The full SFRP v7 Overhaul comes with a brand new look to all of the old and familiar systems, with new elemental benefits, a new system for tracking progression and character growth, far more customizable options in all areas, and more concrete rulings on how to move about. A project started by the staff almost three years ago, it is finally completed! Be sure to check out our recruitment event in the news header below to get started in an amazing opportunity!
If you're new, feel free to look around the board. Make yourself known in the Hello & Goodbye Forum, or, if you have a Discord, follow the link provided and join our Discord Channel. Feel free to ask questions whenever you need help.
- - Overview - - The combat system uses a unique melding of stats and roleplay in order to create a fluid, free-form battle simulation that gives a feel for intense number crunching and storytelling, alike. The combat system is intertwined with the roleplaying system in a way that allows us to gauge the relative power and capability of our characters in a structured, intentional way, and keeps our turn-based combat system flowing and consistent. Click here to view the rules surrounding actions.
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- - Actions - - Each turn, your character has a total set number of actions that they can perform. Attacking, utilizing Attack Battle Cards, and even movement are all restricted within the actions that you can perform.
- - Attack Actions - - Attack Actions serve 3 key purposes: Using Attacks, Charging Attacks, Perform Attack Chains, and speeding up the Cooldown of attacks.
Attacking - Spend 1 Action to perform 1 Attack. Attacks can be made using your character's own attacks, battle cards, or special equipment that grants attacks.
Charging - Spend 1 Action or 1 Charge to perform an Action Charge or a Held Charge. You can use Action Charges to charge the same attack multiple time in a turn, but Held Charges can only be performed once per attack per turn. Expend an entire turn of Attack Actions to perform a Full Turn Charge.
Attack Chains - Expend 1 Action per hit of an attack that is Avoided Separately or has Combo to perform an Attack Chain.
Cooldown - You can expend 1 Action to apply -1 CD to a single attack on Cooldown. Actions gained mid-battle cannot be used this way.
Characters begin with [3 Actions].
- - Defense Actions - - Defense Actions serve the simple purpose of defending against attacks, and can only be made during your defensive phase.
Charging - Equipment can sometimes enable you to Charge Defenses before using them. Expend 1 Action or 1 Charge to Charge a Defense.
Parry - Spend 1 Action to perform a Parry, using an attack that is available for use (fully cooled down, fully charged) against an enemy attack. You reduce the damage of the incoming attack by the damage of your attack. If you meet the damage of the incoming attack, it is Interrupted. If you exceed the damage of the incoming attack, your attack is aimed against your opponent with the remaining damage and gains Auto-Hit.
- - Movement and Evasion - - The game operates on Melee and Ranged attack forms. Except for notable exceptions, Melee attacks can be used on opponents that you share a panel type with, and Ranged attacks can be used on opponents regardless of whether or not you share a panel type with them. Moving into and out of Range with a character requires action expenditure, as does changing panel types. This is explained in detail in the Attacks and Panels rules sections.
- - Phasing - - Wave Warriors are naturally capable of augmenting their frequency, causing threats to phase right through them. This frequency shift allows a user to enter a state called Phase, which is a system in place to require creative planning of attacks in order to allow combos to chain together.
Wave Warriors in Phase are immune to the effects of attacks that would otherwise strike them, unless effects on the Attack say otherwise. Phase maintains for a single attack action performed against the user, regardless of how they respond to the attack action, or if the opponent skips an action to wait for your Phasing condition to subside.
During your turn, if you are struck by an attack with inherent Cooldown, or an attack that is affected by Charge (including a Basic Attack), it triggers Phase for 1 Action. Attack Chains only trigger Phase after the last hit of the chain lands.
- - Set Up - - A fight does not necessarily have to be agreed upon. One character can just choose to attack another blatantly, so long as they are willing to deal with any consequences involved. While in combat, it is expected that you are roleplaying to the best of your ability how you are moving, what you are doing, the weapons you are utilizing; anything that may be prevalent. This is a good time to just dish out the "wow" factor behind your character and what they are capable of, but also a good time to set up a great narrative for someone else to respond to. Typically, before you can take any offensive action against an opponent, you must respond to all attacks made against your character. After making your attacks, it becomes your responsibility to give a statistical summary of your responses, actions, and resources, and what your opponent has to do in order to respond to any of it.
This splits up the "Turn" into three stages: [Response] - The stage in which you respond to what any opponents did that may impact you. This stage typically involves avoiding attacks, raising defenses, interrupting attack chains, or advancing upon a retreating opponent.
[Action] - The stage in which you perform actions that your opponent will then respond to. This stage typically involves performing attacks, utilizing supportive options, starting attack chains, retreating from or advancing towards an opponent, and any transformation abilities.
[Summary] - The stage in which you explicitly list out the statistical reasons behind your actions. This gives a concrete, no-nonsense play-by-play of the way that you responded to your opponent's actions, the actions that you performed, the resources that you used, and how your stats interacted with the roleplay to ensure that everything done was accounted for. This is not a roleplay section; this should only include hard stats and lists to explain what happened and why.
Battles take place over the span of Customs. At the start of each Custom, characters slot in 6 Battle Cards of choice from their personal folders. After 10 turns have passed, characters can choose new battle cards, starting a new Custom. It is as much a story of characters clashing as it is using the numbers as proof for their constant change.
- - Overview - - Customized attacks are the heart of every Wave Warrior's systems, and are among the most customizable sets of a Wave Warrior's stats, seconded only by the Wave Warrior's abilities. They are your Wave Warrior's primary source of damage, and the most dependable method of dealing with harm. Click here to view the full rules for building Attacks.
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- Attack Information - Reading an attack's entry should allow you to quickly skim over it and determine what it does, how it affects you, and how you can respond to it.
[Baseline] Baselines are described in full in the Weapons Guide. Baselines act as universal rules for different styles of attacks that can be utilized by Wave Warriors, and help maintain uniformity when designing attacks. Every attack must select one baseline, and by applying drawbacks, some attacks can have more than one.
