Post by xiii on Aug 5, 2017 13:29:41 GMT
[nospaces]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[attr="class","info_bg"]
[break]
[attr="class","info_num"] 01. | [attr="class","info_head"] OVERVIEW |
[attr="class","info_text"] Combat on Digimon : Unity is fairly freeform in nature, like most of you experienced roleplayers are used to. It is simply a contest of writing, while having your characters duke it out. While the site does use many precise systems to organize everything, you should not let it dissuade you, as most of it is easy to understand and does not greatly effect the combat process outside of presenting a neat format that staff members can follow with ease.[break][break]
Of course, while actually physically fighting is the most common form of combat, there also exists the art of persuasion, which is talking it out with the enemy to come to a desired result - which could later lead to obtaining some powerful allies. Some may prefer this method of peace, while others may prefer the more straight to the point method. Regardless, there is no wrong way to go about combat on Digimon : Unity, other than power playing, or breaking any other rules stated in the Terms and Conditions of the site.
[break][break]Of course, while actually physically fighting is the most common form of combat, there also exists the art of persuasion, which is talking it out with the enemy to come to a desired result - which could later lead to obtaining some powerful allies. Some may prefer this method of peace, while others may prefer the more straight to the point method. Regardless, there is no wrong way to go about combat on Digimon : Unity, other than power playing, or breaking any other rules stated in the Terms and Conditions of the site.
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[attr="class","info_bg"]
[break]
[attr="class","info_num"] 02. | [attr="class","info_head"] ABILITY SCORES |
[attr="class","info_text"] • Ability Scores: No human or Digimon is ever quite the same in their skills, Ability Scores being a judge on where they excel at and where they do not. While Ability Scores are mostly commmonly used for Challenge Mode (see below), they are useful even in regular freeform combat for gauging how capable a human or Digimon is in an area when compared to others.[break][break]
Because of how different humans and Digimon are, they each have their own statistics.[break][break][break]
[break]
VITALITY (VIT)[break]
- The only Ability Score that humans roughly share with Digimon, this generally measures how healthy one is.
[break][break]
ATHLETICS (ATH)[break]
- Measures a human's physical adeptness, from their strength to their speed and dexterity, this statistic covers it all. Obviously quite useful in combat situations, as well as situations that would require a strong arm, an obstacle that would require a level of acrobatics to overcome, or other such physical endeavors. This score is critical for wielding Weapons and Armor.
[break][break]
INTELLIGENCE (INT)[break]
- Measures a human's intellect and wit. Is quite useful for working with electronics and computers, hacking into networks, figuring out ancient codes and texts, seeing through disguises, figuring out puzzles, and in general any situation that would require a high intellect and quick thinking. This score is critical for Persuasion.
[break][break]
CHARISMA (CHA)[break]
- Measures a human's ability to interact with others, and how well they do it. Is quite useful for getting one's Digimon partner to listen to them, persuading and intimidating others, telling bluffs and lies to enemies, creating connections between players and NPCs, and in general any situation that would require a slick tongue and radiant appearance. This score is critical for Persuasion.
[break][break]
SPIRIT (SP)[break]
- A special score exclusive to Tamers with a special function (see Tamer Information).
[break][break][break]
[break]
VITALITY (VIT)[break]
- Measures a Digimon's general health and how much they can take before they give in. A high Vitality means a Digimon is healthy and generally more resistant than others to things such as sickness and fatigue, while a low one means that they are quicker to succumb to these things.
[break][break]
STRENGTH (STR)[break]
- Measures a Digimon's physical power. This score is critical for Weapons and Armor.
[break][break]
DEFENSE (DEF)[break]
- Measures a Digimon's physical endurance.
[break][break]
INTELLECT (INT)[break]
- Measures a Digimon's intelligence, similarly to Tamers, and measures their ability with magical/special attacks. Functionally,
it also acts somewhat as a mixture of Intelligence and Charisma. This score is critical for Persuasion.
[break][break]
ESSENCE (ESS)[break]
- Measures a Digimon's ability to defend themselves against magical/special attacks.
[break][break]
DEXTERITY (DEX)[break]
- Measures a Digimon's general speed and agility.
