<hr/><span class="bbc_font" style="font-family: Times new roman;"><span class="bbc_size" style="font-size: 22pt;"><strong>The Battle System</strong></span></span><br/><hr/><span class="bbc_font" style="font-family: Times new roman;"><span class="bbc_size" style="font-size: 14pt;">GM Posts</span></span><br/><hr/><br/><span class="bbc_font" style="font-family: georgia;">When it comes to a GM situation, the writers need to watch the header on a post. Whenever they see red words at the top of a post, saying (https://txt.1001fonts.net/img/txt/dHRmLjEwNi5mMTEyMTIuUjAwLjA/d-day-stencil.regular.png) then that is either a story situation, or an opportunity is being presented, such as when a GM-run shop appears. Other times, writers will know when a battle is about to begin because there will be an in-game warm up to the situation.<br/><br/>In a battle, the GM post signals the beginning of a round. Once the GM has posted, whoever posts next and so on will set the posting order. Every player will have seven days to post. Player 1 may post on Day 7. Player 2 may post on Day 4. Whoever is last in the posting order may realize that they have quite the while to wait. What the GM will often do is break the team into two groups. Thus, why 8 persons were recruited. Smaller groups will mean for shorter wait periods and easier communication.</span><br/><hr/><span class="bbc_font" style="font-family: Times new roman;"><span class="bbc_size" style="font-size: 14pt;">Battle</span></span><br/><hr/><br/><span class="bbc_font" style="font-family: georgia;">The Battle System has a lot written about it, and it can seem scary, but I assure you that it is very simple. The only time dice is involved is with <strong>Luck</strong>. It makes sense because you are playing with probability. Otherwise, everything is straight forward.<br/><br/>Battles can be 1 on 1 or team vs everything. I do not recommend players starting out trying to take on two enemies alone. Battles can last for multiple fights, and end with a mini boss or final boss at the end. Some battles just end once the current objective is complete. The GM in the GM post will give players the objective. What the GM won’t do is give players the enemy stats or tell them how to defeat certain enemies. Some characters will have certain skills or spells that allow them to see enemy information and weaknesses. If characters don’t have this skill or spell, then oh well. Writers will have to read the GM posts to see if an enemy is growing weak and about to be defeated. Otherwise, sometimes seeing the results of their actions will be an indication. For example, if an enemy has a specific elemental weakness.<br/><br/>Battles won’t always end with the party defeating the enemy. The enemy may run to return another time, and if that happens, the GM will inform the players in the GM post that the enemy has escaped. Outside of battle, characters are free to try and pursue the fled enemy, but they must understand that the enemy is unreachable. These things happen for plot purposes sometimes.<br/><br/>In combat, for everyone’s reference, players will use a Battle Tracker:</span><br/><br/><div class="codeheader">Code: <a class="codeoperation" href="javascript:void(0);" onclick="return smfSelectText(this);">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">[table][td][tr][b]Tier:[/b][/tr]<br/>[tr][b]Level:[/b][/tr]<br/>[tr][b]HP:[/b]          [b]MP:[/b][/tr]<br/>[tr][b]PA:[/b]          [b]PD:[/b][/tr]<br/>[tr][b]MA:[/b]         [b]MD:[/b][/tr]<br/>[tr][b]Luck:[/b][/tr]<br/>[tr][b]XP:[/b] 0/10[/tr][/td][/table]</code></pre><br/><span class="bbc_font" style="font-family: georgia;">You will monitor your HP and MP on this tracker. If your character doesn’t have luck, then feel free to get rid of it and not even include it in the tracker. You can use the Character Creation (https://elliquiy.com/forums/index.php?topic=332517.0) page as your reference as you play this game. It tells you what skills and spells cost in MP. Every time you use a skill or spell, then you must subtract that amount from your MP. For example:<br/><br/>Player 1 uses Cover. Cover costs 5 MP. 5 MP is deducted from their total MP.<br/><br/>HP is different. Your survival rate depends on the quality of gear your have equipped and your tier level. Mages have higher Magic Defense than Non-Mages. Non-Mages have higher Physical Defense than Mages. It is the same for Magic Attack and Physical Attack. Certain damage may affect your character more than others. Here are some examples:<br/><br/>1) A non-mage character may be affected more by magic attacks.<br/><br/>2) A mage character may be affected more by physical attacks.<br/><br/>3) All characters are greatly affected if an enemy targets their elemental weakness.<br/><br/>The way you calculate what HP you have left is you take the damage and subtract it from your defense. Example:<br/><br/>Character A takes 12 physical damage. Character A has 24 HP and a physical defense of 6. The enemy's physical damage - the character's physical defense = 6 damage. HP 24 - 6 damage = 18 HP left at the end of that turn.<br/><br/>If the character guards:<br/><br/>Character A takes 12 physical damage. Character A has 24 HP and chose to guard this round. The enemy's physical damage - the character's physical defense = 6 damage. Character A is a Green Tier. Guard restores 2 HP. 24 HP - 6 damage = 18. Add the 2 HP recovered using Guard. 20 HP is left over at the end of the turn.<br/><br/>A magical attack will always be deducted by magic defense. Physical attacks will always be deducted by physical defense. Your character has base stats, and these stats can only be improved increasing your tier or buying or finding better gear.