[Trait] The Trait associated with each attack determines the flavor behind the purpose of the attack, as well as how the attack interacts with an opponent's Strengths and Weaknesses, with the Panels, with certain Statuses, and even with Advanced Forms. Each attack must have at least 1 Trait upon creation.
[Range] Each attack must select a Range upon creation. Range tells you a general rule of how close you can be to a target in order to use the attack, and dictates the level of control you have when making attacks. Ranged attacks are used at a distance or up-close, and can be used without restrictions regarding your proximity to an opponent. Melee attacks are used up close, and before they can be used, you must share a panel type with your opponent. If you do not currently share a panel type, you must expend actions as appropriate to change your panels to match their panel type.
[Damage] Attacks deal base damage based on their individual Baselines, impacted by your Wave Warrior's passive increases. Damage is first measured in Levels and then increased incrementally by Percentages. The damage of a multi-hit attack is split evenly between each hit of the attack. When notating damage, an attack's final damage is always represented by its final damage level + additional percentage increases. For example: [High -> Immense + 10%]
[Effects] Attacks can have Damage, Cooldown, or other Drawbacks incremented in order to add effects, or add additional damage. Attacks have all of their Drawbacks shown first, and then all other effects. This is also where you list whether or not an attack has any alternative uses or special qualities.
- Attack Effects - Attacks have a number of statistical abilities that can be added to them in order to augment how they interact with their opponents, how they can be used, and what benefits they have, or even drawbacks. These effects are described in detail, below.
Each of these effects has a cost associated with placing them onto attacks, or, in the case of Drawbacks, associated bonuses that can be earned for placing them onto attacks. Some of these drawbacks are mutable, requiring that damage be paid, which can then be increased by applying drawbacks. Some of them come with mandatory drawbacks that cannot be changed, outside of interaction through the Dark Karma.
- - Drawbacks - - Drawbacks are the function around which all effects are determined, and the backbone of the statistical system for attacks. The level of the drawbacks added to abilities and attacks are directly connected to the power of the effects on the attack. Click here to view the Drawbacks.
Damage Levels are traded on a 1-to-1 ratio. Increase damage levels by applying drawbacks, decrease damage levels to pay for effects. Decreasing and increasing an attack's damage takes into account an attack's Empty Damage Levels. All other drawbacks and effects are scaled based off of damage levels.
Roleplay Drawbacks require unique detriments that only have a moderate effect on the actual execution of the attack and the user, but still nonetheless supply a drawback that is worth Cooldown reduction.
Tier 1 Drawbacks - Worth 1 Turn of CD - Attack must be used as the last action in a turn. - Attack cannot be used after an attack with cooldown or charge. - Attack cannot be used if the user's panels were changed this turn. - Other effects that apply minor drawbacks to use.
Tier 2 Drawbacks - Worth 2 Turns of CD - Attack also requires the expenditure of an additional Action on use. - When avoided, the avoidance can evade an additional attack without penalty. - Attack can only be used as the only attack the user aimed at the target. - Attack can only be used if the user changed panel types this turn. - Attack cannot be used outside of a certain panel type. - Other effects that apply basic drawbacks to use.
Tier 3 Drawbacks - Worth 1 Damage Level - Must be used immediately after another, specified attack with cooldown or charge. - Other effects that greatly hinder the attack's use.
After using an attack with Cooldown, you must wait the designated number of turns before using it again.
Attacks without cooldown, or which have had their cooldown reduced to 0, are each usable once per turn. Attacks that are reduced to 0-CD have all stacks of Multi-Use immediately restored.
Attacks with Mandatory Cooldown can never have their Cooldown reduced below the listed number in-stats, and all effects must be finished before their cooldown begins. For example, a Shield has a Mandatory Cooldown of 3 turns. The Shield's cooldown will not begin cooling down until the shield is destroyed. Mandatory Cooldown can be reduced mid-battle. An attack with mandatory cooldown would not begin cooling down until after all effects with a duration that the attack inflicted upon the opponent expired.
Most Status Effects have a Built-In Natural Cooldown that is not directly attached to the attack that they are used alongside. Any time an attack with a status effect hits a target, for example, that Status effect goes on cooldown, but the attack, so long as it doesn't have any cooldown, can still be used.
Effects with Limited Cooldown require a user to expend 2 Actions per -1 CD they wish to apply by sacrificing actions mid-battle, instead of just one, and cannot otherwise have their Cooldown reduced mid-battle.
Effects with Restricted Cooldown cannot have their Cooldown augmented mid-battle at all.
Three turns of Cooldown are equal to 1 Damage Level worth of effects. Limited Cooldown is worth 1 Full Damage Level, and Restricted Cooldown is worth 2 Full Damage Levels.
An attack with Blowback sends a set number of attacks into a 3-Turn Cooldown upon use of the attack. The affected attacks must be selected in-stats.
For every attack affected by Blowback, the attack, defense, or ability gains +1 Damage Level worth of effects. Attacks that are affected by Blowback as a result of an attack with Mandatory Cooldown do not begin cooling down until the attack with Mandatory Cooldown begins cooling down.
An attack with Self-Inflicted Damage as a Drawback deals damage to the user upon use that cannot be mitigated by any source, cannot be restored until the start of the user's next turn, and can defeat the user.
The amount of Health sacrificed is significant when determining the power provided: A Pathetic amount of Health loss is equivalent to a 1-Turn Cooldown, a Low amount of Health loss is equivalent to a 2-Turn Cooldown, and a Moderate amount of Health loss is equivalent to a single Damage Level worth of effects. Characters with greater than 100% Max Health increment the amount of required cost by its base amount per 100% of max health they possess (Pitiful = to 1-Turn for 200%; etc). Characters cannot naturally sacrifice more than Moderate Health for a single drawback. This amount is increased by its base value per 100% of max health they possess (High for 200%; etc.)