[break][break]
Humans and Digimon forms all have a varying amount of Ability Score points they can allocate to their Ability Scores at creation.[break]
- Humans: 25 Points[break][break]
- Fresh to In-Training: 1 point in every category[break]
- Rookie: 30 Points[break]
- Champion: 60 Points[break]
- Ultimate: 120 Points[break]
- Mega: 240 Points
[break][break]Because of how different humans and Digimon are, they each have their own statistics.[break][break][break]
HUMAN ABILITY SCORES
[break]
VITALITY (VIT)[break]
- The only Ability Score that humans roughly share with Digimon, this generally measures how healthy one is.
[break][break]
ATHLETICS (ATH)[break]
- Measures a human's physical adeptness, from their strength to their speed and dexterity, this statistic covers it all. Obviously quite useful in combat situations, as well as situations that would require a strong arm, an obstacle that would require a level of acrobatics to overcome, or other such physical endeavors. This score is critical for wielding Weapons and Armor.
[break][break]
INTELLIGENCE (INT)[break]
- Measures a human's intellect and wit. Is quite useful for working with electronics and computers, hacking into networks, figuring out ancient codes and texts, seeing through disguises, figuring out puzzles, and in general any situation that would require a high intellect and quick thinking. This score is critical for Persuasion.
[break][break]
CHARISMA (CHA)[break]
- Measures a human's ability to interact with others, and how well they do it. Is quite useful for getting one's Digimon partner to listen to them, persuading and intimidating others, telling bluffs and lies to enemies, creating connections between players and NPCs, and in general any situation that would require a slick tongue and radiant appearance. This score is critical for Persuasion.
[break][break]
SPIRIT (SP)[break]
- A special score exclusive to Tamers with a special function (see Tamer Information).
[break][break][break]
DIGIMON ABILITY SCORES
[break]
VITALITY (VIT)[break]
- Measures a Digimon's general health and how much they can take before they give in. A high Vitality means a Digimon is healthy and generally more resistant than others to things such as sickness and fatigue, while a low one means that they are quicker to succumb to these things.
[break][break]
STRENGTH (STR)[break]
- Measures a Digimon's physical power. This score is critical for Weapons and Armor.
[break][break]
DEFENSE (DEF)[break]
- Measures a Digimon's physical endurance.
[break][break]
INTELLECT (INT)[break]
- Measures a Digimon's intelligence, similarly to Tamers, and measures their ability with magical/special attacks. Functionally,
it also acts somewhat as a mixture of Intelligence and Charisma. This score is critical for Persuasion.
[break][break]
ESSENCE (ESS)[break]
- Measures a Digimon's ability to defend themselves against magical/special attacks.
[break][break]
DEXTERITY (DEX)[break]
- Measures a Digimon's general speed and agility.
[break][break]
Humans and Digimon forms all have a varying amount of Ability Score points they can allocate to their Ability Scores at creation.[break]
- Humans: 25 Points[break][break]
- Fresh to In-Training: 1 point in every category[break]
- Rookie: 30 Points[break]
- Champion: 60 Points[break]
- Ultimate: 120 Points[break]
- Mega: 240 Points
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[attr="class","info_bg"]
[break]
[attr="class","info_num"] 03. | [attr="class","info_head"] ABILITIES |
[attr="class","info_text"] Digimon possess the inherent ability to utilize powerful combat techniques. However, gaining access to more and more abilities typically depends on one's experience, rank, and amount of bytes. More about Ability Crafting can be found on its corresponding page.[break][break]
In addition to any abilities a Digimon may have, they also have access to a simple basic attack. This attack deals damage based on that Digimon's base affinity (read below) and the category of damage is based off the user's level. Humans can also basic attack for tiny Absolute damage.
[break][break]
-- Rookie: Tiny damage[break]
-- Champion: Low damage[break]
-- Ultimate: Moderate damage[break]
-- Mega: Heavy damage
[break][break]In addition to any abilities a Digimon may have, they also have access to a simple basic attack. This attack deals damage based on that Digimon's base affinity (read below) and the category of damage is based off the user's level. Humans can also basic attack for tiny Absolute damage.