</span><br/><br/><hr/><span class="bbc_font" style="font-family: Times new roman;"><span class="bbc_size" style="font-size: 14pt;">Actions</span></span><br/><hr/><br/><span class="bbc_font" style="font-family: georgia;">Actions are determined mainly on your tier level. As a Green Tier, you are only allowed 1 action out of the list:<br/><br/><strong>Attack<br/>Guard<br/>Skill<br/>Magic<br/>Item</strong><br/><br/>You must decide whether your character will use a basic attack this turn; guard this turn; use a skill this turn; use a magic spell this turn; or use an item this turn. Again, as a Green Tier, you can only make one move. Once you have made that move, your turn is over. How you choose to write this move is up to you. As you grow in tier, you will be allowed to make more actions in a single turn. This will allow you to use more skills, spells, items, and even your basic actions such as attack and guard.</span><br/><br/><hr/><span class="bbc_font" style="font-family: Times new roman;"><span class="bbc_size" style="font-size: 14pt;">Skills &amp; Spells</span></span><br/><hr/><br/><span class="bbc_font" style="font-family: georgia;">Skills and Spells run on MP. You need MP in order to use them. An “Ether” potion, which can be purchased at a GM-run shop, can be used to restore a certain amount of your MP. Otherwise, just like with your HP, you need to be wise about how you use your actions. If you burn up your MP, then you will have to rely on your standard attack. For non-mages, this won’t be much of an issue, but for mages who rely on heavy-hitting with magic, this may be risky. It can even be risky for the rest of your team. If you are a support class and burn through your mana, then you can’t support your teammates anymore. You will need to build your character according to your class and fighting style.</span><br/><br/><hr/><span class="bbc_font" style="font-family: Times new roman;"><span class="bbc_size" style="font-size: 14pt;">Dodge &amp; Evasion (Counter)</span></span><br/><hr/><br/><span class="bbc_font" style="font-family: georgia;">In FFA, you cannot dodge freely. You have to use a skill or spell to dodge an enemy attack. Your support may save you by covering damage for you, or using certain spells to move you out of harm’s way. Do not forget that dodge skills exist and definitely do not forget about Counters. The Counter skill allows you to return an eye for an eye. Once you are struck, you can choose to use Counter, and it will not cost a turn. Counter is a free action if you have the skill. For mages, the skill they would need to cast is “Reflect,” but Reflect does not work like Counter. Reflect uses an action. Note: Without these skills or spells, every attack an enemy makes will hit your character. You can use Guard if you are really nearing defeat to hopefully get some HP, but you need to build your character around your play-style.</span><br/><br/><hr/><span class="bbc_font" style="font-family: Times new roman;"><span class="bbc_size" style="font-size: 14pt;">Luck</span></span><br/><hr/><br/><span class="bbc_font" style="font-family: georgia;">Luck is a trademark of Thief characters. Thief classes automatically start with 25% luck. Every time a thief makes an attack action whether it be using a basic attack or a skill, they need to role a six-sided day. A score of 5 or 6 on a six-sided die is a success for the Thief. Either they successfully stole an item from an enemy when using the Steal skill; successfully stole gil from an enemy using the Gil Steal skill; or they landed a critical attack on an enemy. The thief will add 25% to the attack they landed. Example:<br/><br/>Thief A strikes Enemy B. Thief A's physical attack is 13. They were successful in their roll. Adding 25% to 13 is 3.25. Use only whole numbers so round down. 3. Enemy B's physical defense is 6. The thief's physical attack damage (16) - the enemy's physical defense (6) is 10 physical damage. The thief will want to acquire items that increase their luck. It'll not only make criticals come easier, but it will increase their critical damage as well.</span><br/><br/><hr/><span class="bbc_font" style="font-family: Times new roman;"><span class="bbc_size" style="font-size: 14pt;">XP Events</span></span><br/><hr/><br/><span class="bbc_font" style="font-family: georgia;">The GM will begin an XP event at the start of a battle. The XP event will end at the end of a battle and XP and loot will be awarded to the characters. XP events are the only time characters will get XP. Sometimes, a character’s actions in game can trigger a random XP event. They don’t always happen because of battles. There could be silly in-game challenges that pop up out of nowhere. Those are random opportunities for characters to gain XP doing fun games, or dealing with random NPC characters.<br/><br/>Every time an XP event starts, players must keep track of their word counts at the bottom of their posts. The GM will remind everyone, but please keep track of it.</span><br/><br/><hr/><span class="bbc_font" style="font-family: Times new roman;"><span class="bbc_size" style="font-size: 14pt;">Out of Battle RP</span></span><br/><hr/><br/><span class="bbc_font" style="font-family: georgia;">Players are free to run their own battles outside of a GM-run battle. However, they will not get XP or loot for doing so. They also do not have to use the battle system when RPing out their own plot. They can fight as they normally would in a free-form game. The Battle System is only for GM-run battles. </span>