An attack with Self-Inflicted Debuff as a Drawback inflicts a Status Effect/Debuff to the user upon use that cannot be mitigated by any source, cannot be cleansed until the start of the user's next turn, pierces all immunity, and takes immediate effect.
The Tier of the status effect is significant when determining the power provided: A Tier 1 Status/Debuff is equivalent to 1 Damage Level, a Tier 2 is equivalent to an Action Charge, and a Tier 3 is equivalent to a Held Charge.
When using an effect with a self-inflicted debuff, your character must be able to be afflicted with the effect. It automatically pierces any immunity, but if you are already afflicted with a non-stackable debuff, you must first remove that debuff before you can use the applicable effect. This is to discourage stacking and spamming of the drawback, when it is no longer a drawback.
An attack with Card Sacrifice as a Drawback must consume a prepared, unused battle card in the user's custom upon use, or else the attack fails.
The Class of the card matters when determining the power provided: A Standard-Class Card grants a single Damage Level; a Mega-Class Card grants the benefit of a single turn of Held Charge; a Giga-Class Card grants the benefit of a Full-Turn charge. These effects are decided upon attack creation, and cannot be chosen mid-battle. This counts as using the card.
An attack with a single Action Charge requires that the user expend a single Attack Action or Charge to charge the attack before it can be used, but still allows the attack to be released on the same turn.
Whenever you finish charging an attack, it must be released with the next action that could release the attack; you can choose to drop the charge and restart it, as well. Completing an Action Charge at the end of a turn carries over its effect until your next turn, and is counted as Holding the charge for effects that depend on that (but does not grant the other benefits of a Held Charge). If the Charge is held until your next turn, it can be lost when you are hit by an attack with Charge, or by an attack used as part of an Attack Chain, as explained in the rules for Held Charge.
A single action charge is worth one Full Damage Level.
An attack with a single Held Charge requires that the user expends a single Attack Action or Charge to prepare the attack before it can be used, and this charge must be held for 1 turn before it can be released.
Other actions can be used alongside this charge action, and multiple Held Charges can be prepared in a single turn to be released the very next turn, but the charges must be maintained for the required number of turns before they can be released.
Whenever a user takes damage from a Charged attack, one charge stored for each currently held charge is lost. This only affects attacks with Held Charge, or attacks with Action Charges that have been held for a turn.
A single Held Charge is worth one Full Damage level and one True Damage Level. Whenever you finish charging an attack, it must be released the next turn; you can choose to drop the charge and restart it, as well.
An attack with a single Full-Turn Charge requires that the user expends an entire turn of Attack Actions to prepare the attack before it can be used, and this charge must be held for 1 turn and be released on the following turn. No other attack actions can be used alongside this charge action.
A single Full-Turn Charge is worth two Full Damage Levels and one True Damage Level, and can be used to overcap Baseline Caps by 1 Full Damage Level. Whenever you finish charging an attack, it must be released with the next action that could release the attack; you can choose to drop the charge and restart it, as well.
- - Defense Breaker - - Defense Breakers are simple, yet effective methods of removing obstacles and defenses between you and your opponent, making it more likely that your attack will hit. As the most simple effect to place onto attacks, and the most crucial to any strategy, these effects are typically low-cost, but nearly mandatory. Click here to view the Defense Breakers.
Basic Breakers are the only kind of Defensive Breaker that can be stacked on top of any other. Only 2 Breakers can be on an attack at a time, and of the two, one of them will always be a Basic Breaker. Basic Breakers require 1 Damage Level worth of effects to be added to attacks, and do not possess any Natural Cooldown.
- Break - This Basic Defense Breaker completely ignores Shield-based defenses and Obstacle-Based Summoned Entities, striking through them and dealing damage to enemies using them as cover from attacks as if they didn't exist. Unbreakable Shields can be used against Breaks.
- Seek - This Basic Defense Breaker completely ignores Warps spent to evade attacks, dealing damage to enemies as if they hadn't avoided the attack. Warps that evade more than one attack can be used against Seeking attacks, but the whole Warp will be consumed against the effect.
- Cut - This Basic Defense Breaker completely ignores Barrier- and Aura-based defenses, striking through them and dealing damage to enemies using them as cover from attacks as if they didn't exist. Uncuttable Auras and Barriers can be used aainst Cut.
Intermediate Breakers cannot be stacked alongside one another, but can still be stacked alongside one Basic Breaker. Intermediate Breakers have a 1-Turn Natural Cooldown that triggers if it successfully strikes and deals damage. Intermediate Breakers cost 1 Full Damage Level worth of effects and 1 Turn CD.
- Homing - This Intermediate Defense Breaker ignores Warps spent to evade attacks, even Warps that evade more than one attack.
- Destroy - This Intermediate Defense Breaker completely destroys Shields used to evade attacks, even Unbreakable ones. Destroys also immediately destroys any Summon or Obstacles it strikes, and strikes the target behind them.
- Blow - This Intermediate Defense Breaker completely destroys Barrier- and Aura-Based avoidances, even Uncuttable ones, and strikes the target behind them.
- Pierce - This Intermediate Defense Breaker completely ignores the Phase condition.
Attacks with Advanced Breakers can only have 1 Breaker on them. Attacks that gain Advanced Breakers lose all other Breakers. Advanced Breakers have a 3-Turn Natural Cooldown that triggers if it successfully strikes and deals damage, requiring 1 Full Damage Level worth of effects and a 1-Turn Held Charge.
- Bypass - This Advanced Defense Breaker completely ignores anything except an enemy, dealing no damage and not interacting at all with summoned entities or defenses. Attacks with Bypass cannot be Parried, and deal [True Damage]. They can still be intercepted.
- Precision - This Advanced Defense Breaker completely ignores any attempt to evade attacks or have the attack intercepted. These attacks can only be absorbed with some sort of defense with HP.
Any attack that an opponent is weak to automatically ignores any Undershirt effect they may possess. Attacks targeting weaknesses are very powerful for this reason. Effects that Cut Survival ignore survival effects the target may possess, as if those survival effects didn't exist.