[break][break]
-- Rookie: Tiny damage[break]
-- Champion: Low damage[break]
-- Ultimate: Moderate damage[break]
-- Mega: Heavy damage
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[attr="class","info_bg"]
[break]
[attr="class","info_num"] 04. | [attr="class","info_head"] AFFINITIES |
[attr="class","info_text"]On Digimon : Unity, each ability possesses one of twelve affinities to determine "type" of damage or effect it deals. Each Digimon also has a number of weaknesses, resistances, and nullifications amongst these affinities to show exactly what they are weak against, and what they are strong against.[break]
[break]
A Digimon that resists an affinity type takes half damage and the chance of any status effect the move would additionally deal is halved. A weakness to an affinity type works in reverse: dealing double damage and doubling status effect chance. A nullification, on the other hand, appropriately nullifies all damage of that affinity type and any chance of a status effect from it.
[break][break]
At creation with each form, you must choose one of the following options: 1 Resistance and 2 Weaknesses, 2 Resistances and 4 Weaknesses, or 3 Resistances and 6 Weaknesses. Ultimate levels additionally can replace 1 Resistance with a a Null, while Mega levels can do up to 2.
[break][break]
Abilities can possess two separate affinities, however, in this case, affinity modifiers are only half as effective. (I.E A Fire/Water attack would do only 1.5x damage to a foe weak to Fire, only inflicting 2x damage in the case they are weak to both Fire/Water. A resist would only block the appropriate half of the damage.)
[break][break]
Digimon also have a base affinity, which determines the affinity their basic attacks deal.
[break][break]
Humans unlike Digimon do not naturally have an affinity, nor do they have resistances or weaknesses.
[break][break][break]
A Digimon that resists an affinity type takes half damage and the chance of any status effect the move would additionally deal is halved. A weakness to an affinity type works in reverse: dealing double damage and doubling status effect chance. A nullification, on the other hand, appropriately nullifies all damage of that affinity type and any chance of a status effect from it.
[break][break]
At creation with each form, you must choose one of the following options: 1 Resistance and 2 Weaknesses, 2 Resistances and 4 Weaknesses, or 3 Resistances and 6 Weaknesses. Ultimate levels additionally can replace 1 Resistance with a a Null, while Mega levels can do up to 2.
[break][break]
Abilities can possess two separate affinities, however, in this case, affinity modifiers are only half as effective. (I.E A Fire/Water attack would do only 1.5x damage to a foe weak to Fire, only inflicting 2x damage in the case they are weak to both Fire/Water. A resist would only block the appropriate half of the damage.)
[break][break]
Digimon also have a base affinity, which determines the affinity their basic attacks deal.
[break][break]
Humans unlike Digimon do not naturally have an affinity, nor do they have resistances or weaknesses.
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[attr="class","info_bg"]
[break]
[break][break]
[attr="class","info_num"] 05. | [attr="class","info_head"] AFFINITY LIST |
[attr="class","info_text"] Fire: One of the four basic elements, the fire affinity often deals with, well, what you would expect - abilities that use either heat or fire.
[break][break]
Water: One of the four basic elements, the water affinity deals with water and ice-based abilities.
[break][break]
Earth: One of the four basic elements, the earth affinity deals with earth and rock related abilities.
[break][break]
Wind: One of the four basic elements, the wind affinity deals with air and storm related abilities, though lightning and thunder are typically separate.
[break][break]
Wood: The wood affinity doesn't necessarily just mean "wood." This affinity deals with nature and plant life, and also extends into some poison-related effects.
[break][break]
Metal: The metal affinity typically relates to any metal or machine-based abilities.
[break][break]
Thunder: The thunder affinity deals with electricity and lightning of any kind, being a key affinity for many Digimon.
[break][break]
Trash: The trash affinity is a strange one that deals with garbage and sludge related effects. If a poison-effect isn't wood related, it is probably trash related.
[break][break]
Mental: The mental affinity deals with psyche and mind related abilities, as you might expect. Many otherworldly abilities that do not fit under any other category can be written off as mental.
[break][break]
Dark: The dark affinity is often used by evil Digimon, but that does not mean it is limited to them. This affinity deals with the creation and usage of darkness, along with other abilities such as hexes and curses.
[break][break]
Light: The light affinity is often used by holy Digimon, but that does not mean it is limited to them. This affinity deals with the creation and usage of Light, along with other abilities such as blessings and restoration.
