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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