- Bane - The target treats this attack as though they were Weak against it, regardless of their Strengths and Weaknesses. This effect requires 1 Full Damage Level worth of effects, 1 Turn of Held Charge, and a 1-Turn Mandatory Cooldown.
- Execute - When the condition attached to this effect is met, the target is immediately defeated, reduced to 0% Health and bypassing all survival effects. This effect cannot naturally be added to attacks.
True Damage cannot naturally be added to attacks, and is only possessed by either incredibly powerful Giga Class Cards, attacks that are Counter-Attacks after Interruptions, or Status effects. True Damage is simply damage that cannot be mitigated by any source, and always deals its full amount of damage, no matter what.
- - Special Properties - - Special Properties are effects on attacks that interact with how an opponent can interact with them, or how they interact with an opponent. They come in powerful stages that come with their own predetermined costs, and can modify the attack in such a way that the opponent must completely rethink their strategies when considering the attack. Click here to view the Special Properties.
This Special Property allows an attack to ignore percentile Damage Mitigation.
Attacks with [Overcome] deal damage as though the target did not have any percentile Damage Mitigation. This effect has no interaction with Damage Level mitigation.
Overcome is added to attacks by paying a single Full Damage Level and 1-Turn CD.
This Special Property allows an attack to treat HP-Defenses as though they were instead Percentile Defense.
Attacks with [Cleave], instead of being fully blocked by an HP-Defense such as a Barrier, Shield, or Aura that they would otherwise be blocked by instead have their Damage reduced by the HP of the Defense as though it were a Percentile Defense. Any left over damage is still dealt to the target behind the defense.
Cleave is added to attacks by paying a single Full Damage Level and 1-Action Charge.
This special property interrupts all charges of all attacks being charged.
Normally, when struck by a charged attack, the victim loses 1 charge in each stored attack. Interrupt will cause that victim to instead lose all charges stored in each stored attack.
Interrupt is added to attacks by paying a single Full Damage Level and 1-Turn CD.
This Special Property prevents an opponent from reducing the damage of an attack to zero.
An attack with this special property always deals a minimum amount of damage. Powerful is paid for each Damage Level the attack deals that cannot be further reduced. [Powerful (Pathetic)] allows an attack to always deal at least Pathetic Damage, regardless of all effects.
Powerful is added to attacks by paying for 1 Damage Level per Damage Level that cannot be reduced, as if adding that Damage Level to the attack's Total Damage. [Powerful (Pathetic)] costs 1 Damage Level. [Powerful (Moderate)] would cost 4 Damage Levels. Powerful requires a 1-Action Charge regardless of the level of Powerful.
This special property causes an attack to prolong an afflicted target's suffering, extending the duration of any status effect.
[Sustain (1)] causes any Tier 1 or lower status/debuff affecting the target to have its duration increased by 1 turn.
Sustain has a 0-Turn Natural Cooldown, and is added to attacks by paying for 1 Full Damage Level and +1-Turn CD. For every tier of the effect, increment both Cooldowns by 1. For [Sustain (3)], increment the required Action Charges by 1. [Sustain (2)] affects Tier 2 Status Effects, and [Sustain (3)] affects Tier 3 Status Effects.
This special property allows the attack to harvest some of the damage that it deals, healing the user for the same percentage.
[Drain] is paid for or each Damage Level of healing the attack provides. [Drain (Pathetic)] heals the user for Pathetic Damage when the attack lands, to a maximum of the final damage dealt by the attack; this means that Drain is affected by opposing Damage Mitigation effects.
Drain is added to attacks by paying for 1 Damage Level per Damage Level of health restored, as if adding that Damage Level to the attack's Total Damage. [Drain (Pathetic)] costs 1 Damage Level. [Drain (Moderate)] would cost 4 Damage Levels. Drain requires a 1-Action Charge regardless of the level of Drain.
This special property empowers status effects to be more severe.
An attack with [Empower] causes a Status Effect afflicting an opponent to become a higher tier, and more powerful. The tier of these effects increases by one stage, and their duration doubles. By increasing their tier, it makes Restore more difficult to work on them. Empower is placed onto attacks with Status Effects, and augments the attack at its base, rather than upon hit.
Empower is added to attacks by paying for the same price of the Status effect Tier that you wish to enhance, as explained in Status effects below, effectively paying for the status effect twice to make it more powerful.
This special property causes an attack to weaken an opponent to the next hit against them.
An attack with [Weaken] causes the next attack that hits an opponent in the same turn to affect the opponent as though they were Weak to it, including bypassing Undershirts. Weaken has a 3-Turn Natural Cooldown, and is added to attacks by paying 1 Full Damage Level and 1 Turn Held Charge.
This special property requires an opponent to treat each individual attack with Pinpoint as though it were the same attack, when applying damage mitigations.
Attacks with [Pinpoint] have all damage tallied up before applying damage mitigations. Damage Mitigations that would apply to multiple attacks instead treat all attacks with Pinpoint as a single attack, applying the damage mitigations as desired to the damage of the affected attacks instead of to each one.
Pinpoint is added to attacks by paying 1 Full Damage Level and 1 Turn Held Charge.
- - Versatility Effects - - Versatility Effects explain the use that an attack has, and how the attack can be used in a variety of different ways. Attacks with versatility effects have unique ways that they can be utilized, allowing for more options on the field of battle in a moment's notice. Click here to view the Versatility Effects.
This versatility effect allows the user to use the attack multiple times, either bypassing the once-per-turn limitation of most attacks, or having multiple stacks of use on the attack that are expended before it enters cooldown.
It still costs attack slots for each use after the first, and it still ultimately enters cooldown, but it allows the attack to ignore the usual once-per-turn limitation of attacks, including if the attack has a cooldown.
Attacks with Action Charges must be charged in between uses and can be used multiple times in the same turn this way.
Attacks with turns of Held Charges expend uses as they are used, and enter cooldown after the last use is expended. These attacks cannot be used multiple times in the same turn this way, but can be used and recharged to be used the very next turn.