[break][break]
Absolute: The absolute affinity is different from the rest. This affinity draws energy from higher powers or is completely undefinable, and cannot under any circumstances be resisted or nullified, which makes it by definition, the most "powerful" affinity. Unlike other Affinities, this cannot be selected as a default Affinity for a Digimon form.
[break][break]
Water: One of the four basic elements, the water affinity deals with water and ice-based abilities.
[break][break]
Earth: One of the four basic elements, the earth affinity deals with earth and rock related abilities.
[break][break]
Wind: One of the four basic elements, the wind affinity deals with air and storm related abilities, though lightning and thunder are typically separate.
[break][break]
Wood: The wood affinity doesn't necessarily just mean "wood." This affinity deals with nature and plant life, and also extends into some poison-related effects.
[break][break]
Metal: The metal affinity typically relates to any metal or machine-based abilities.
[break][break]
Thunder: The thunder affinity deals with electricity and lightning of any kind, being a key affinity for many Digimon.
[break][break]
Trash: The trash affinity is a strange one that deals with garbage and sludge related effects. If a poison-effect isn't wood related, it is probably trash related.
[break][break]
Mental: The mental affinity deals with psyche and mind related abilities, as you might expect. Many otherworldly abilities that do not fit under any other category can be written off as mental.
[break][break]
Dark: The dark affinity is often used by evil Digimon, but that does not mean it is limited to them. This affinity deals with the creation and usage of darkness, along with other abilities such as hexes and curses.
[break][break]
Light: The light affinity is often used by holy Digimon, but that does not mean it is limited to them. This affinity deals with the creation and usage of Light, along with other abilities such as blessings and restoration.
[break][break]
Absolute: The absolute affinity is different from the rest. This affinity draws energy from higher powers or is completely undefinable, and cannot under any circumstances be resisted or nullified, which makes it by definition, the most "powerful" affinity. Unlike other Affinities, this cannot be selected as a default Affinity for a Digimon form.
[break][break]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[attr="class","info_bg"]
[break]
[attr="class","info_num"] 06. | [attr="class","info_head"] STATUS EFFECTS |
[attr="class","info_text"] Status effects on Digimon : Unity are pre-defined, which means their effects have already been determined and listed below for your ease. Unfortunately, this does mean that you cannot create your own status effects like you may be used to. If you are unfamiliar with what a status effect is, it is a special condition that your Digimon or human Tamer can fall under, resulting in a number of different often disabling and negative effects, typically for a set duration of turns.
[break][break]
Poison is a basic status effect that torments the enemy over time, slowly chipping away at their health with each passing moment. The effect begins by infecting a target or multiple targets with something such as a noxious cloud, an acidic spray, a venomous bite, or something of the like. Beginning on the turn that the target had fallen under effect of Poison, they will begin to take damage (amount determined by the ability), and with every turn after that, if not cured, the damage will increase an additional stage.
[break][break]
E.g. The first turn, the target takes Tiny poison damage, the next turn, the target takes Low poison damage, the turn after, the target takes Moderate poison damage.
[break][break]
Stun is one of the more powerful status effects that causes a human or a Digimon to completely freeze up, unable to take any sort of action. It can be flavored as a number of things, such as an electrical shock, a failure of muscles, or even something like knocking the target out cold for a duration. A target under the effect of Stun will be completely unable to move or take any actions, effectively rending them useless for a duration.
[break][break]
Root is similar to Stun, but a bit more particular and a tad less effective, but still, nevertheless frightening. Under the effect of Root, a target will be grabbed by vines, tentacles, or perhaps even be stuck in place by an adhesive, rending them unable to move for a duration. While the target cannot move, they can still take other actions, such as using Digi-Modify cards.
[break][break]
Sleep is exactly what is implied - it causes the target under its effect to fall asleep on the spot. This is very similar to Stun in the fact that the target will not be able to take any actions or move during the duration of the Sleep. However, unlike Stun, the target can be woken up prematurely by taking Moderate (or higher) damage.
[break][break]
Curse is an interesting status effect in that it works differently for different types of Digimon. It is an evil effect, derived from the darker parts of the Digital World. For non-Virus Digimon, this status effect works the same as Poison, except it does not increase in damage with every turn. For Virus Digimon, Curse has this effect along with disabling the target from raising any of their Ability Scores through any sort of effect for the duration of the status effect.
