooldown cost actions. However, blanket passive perks (for example, doubling the range of all spells) do not cost an action.
β― If you are getting ganged up on then you will be given more than one action that can only be used to defend yourself.
β¨βΎβ¨ Collisions and Level Boosts:
β― Non-passive perks require an action to perform. For example, perks that augment techniques or spells and have a cooldown cost actions. However, blanket passive perks (for example, doubling the range of all spells) do not cost an action.
β― If you are getting ganged up on then you will be given more than one action that can only be used to defend yourself.
β¨βΎβ¨ Collisions and Level Boosts:
β― Weapon, magic, and soul techniques/spells are all inherently equal in power to each other. A magical spell is just as strong as the swing of a sword if they are of the same level.
β― If two techniques/spells collide and they are the same level then they will cancel each other out. However, some perks or techniques/spells may allow for a technique/spell to defeat a same level spell but this never applies to level five techniques/spells.
β― If two techniques/spells collide and one is of a lower level than the other then the higher level spell wins.
β― No matter what, a technique or spell can never be boosted by more than two levels.
β― No matter what, a technique or spell can never be reduced in resource cost by more than two levels.
β― If one spell or technique splits up into multiple parts then the power of the spell/technique is divided among the parts equally. For example, if you cast a level five technique made of twelve fireballs then the power of the level five spell is divided in twelve. This is always the case at default unless specified otherwise.
β― If multiple lower level techniques/spells are used against the same higher level technique then the multiple lower level techniques will defeat the higher level technique/spell. For instance, two level two techniques/spells will defeat one level three technique/spell.
β― No matter what, only two perks may enhance the same technique at one time.
β― There are no levels above 5 or below 1. No technique or spell can be boosted beyond level 5. Only enemy madness techniques can be reduced to 0. No other techniques or spells can be reduced lower than level 1.
β― Level five techniques or spells that say that they are capable of destroying or affecting an entire area (topic) require a level five spell or technique to be stopped. Alternatively, a minimum of four lower-level techniques or spells that up to at least 50 resource must be used to stop the level five technique or spell. A single person can use all three of their actions on lower level techniques as well as a technique or spell mirroring perk to get to at least 50 spent resources and stop the level five technique's topic wide destruction.
β¨βΎβ¨ Dodging & Basic Combat:
β― If two techniques/spells collide and they are the same level then they will cancel each other out. However, some perks or techniques/spells may allow for a technique/spell to defeat a same level spell but this never applies to level five techniques/spells.
β― If two techniques/spells collide and one is of a lower level than the other then the higher level spell wins.
β― No matter what, a technique or spell can never be boosted by more than two levels.
β― No matter what, a technique or spell can never be reduced in resource cost by more than two levels.
β― If one spell or technique splits up into multiple parts then the power of the spell/technique is divided among the parts equally. For example, if you cast a level five technique made of twelve fireballs then the power of the level five spell is divided in twelve. This is always the case at default unless specified otherwise.
β― If multiple lower level techniques/spells are used against the same higher level technique then the multiple lower level techniques will defeat the higher level technique/spell. For instance, two level two techniques/spells will defeat one level three technique/spell.
β― No matter what, only two perks may enhance the same technique at one time.
β― There are no levels above 5 or below 1. No technique or spell can be boosted beyond level 5. Only enemy madness techniques can be reduced to 0. No other techniques or spells can be reduced lower than level 1.
β― Level five techniques or spells that say that they are capable of destroying or affecting an entire area (topic) require a level five spell or technique to be stopped. Alternatively, a minimum of four lower-level techniques or spells that up to at least 50 resource must be used to stop the level five technique or spell. A single person can use all three of their actions on lower level techniques as well as a technique or spell mirroring perk to get to at least 50 spent resources and stop the level five technique's topic wide destruction.
β¨βΎβ¨ Dodging & Basic Combat:
β― In order to successfully dodge a technique or spell you need to expend at least the same level of resource.
β― Dodging always consumes one combat action and can use whatever resource that you have access to. For instance, you can dodge with mana if you are a Witch.
β― Characters in P&R's universe are inherently stronger and faster than people in real life. As such, they are able to dodge bullets using the dodging mechanic and use the systems in other ways that are not realistic because this is a fictional setting.
β― All characters can use basic physical strikes by expending resources and a combat action. For instance, you can use basic combat to punch with mana if you are a Witch. Basic combat strikes are scaled level and do not have any special abilities besides a simple punch, kick, slash, etc. Basic combat cannot be enhanced by perks from any skill tree. Two examples are shown below.
β¨ Karate Chop | Scaled Level | Resource
Mike performed a basic karate chop.
β¨ Scythe Slash | Scaled Level | Resource
Mike performed a basic scythe slash.
β― Dodging always consumes one combat action and can use whatever resource that you have access to. For instance, you can dodge with mana if you are a Witch.
β― Characters in P&R's universe are inherently stronger and faster than people in real life. As such, they are able to dodge bullets using the dodging mechanic and use the systems in other ways that are not realistic because this is a fictional setting.
β― All characters can use basic physical strikes by expending resources and a combat action. For instance, you can use basic combat to punch with mana if you are a Witch. Basic combat strikes are scaled level and do not have any special abilities besides a simple punch, kick, slash, etc. Basic combat cannot be enhanced by perks from any skill tree. Two examples are shown below.
β¨ Karate Chop | Scaled Level | Resource
Mike performed a basic karate chop.
β¨ Scythe Slash | Scaled Level | Resource
Mike performed a basic scythe slash.