1 Full Damage Level worth of effects pays for 1 Stack of Multi-Use.
This versatility effect allows the user to choose a different way to use the attack.
Using an alternative use of the attack places the whole attack, including the Primary attack, on a 3-Turn Mandatory Cooldown. The option of the attack used goes on a mandatory 3-Turn Cooldown, which increases by 3-Turns per option of the attack. The 2nd option has a mandatory 6-CD separate from the rest of the attack, and so on. So long as an option isn't in cooldown, it can be used regardless of the others, but it will add 3-Turns to the cooldown of any option that is in cooldown.
The Primary option of an attack with Alternative Use pays for the effect with a single Damage Levels worth of effects and 1-Turn of Cooldown. All other options of the attack are graded as their own attacks. Alternative Use attacks must maintain the same attack baseline.
This versatility effect allows the user to create an attack that embodies two separate baselines at the same time
Baselines can be combined in any way using this effect. Each separate instance of the attack is fired at its own original range. For example, having a blade/basic artillery would allow you to slash within a sword's range and fire a round within a basic artillery's range at the same time.
The base Damage/Health/Benefit of each baseline used is reduced by 2 Damage Levels. If either baseline has mandatory cooldown or other effects, use the highest when determining the total mandatory effects. If a single target cannot be affected by both hits of either baseline, decrease the baseline by only 1 Damage Level, instead. You effectively unleash two effects with a single action.
This versatility effect allows the attack to be used an additional time the following turn without any additional charge or actions, but only at 50% Damage.
Rebound is added to attacks by paying for a 1-Turn Held Charge, 3-Turn Restricted Cooldown, and 1 Damage Level. By incrementing the Cooldown of the attack, you may increment the percentage of Damage dealt by 10% per 1 Turn added. By incrementing the Charge, you may increment the number of turns in a row the attack Rebounds.
This versatility effect allows the attack to be used without the use of actions.
A character can only use 1 Automatic Attack per turn. Automatic attacks cannot have baseline augments to their damage made in-stats, and deal half (rounded down) of the user's base damage allotment, and cannot have any effects that require Cooldown or Charge added to them. 1-Turn Mandatory Cooldown and 1 Damage Level required.
- - Roleplay Effects - - These effects have an impact on the statistical side, but operate more carefully on the roleplay side of combat, by allowing more careful movement or targeting while using the attack. Click here to view the Roleplay Effects.
This roleplay effect allows the user to move with the attack.
As a part of a single attack action, the user charges forward, and then attacks. The user does not need to expend actions to change panels or enter into melee with a target before performing this attack. As a part of using the attack, the user changes panel types and enters into melee with the target. If the user already shares a panel type and is in melee, the attack is used as normal.
Advancing is added to attacks by paying 1 Damage Level worth of effects, a 1-Action Charge, and 1-Turn CD.
This roleplay benefit allows the user to hit multiple targets in the same area, striking the primary target and all targets that fired the same range of attack at the user the previous turn as the primary target.
Spread attacks are aimed at all targets that used an attack with the same range against the user as a select target, and must be responded to separately by each. As multi-target attacks, they automatically cannot be intercepted by any target included as a target in the effect, and require 2 dodges to evade. If the target used more than 1 range, the user only selects 1.
Spread is added to attacks by paying 1 Damage Level worth of effects and 1 Action Charge.
This roleplay benefit allows the user to strike multiple targets in range, hitting a single target and all targets behind them.
Line attacks hit a target as well as the target behind them. This effect nullifies Interception of any kind and punishes both targets simultaneously. This only affects Obstacles, Summons, and allies that would intercept, but does not affect shields, barriers, or auras.
Line is added to attacks by paying 1 Damage Level worth of effects and 1 Action Charge.
This roleplay benefit allows the user to aim the attack at all targets that could be hit by the attack at once.
An attack that can target [Arena Quarters] can hit everyone on the field of battle. An attack that targets [Melee] allows you to enter into melee with and strike all enemies at once, so long as they all share a panel type with you.
This effect is placed onto attacks by paying 1 Damage Level worth of effects and 1-Turn Held Charge.
This roleplay benefit can only be placed on attacks that hit multiple times. Each hit of this attack is performed as a separate action, and each hit must be responded to as though it were a separate attack by its target, creating an Attack Chain using only one attack.
Attacks that hit multiple times always have their damage separated between hits, but typically can have all hits of the attack avoided using a single shield, dodge, barrier, or other defense. These attacks have their individual hits split into separate actions, requiring an opponent to respond to each hit as a part of an attack chain.
Each successive attack of an Attack Chain that succeeds gains a Pathetic amount of Damage per hit. Each hit of an Attack Chain must be responded to as though it were its own attack, and avoided / responded to separately. Each hit of an Attack Chain interacts with Defenses and Mitigations separately. A defender that successfully Parries any hit of an Attack Chain to meet or exceed the Damage Interrupts the entire Attack Chain.
Static Damage additions are divided evenly between each hit of the attack. Damage Level bonuses are added to the final total damage level of the attack, and then the final is split back up between each hit.
This effect is placed onto attacks by paying 1 Damage Level worth of effects and 1-Turn Held Charge, regardless of the number of hits. The number of hits on an Avoided Separately attack cannot exceed your natural number of actions. You may add an additional 1-Turn Held Charge to instead perform each hit as part of a single action.
This roleplay benefit allows a user to chain attacks together, creating an Attack Chain.
On the turn used, any number of Charged attacks, up to the user's natural number of actions, can be used as part of an Attack Chain. Each successive attack of an Attack Chain that succeeds gains a Pathetic amount of Damage. Each hit of an Attack Chain must be responded to as though it were its own attack, and avoided / responded to separately. Each hit of an Attack Chain interacts with Defenses and Mitigations separately. A defender that successfully Parries any hit of an Attack Chain to meet or exceed the Damage Interrupts the entire Attack Chain.