[break][break]
Fear is a malicious status effect that terrifies a target or a number of them, sending chills down their spine and causing them to feel greatly uneasy. This effect can be bestowed upon another through a variety of methods, such as presenting horrifying illusions, or something more simple like releasing a nerve gas. Regardless of how it is performed, Fear causes a target to attack less effectively, being scared and nervous.
[break][break]
Charm is a mind-altering status effect (almost similar to Fear, though a bit different) that causes a target or a number of them to adore the inflictor. A target under the spell of a Charm will adore the one that charmed them in a number of ways (usually determined by the ability's description) such as seeing them as a great hero, or falling in love with them. Until the duration of the Charm is over, the inflicted target will have a hard time attacking the target that charmed them, and may even follow their orders.
[break][break]
Burn is a status effect that torches a target's skin, causing them searing pain for a duration. A target can become burned, most commonly, from an effect from Fire affinity attacks, though it is not limited to this, as extremely cold attacks may also be a cause of Burn, as can acidic attacks. A target inflicted with a Burn will take more damage (equal to one stage less than the damage of the attack) from Fire, Water, Light, and Trash abilities.
[break][break]
Ex: A target inflicted with Burn comes under attack from a Fire attack that deals Low damage. When taking damage from this attack, they will also take Tiny Burn damage.
[break][break]
Freeze encases a target in ice, or freezes their body to the point where they cannot move or take any actions. Unlike most status effects, Freeze is essentially exclusive to ice-based attacks that chills the target's body. A target inflicted with Freeze will be unable to take any actions, much like Stun. However, any Water damage that is Moderate or lower will be nullified against a frozen target. Additionally, any Fire damage Moderate or higher will melt the ice and end the effect of Freeze. After a Freeze ends, the previously frozen target will be Chilled for half the duration they were frozen for.
[break][break]
Chill is a status effect that can occur during cold or ice based attacks, and always occurs after the effects of Freeze end. Unfortunately, this effect doesn't mean "relaxed," but rather "extremely cold and uncomfortable." A target inflicted with Chill will shiver and have trouble maintaining a comfortable stance. Because of this, chilled targets cannot use any weapons (including weapon cards) effectively during the duration.
[break][break]
Wound will greatly reduce the effects of any healing the user would receive. Unlike many status effects wounds do not have a duration for how long they last, though it can be removed by ailment curing effects or High or greater amounts of healing.
[break][break]
Berserk causes affected Digimon to be driven into a frenzy, going to any length to destroy their enemies. Their addled mind is too focused on attacking to use any non-damaging attack until they can calm down.
[break][break]
While these Status Effects are usually unchangeable, they can be modified partially by certain effects from Special tagged Abilities, Passives or other circumstances.
[break][break][break][break]
Poison is a basic status effect that torments the enemy over time, slowly chipping away at their health with each passing moment. The effect begins by infecting a target or multiple targets with something such as a noxious cloud, an acidic spray, a venomous bite, or something of the like. Beginning on the turn that the target had fallen under effect of Poison, they will begin to take damage (amount determined by the ability), and with every turn after that, if not cured, the damage will increase an additional stage.
[break][break]
E.g. The first turn, the target takes Tiny poison damage, the next turn, the target takes Low poison damage, the turn after, the target takes Moderate poison damage.
[break][break]
Stun is one of the more powerful status effects that causes a human or a Digimon to completely freeze up, unable to take any sort of action. It can be flavored as a number of things, such as an electrical shock, a failure of muscles, or even something like knocking the target out cold for a duration. A target under the effect of Stun will be completely unable to move or take any actions, effectively rending them useless for a duration.
[break][break]
Root is similar to Stun, but a bit more particular and a tad less effective, but still, nevertheless frightening. Under the effect of Root, a target will be grabbed by vines, tentacles, or perhaps even be stuck in place by an adhesive, rending them unable to move for a duration. While the target cannot move, they can still take other actions, such as using Digi-Modify cards.
[break][break]
Sleep is exactly what is implied - it causes the target under its effect to fall asleep on the spot. This is very similar to Stun in the fact that the target will not be able to take any actions or move during the duration of the Sleep. However, unlike Stun, the target can be woken up prematurely by taking Moderate (or higher) damage.
