Battle System
Combat
Combat in Castlevania: Disharmony is logic based. You'll
see very little in the way of numbers and dice here. Battles
will mostly be a question of your own writing skill. This way
even new players can quickly get into the game without worying about
being vastly behind in terms of power.
A normal one on one battle will be in three phases. First
person's attack, second person's attack, judgement. The
quest master involved will judge attacks and determine
their success. Remember that the first and second person's attacks
occur at the same time so if the second person chooses
to wait and respond to the first person's attack they will be
delayed in their movement and the judgement will be weighed
more toward the first person. For fairness the combattants
will alternate their turns. So after the judgement the
person who went first will go second and vice versa. An example
is below.
"Warrior 1 swings his sword vertically at my oponent,
then kick at him."
"Warrior 2 steps sideways to avoid the sword then
punch Warrior 1 in the face."
Judgement: Warrior 1's sword misses as Warrior 2 avoids it
but as Warrior 2 moves to punch he is kicked and knocked
flat on his back. Continue.
As you can see injuries are also logic based. There is no HP
in this RPG. An Injury is carried over after battle and
it would be wise to do something about your wounds afterwards.
This continues until one of the fighters is fatally wounded,
knocked out, captured, or runs away. Although we discourage
killing characters. There are other options available
that allow someone to continue their Role Playing in a different
direction. You can survive longer by wearing armor which some classes
start with and anyone can purchase, or by using defensive magic. Going
into battle unarmored is not advisable, as in another RPG
this would much be like going in with 1HP. QMs are expected to
read a player's character bio thuroughly and understand what armor
or other defenses they are using and deminish damages accordingly.
The quest master in charge of the current quest will
judge battles. If a battle is taking place outside of
a quest there are two options. If you are fighting
another player and both players have agreed on a
script and a set outcome for the battle they can
interplay back and fourth with no judge. If they
actually want a real competitive battle they can
request a quest master or the Game master to judge
their battle. This will be canonical to the game's
story and the outcome will effect the characters.
Finally if a player is just fighting NPCs of his own
creation it is just treaded as an individal RP, not a
real battle, and as such no real rules apply save for the
limitations of the game its self.
The majority of combat will be seen in quests, where the QM will control both your
enemy and judgements, as such it's more common for battles to simply consist of
the QM presenting an enemy and the enemy's actions, the players then each post their
actions, and the QM posts the results followed by the enemy's next action assuming
the monster isn't destroyed.
God Moding
Battles are a matter of cause and effect, you control
the cause, the QM controls the effects. RPing what
happens to your oponent or anyone is considered godmoding
and godmoding is strictly forbidden. Also under godmoding
are:
Super powers beyond what is already described
in your character profile.
Using other jobs you don't actually have.
RPing someone else's character or NPC.
RPing a major element of the environment during a quest.
(you're welcome to control the environment outside of
a quest though.)
RPing the outcome of your actions or those of others within a quest.
QMs controling your character after a quest has already ended (assuming
that your character was not left in that QM's power.)
Defeat
When you're fighting monsters you can't always win, and losing agoinst the kind of monsters
one encounters in the world of Castlevania could mean certain Death. To avoid this
the Hunter's Guild has begun supplying every member with a little crystaline trinket
known as a "Salvation Stone".
The salvation stone is actually a solidified teleportation spell which acts as a
last chance safety line back to town. At the moment a character receives a life threatening
wound they are immediately teleported out of the field of battle and back to town where
they can receive medical attention thanks to the help of the town doctor and if necessary
the healing magic of the clergy. In the event of an immediately fatal wound a character
can even be returned in suspended animation until the damage can be repaired. The downside however is that the Salvation stone tunes its self to the character at the moment of outset on the quest, any items you gain during the duration of the quest
will be dropped where you were standing at the moment you were teleported back. Though
your teammates will be able to pick up anything you dropped. They may or may not be
willing to give them back to you later. The life saving magic of the salvation stone
also seems to charge a fee. Upon your return to safety you'll find half of your money
missing. Using the stone will of course also result in a quest failure. However
any experiences gained during the quest will be retained, such as finding runes,
learning sword techniques, or other such level ups.
There is an option to override the pull of the Salvation Stone, and continue on in spite of your injuries. The stone gives a split second warning before teleportation. If you remove and throw away the stone, it will be pulled back without you. Doing this however means
you've cut your lifeline to safety and won't be able to escape death by this means for
the remainder of the quest. A player should only do this if they either have an alternate
means of escape already planned or view the mission as more important as their character's life.
The Salvation Stone is invisible to all but the owner, and is bonded directly to the owner.
It can not be forcibly removed from the owner's posession, but can be willingly removed.
THe Salvation Stone is not active when you are not questing, and will not override death
or injury in non quest roleplay. It is advised not to try to escape the monetary
cost of salvation by spending all of your money. If you have less than one gold
remaining, it may remove one of your posessions instead. The force that drives
the stones seems to be self aware, and does not like to be cheated. It also seems
to know your character's limits, and won't pull you back for survivable injuries
unless you're clearly giving up.
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