Each attack used as part of a Combo can be augmented separately, and is still treated as its own attack, following all rules for use and interaction. Combo can never be used alongside an attack with Avoid Separately.
This effect is placed onto attacks by paying 1-Damage Level worth of effects and 1-Turn Held Charge. Each attack used as part of the Combo gains an additional 1-Turn CD.
This roleplay benefit allows an attack to split up its hits across multiple targets.
This effect can only be placed on attacks with multiple hits, allowing you to aim each hit of the attack at a separate target within range of the effect.
This effect is placed onto attacks by paying 1-Damage Level worth of effects.
This roleplay benefit allows the user to lock-on to an opponent before using it. The user warps into melee range, performs their attack, and returns to their starting point.
The user spends an action preparing the attack and, upon use of the attack, immediately warps directly in range of the opponent to use the attack. The user is not on the opponent's panels long enough to suffer debilitating effects, but instantly warps back to their starting point after the attack is done being used.
Lock-On is added to attacks by paying 1 Damage Level and a 2-Turn Mandatory Cooldown.
These roleplay benefits apply specialized modifications to attacks that change the rules of how they can be used or responded to.
[Close Range] attacks are difficult to evade and get away from. Close Range can only be used against a target that you have shared a panel type with for at least two turns. If evading an attack of this range, a defender cannot evade more than 1 attack per avoidance effect used.
[Reach] attacks can be used after entering melee with a target, but as a special rule, you do not have to change panel types before entering melee range with the target. You can enter melee range to use reach attacks without needing to share a panel type with them.
[Long Range] attacks can be used without worry for interception. Effects that summon obstacles to protect a target, or that allow an ally to intercept for you, fail against attacks that are Long Range. If evading an attack of this range, a defender cannot evade more than 1 attack per avoidance effect used. This effect cannot be used while in any melee range with a target.
Range Modifiers are added to attack by paying 1-Damage Level worth of effects and applying +1-Turn CD.
- - Status Effect - - Status Effects are lasting effects that attacks apply whenever they strike an opponent; if an attack hits you, you suffer the negative effects of any status effects attached to it. Status Effects come in many different forms and purposes, and serve the primary function of debilitating the opponent in a variety of ways.
All characters have access to all status effects, except for Restore Tier 2 and 3, and Wind Tier 2 and 3. Depending on the benefits from the user's Traits, certain status effects may be graded at a lower tier than other characters have access to.
Tier 0 Status Effects have a Natural Cooldown of Once per Turn, requiring that only a single instance of the infliction can be applied per turn. These effects require 1 Damage Level worth of effects to be paid to place onto attacks.
- Knockup - When this effect hits an opponent, it prevents them from benefitting from the effects of Panels. This maintains until the end of the current turn.
- Ground - When this effect hits an opponent, it negates their ability to use Hole Panels and/or to ignore/be immune to Panel Effects. This maintains until the end of the current turn. If they are currently using Hole Panels to fly, they must choose a valid panel type to move to (but do not have to expend actions to do so).
Tier 1 Status Effects have a Natural Cooldown of 1-Turn, requiring 1 Turn to pass between its most recent infliction before its target can be inflicted by it again. These effects require 1 Damage Level worth of effects to be paid to place onto attacks.
- Poison - A persistent, weak toxin that slowly but surely drains away vitality from their victims. Poison inflicts Pathetic True Damage every turn for 10 turns. This damage is increased by a Pathetic amount for every 100% Max HP its victim possesses. All other status effects with a duration do not tick down while Poison is active. Poison can stack onto an opponent up to five times in order to increase it damage per turn, but not any other effect. If the 5th stack is applied, its current duration resets.
- Wind - A gust of wind pushes or pulls targets from their position. Tier 1 Wind pushes a target that shares a panel type with the user out of melee range, or pulls a target that shares a panel type with the user into melee range.
Tier 2 Wind pushes a target that shares a panel type with the user but that is not in melee range with them onto another panel type. Tier 2 Wind pulls a target from another panel type onto the user's panel type, but does not pull them into melee range.
Tier 3 Wind pushes a target that shares a panel type with the user onto another panel type, regardless of whether or not the target is in melee range. Tier 3 Wind pulls a target from another panel type onto the user's panel type, into melee range with the user.
Each Tier of Wind shares separate natural cooldowns, and a higher Tier can emulate the effects of a lower tier if the user chooses.
- Restore - A burst of cleansing light that affects allies. Restore cleanses a single Status Effect of the ally's choice which has a tier matching its current tier, and all status effects of a lower tier afflicting the target, regardless of all effects and durations. Multiple stacks of Restore do not stack. Restore does not have, nor can it gain, a duration. Each Tier of Restore shares separate natural cooldowns.
Tier 2 Status Effects have a Natural Cooldown of 3-Turns, requiring 3 Turns to pass between its most recent infliction before its target can be affected by it again. These effects require 1 Damage Level worth of effects to be paid to place onto attacks and add 1-Turn CD.
- Bleed - These attacks leave grievous wounds. Bleed inflicts True Damage each turn equal to the damage of the attack that inflicted the bleed, to a maximum of Modest, per turn. This Damage decreases by 1 Full Damage Level each time it is inflicted, and the bleed ends when this would cause the effect to become 0%. Bleed can stack on multiple inflictions, but only from separate attacks. Healing effects that restore Damage equal to the damage dealt by Bleed that turn can cure the effect.
- Blind - Blinding attacks leave opponents disoriented, making it more difficult to evade and land attacks. Blinded opponents require 1 additional instance-based avoidance to evade each attack. When attacking, blinded enemies lose all [Roleplay Effects] on their attacks. Multiple inflictions of Blind do not stack. Blind persists until the user either lands two attacks, is hit by two attacks, or its two-turn duration expires, whichever comes first.
- Burn - Burning attacks cause fire to burst across their body, burning them for Pitiful True Damage per turn for three turns. Multiple inflictions of Burn can stack, refreshing the duration and increasing the total damage, up to five times. Burned targets gain a weakness to Aqua-Element attacks, which immediately remove 1 turn from the total duration per Pathetic Damage inflicted.