[break][break]
Curse is an interesting status effect in that it works differently for different types of Digimon. It is an evil effect, derived from the darker parts of the Digital World. For non-Virus Digimon, this status effect works the same as Poison, except it does not increase in damage with every turn. For Virus Digimon, Curse has this effect along with disabling the target from raising any of their Ability Scores through any sort of effect for the duration of the status effect.
[break][break]
Fear is a malicious status effect that terrifies a target or a number of them, sending chills down their spine and causing them to feel greatly uneasy. This effect can be bestowed upon another through a variety of methods, such as presenting horrifying illusions, or something more simple like releasing a nerve gas. Regardless of how it is performed, Fear causes a target to attack less effectively, being scared and nervous.
[break][break]
Charm is a mind-altering status effect (almost similar to Fear, though a bit different) that causes a target or a number of them to adore the inflictor. A target under the spell of a Charm will adore the one that charmed them in a number of ways (usually determined by the ability's description) such as seeing them as a great hero, or falling in love with them. Until the duration of the Charm is over, the inflicted target will have a hard time attacking the target that charmed them, and may even follow their orders.
[break][break]
Burn is a status effect that torches a target's skin, causing them searing pain for a duration. A target can become burned, most commonly, from an effect from Fire affinity attacks, though it is not limited to this, as extremely cold attacks may also be a cause of Burn, as can acidic attacks. A target inflicted with a Burn will take more damage (equal to one stage less than the damage of the attack) from Fire, Water, Light, and Trash abilities.
[break][break]
Ex: A target inflicted with Burn comes under attack from a Fire attack that deals Low damage. When taking damage from this attack, they will also take Tiny Burn damage.
[break][break]
Freeze encases a target in ice, or freezes their body to the point where they cannot move or take any actions. Unlike most status effects, Freeze is essentially exclusive to ice-based attacks that chills the target's body. A target inflicted with Freeze will be unable to take any actions, much like Stun. However, any Water damage that is Moderate or lower will be nullified against a frozen target. Additionally, any Fire damage Moderate or higher will melt the ice and end the effect of Freeze. After a Freeze ends, the previously frozen target will be Chilled for half the duration they were frozen for.
[break][break]
Chill is a status effect that can occur during cold or ice based attacks, and always occurs after the effects of Freeze end. Unfortunately, this effect doesn't mean "relaxed," but rather "extremely cold and uncomfortable." A target inflicted with Chill will shiver and have trouble maintaining a comfortable stance. Because of this, chilled targets cannot use any weapons (including weapon cards) effectively during the duration.
[break][break]
Wound will greatly reduce the effects of any healing the user would receive. Unlike many status effects wounds do not have a duration for how long they last, though it can be removed by ailment curing effects or High or greater amounts of healing.
[break][break]
Berserk causes affected Digimon to be driven into a frenzy, going to any length to destroy their enemies. Their addled mind is too focused on attacking to use any non-damaging attack until they can calm down.
[break][break]
While these Status Effects are usually unchangeable, they can be modified partially by certain effects from Special tagged Abilities, Passives or other circumstances.
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[attr="class","info_bg"]
[break]
[attr="class","info_num"] 07. | [attr="class","info_head"] CHALLENGE MODE |
[attr="class","info_text"] Challenge Mode is an optional mode of battle that uses fixed statistics. It is a simple system which should be used following the steps below:
[break][break]
- Each character in the thread now gains Life; a statistic that only appears in this mode of battle. For Tamers, Life is based on Tamer Rank, and for Digimon, Life is based on their current level.[break][break]
-- Rank 1: 3 Life[break]
-- Rank 2/Rookie: 4 Life[break]
-- Rank 3/Champion: 5 Life[break]
-- Rank 4/Ultimate: 6 Life[break]
-- Rank 5/Mega: 7 Life[break][break]
- The character with the most Dexterity (or Athletics in the rare case the combatant does not have a Digimon) goes first.[break]
- The character makes a combat post, but can only use one move during this time. At the end of their post, they will roll 1d100, and then add their Rank/Level to that number.[break]
- The next character does the same. [break]
- The highest number out of these rolls is the one who made contact with their attack and managed to do a bit of damage with it, knocking a point off the losing character's Life.[break]
- This continues until one character/duo runs out of Life.[break][break]
In Challenge Mode, status effects can make a major impact, with Stuns, Roots, Freezes, and other such effects rending them unable to attack for a turn or so. Poisons, Burns, Curses, and such effects will require characters to roll an additional roll (with no modifier) to check if they took additional damage from the status effect. Status Effect damage is always 1/2 a Life.