- Confuse - Confuse leaves an opponent seeing stars, delusional and unaware. Confused entities have all Breakers removed from their attacks, and cannot add new ones to them. Confuse has a duration of two turns.
Tier 3 Status Effects have a Natural Cooldown of 5-Turns, requiring 5 Turns to pass between its most recent infliction before target can be inflicted by it again. These effects require 1 Damage Levels worth of effects to be paid to be placed onto attacks, and the attack gains a Required 1-Action Charge.
- Bubble - Bubble attacks encase a victim in a watery prison, leaving them suspended and unable to act. These victims cannot expend Actions for any reason. Any Damage dealt to the Bubble instantly breaks it, dealing the full damage of the effect to the enemy trapped within it. Bubbled targets gain a weakness to Elec element attacks. Multiple inflictions of Bubble do not stack. Bubble ends when the Bubble is broken, or after its 1 turn duration expires, whichever comes first.
- Freeze - Freeze attacks encase a victim in an icy prison, leaving them immobile and in grave danger. These victims cannot expend Actions for any reason. Frozen victims gain a weakness to attacks with [Powerful] [Break] and/or [Destroy] effects. Multiple inflictions of Freeze do not stack. Freeze ends when the victim is struck by any attack, or after its 1 turn duration expires, whichever occurs first.
- Gravity - Gravity intensifies or lightens the effect of gravity on a target, either drastically increasing or decreasing their weight. Gravity has a three-turn duration.
Enemies afflicted by Strong Gravity can only evade 1 Attack per Warp expended, and cannot expend Actions to move. If they are using Air Shoes or Float Shoes, they are grounded for the duration of the effect, and can be affected by panel effects as normal. Without Air Shoes or Float Shoes, all panel effects are twice as strong.
Enemies afflicted by Weak Gravity move as if affected by a Tier 1 Wind whenever they expend an action to move. On any turn that they move, they cannot benefit from or be affected by panel effects. If they have Air Shoes or Float Shoes, they can only use Hole Panels for the duration, and cannot end those effects until this effect expires.
- Paralyze - Paralyze causes shocks to go through a target's body, seizing up their muscles. The target immediately loses all of its Actions. Each time they are hit by a full attack, they regain one Action. The effect ends either after two turns, or the user regains all of their Actions by getting hit, whichever occurs first.
- - Stat Augments - - Stat Augments are effects that directly modify a character's statistical values, be it the user, an opponent, or an ally. Put simply, Stat Augments allow you to raise or lower a statistical value of the whoever the attack is aimed at, or yourself if the attack meets its mark. For each level you increase the Stat, you pay a cost as though you were adding a Tiered effect of the appropriate magnitude. Status Augments last for 2 turns, regardless of who they effect. This Duration can be increased by adding an additional instance of the most severe Drawback required of the effect: Damage Levels are the least severe, and Full-Turn Charges are the most severe.
Tier 1: The effect has a Natural Cooldown of 1 Turn, and requires 1 Damage Level worth of effects to be paid to place onto attacks.
Tier 2: The effect has a Natural Cooldown of 3 Turns, and requires 1 Damage Level worth of effects and 1 Turn of Cooldown to be paid to place onto attacks.
Tier 3: The effect has a Natural Cooldown of 5 Turns, and requires 1 Damage Level worth of effects and 1 Required Charge to be paid to place onto attacks.
Tier 4: The effect has a Natural Cooldown of 5 Turns, and requires 2 Damage Levels worth of effects and a 1-Turn Required Held Charge to be paid to place onto attacks.
Tier 5: The effect has a Natural Cooldown of 5 turns, and requires 3 Damage Levels worth of effects and 1 Full-Turn Charge to be paid to place onto attacks.
- - Overview - - Attacks can have varying strength depending on their type, range, applied drawbacks, and even the person using them. Damage is separated into different chunks that consist of categories, descriptions, and concrete values as damage increases. As attacks become stronger, they are increased by damage levels to the next highest value. The following chart lists damage names, values, and descriptions. The higher damage values require more Damage Level increases in order to achieve, but are similarly difficult to defend against. Click here to view the rules on Damage Levels.
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- Harmless (0%) - Attacks that deal no Damage are Harmless, and only inflict whatever effects are attached to the attack whenever they land. These attacks either have a good deal of effects piled onto them, or have been reduced in damage by other sources to not harm those that they hit.
- Pathetic (1%) - A single hit of Pathetic can easily be brushed off, but the power of this damage level comes with the number of hits that can be delivered. It is common for attacks that hit more than 5 times to deal Pathetic damage per hit.
- Pitiful (2%) - Twice as strong as Pathetic, Pitiful damage is felt as more of a sting than Pathetic. It is used for attacks that deliver a moderate amount of hits, allowing for more damage than Pathetic and more hits than Low.
- Low (3%) - Low attacks are more difficult to shrug off than Pitiful or Pathetic, but only physically hinder Wave Warriors when struck by multiple hits.
- Moderate (5%) - The average amount of damage for attacks. These cause visible physical hindrances to foes on contact.
- Modest (7%) - Marginally stronger than Moderate, Modest damage deals visible physical harm that lasts.
- High (10%) - High attacks are much more powerful than Modest attacks, and require Drawbacks in the best of situations.
- Empty - Increasing an attack from High to Great requires 2 Damage Level increases, instead of one.
- Great (15%) - Great damage inflicts lasting damage to foes that are stuck. Wounds done by Great attacks are difficult to ignore and are usually considered when making complex movements.
- Empty - Increasing an attack from Great to Immense requires 2 Damage Level increases, instead of one.
- Immense (20%) - Powerful attacks. Immense attacks affect foes' physical performance and usually have a natural knockback that comes from their sheer power.
- Empty - Increasing an attack from Immense to Incredible requires 3 Damage Level increases, instead of one.
- Empty - Increasing an attack from Immense to Incredible requires 3 Damage Level increases, instead of one.