[break][break]
Challenge Mode, unlike normal freeform combat (which will likely be primarily used), does have a Wager option. One can Wage any amount of Data on a fight they are participating in, or they can even go as far to agree to make it death enabled. Challenge Mode may also offer additional rewards in NPC fights at the cost of potentially losing Data or even risking death in extreme cases.
[break][break]
[break][break]
- Each character in the thread now gains Life; a statistic that only appears in this mode of battle. For Tamers, Life is based on Tamer Rank, and for Digimon, Life is based on their current level.[break][break]
-- Rank 1: 3 Life[break]
-- Rank 2/Rookie: 4 Life[break]
-- Rank 3/Champion: 5 Life[break]
-- Rank 4/Ultimate: 6 Life[break]
-- Rank 5/Mega: 7 Life[break][break]
- The character with the most Dexterity (or Athletics in the rare case the combatant does not have a Digimon) goes first.[break]
- The character makes a combat post, but can only use one move during this time. At the end of their post, they will roll 1d100, and then add their Rank/Level to that number.[break]
- The next character does the same. [break]
- The highest number out of these rolls is the one who made contact with their attack and managed to do a bit of damage with it, knocking a point off the losing character's Life.[break]
- This continues until one character/duo runs out of Life.[break][break]
In Challenge Mode, status effects can make a major impact, with Stuns, Roots, Freezes, and other such effects rending them unable to attack for a turn or so. Poisons, Burns, Curses, and such effects will require characters to roll an additional roll (with no modifier) to check if they took additional damage from the status effect. Status Effect damage is always 1/2 a Life.
[break][break]
Challenge Mode, unlike normal freeform combat (which will likely be primarily used), does have a Wager option. One can Wage any amount of Data on a fight they are participating in, or they can even go as far to agree to make it death enabled. Challenge Mode may also offer additional rewards in NPC fights at the cost of potentially losing Data or even risking death in extreme cases.
[break][break]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]
[break][break][break]
[attr="class","info_bg"]
[break]
[attr="class","info_num"] 08. | [attr="class","info_head"] PERSUASION |
[attr="class","info_text"] Persuasion is the third method of resolving disputes, where a character attempts to talk and reason with the enemy, rather than attempt to maim and kill them. If a character is successful in this, they may just earn the Digimon's trust, and gain them as an ally later on, or even gain a rare item.
[break][break]
If a character earns a NPC Digimon's trust (either through Persuasion or helping them out), they may choose to make a Pact with them. Digimon bonded with in this way may show up to help the character in their time of need, or may respond to their calls for help. Reminder than certain Digimon may not choose to help your character if they do have a certain Charisma, Intellect, or Intelligence score.
[break][break]
[break][break]
If a character earns a NPC Digimon's trust (either through Persuasion or helping them out), they may choose to make a Pact with them. Digimon bonded with in this way may show up to help the character in their time of need, or may respond to their calls for help. Reminder than certain Digimon may not choose to help your character if they do have a certain Charisma, Intellect, or Intelligence score.
[break][break]
[newclass=.info_bg]width:400px;background-color:#f7f7f7;[/newclass]
[newclass=.info_num] width:60px;padding:10px;background-color:#009ae2;font:11px Merriweather Sans;color:#fff;font-weight:bold;text-align:center; [/newclass]
[newclass=.info_head] width:320px;padding:10px;background-color:#fbfbfb;font:11px Merriweather Sans;color:#009ae2;font-weight:bold;text-align:center;letter-spacing:6px; [/newclass]
[newclass=.info_text]width:80%;background-color:#fbfbfb;font:10px verdana;color:#222;text-align:justify;padding:15px;margin-top:10px;[/newclass]
[Googlefont=Merriweather Sans|Cuprum]