- Incredible (30%) - Much like Immense attacks, Incredible attacks are extremely powerful and deal a substantial, lasting amount of pain to foes.
- Empty - Increasing an attack from Incredible to Astounding requires 4 Damage Level increases, instead of one.
- Empty - Increasing an attack from Incredible to Astounding requires 4 Damage Level increases, instead of one.
- Empty - Increasing an attack from Incredible to Astounding requires 4 Damage Level increases, instead of one.
- Astounding (40%) - Extremely rare attacks that can easily inflict a lasting impression on a victim's body for the rest of the battle. Few can shrug off a hit of this magnitude.
- Empty - Increasing an attack from Astounding to Outstanding requires 5 Damage Level increases, instead of one.
- Empty - Increasing an attack from Astounding to Outstanding requires 5 Damage Level increases, instead of one.
- Empty - Increasing an attack from Astounding to Outstanding requires 5 Damage Level increases, instead of one.
- Empty - Increasing an attack from Astounding to Outstanding requires 5 Damage Level increases, instead of one.
- Outstanding (50%) - Incredible force that can permanently harm a Wave Conversion, even after the Conversion ends. This is the Damage Level that most Giga Class effects will utilize.
- Beyond Outstanding - Outstanding is the peak of power for most entities. For those able to achieve greater strength, each Full Damage Level applied to an attack with Outstanding that could still accept modifications increases its Damage by a High Amount. This is still a part of the attack's Damage Levels.
- Overwhelming (100%) - Absolutely destructive force. This damage level is inaccessible to Characters naturally, but may be utilized by NPCs and even present on some Equipment.
- - Stacking Attack Boosters - - Attack Boosters are anything that increases the attack of either a Character Weapon or a Battle Card. The three types of Attack Boosters are Damage Level boosts; Static Boosts; and Full Damage Level boosts. True Damage Levels do not truly increase damage, but make attacks more difficult to defend against.
Damage Level Boosts increase an attack by flat Damage Levels. A single attack can only be boosted by two full Damage Levels, not counting the Empty levels between the higher Damage Classes. If an attack hits multiple times, Damage Level Boosts only apply to the first hit in the chain.
Static Boosts increase an attack by flat Percentages. A single attack can only be boosted by 2 separate flat Percentages. If an attack hits multiple times, Static Boosts apply to the first hit of the attack. Static Boosts apply after any Damage Level boosts.
Full Damage Level Boosts increase an attack to the next Damage Level stage, regardless of its power. An Astounding Attack boosted by a Full Damage Level goes directly to Outstanding, regardless of how many Damage Levels would be usually required. An attack's damage can only be boosted by 2 effects that modify its Damage Level.
True Damage Level Boosts do not increase an attack's damage, but make it more difficult to defend against. If an attack would be decreased in Damage upon hitting an opponent, by their defenses or otherwise, it instead loses a single True Damage Level per effect that would reduce its power, unless the effect reduces the attack power in Damage Levels, in which case it is a 1-to-1 decrease.
When applicable, damage always rounds up. The natural damage cap of an attack is Outstanding from Damage Level increases, plus any static modifiers added. For every Full Damage Level an attack would receive over Outstanding, the Damage Level percentage increases by a High Amount. So Outstanding + 1 Full Damage level = [Outstanding+10%]. Damage is notated, for ease of responding, as such : [Base Damage -> Augmented Damage Levels + Percentile Increase]. For example: An attack deals a base of High, has been increased by 4 damage levels and 10% damage. [High -> Immense + 10%]
- - Overview - - Panels are set areas of terrain in a location that directly interact with the characters on them, and are uniquely divided as appropriate within the real world and wave world locations. Click here to view the rules on Panels.
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All areas have specific threads available that describe each panel type that is naturally present within that part of the world. At the start of combat, each player can designate a specific panel type available within that location that they are standing on. Until they shift to a different area, move up to the Wave Roads, or have the panel type forcefully changed, they are considered to be fighting on that specific type of natural panel.
- Movement - At any point after their defense, after responding to all Actions made against them, a character may expend 1 Action to Enter into Melee with a target that they share a panel type with, or expend 1 Action to Leave from Melee with an enemy that they are in melee range with. Entering Melee lets you target opponents with melee attacks, and leaving melee means your enemy must expend actions to get close to you again. When you enter into melee, you may enter into melee with only 1 target at a time, alongside all other targets that are within melee with that target.
- Changing Panel Types - At the end of their Defense, after responding to all Actions made against them, a character takes any recurring effects from the current panels. Then, they may expend 2 Actions to move to a new Panel Type. Whenever a character moves panel types, an opponent in Melee with them may expend 1 Action the following turn to chase after them, closing the distance and changing their panel type to match. If a character exits melee before moving panel types, they evade this.
If taking the effects of an attack or ability would cause your panel type to change, the change in panel type does not take effect until all effects made against your character are responded to. Changing a panel does not retroactively impact the opponent's actions. The only panel rules that take immediate effect when changed are panels that give you any weaknesses.
Hole Panels are always accessible, and so long as a character can use them, they can expend actions to change panels to them.
- Panel Types - Individual players must keep track of their own Panel that they are on, and must take care to adhere to the rules surrounding the panel they are standing on. The world has two different styles of panels: Natural, and Artificial. Natural Panels exist within their respective locations naturally, and, if changed due to interaction with the wave world, eventually revert back to normal. Artificial Panels are created due to interaction with the Wave World; any panel in an area that is not naturally present is an artificial panel. If a Panel would revert back to Null when it was previously another type of Natural panel, it instead reverts to that Panel. Note that only Artificial Panels revert back to Null panels after a set duration.
Basic terrain with no specific panel effects. ° No panel effects. Cannot gain panel effects. ° Whenever panel effects cause a panel to revert, it reverts to Null panels.
[/PTab] [PTab=Poison]
- Poison -
Murky, swampy terrain, with noxious fumes bubbling above it. ° Non-[Toxin Enhancement] Characters suffer a stacking Poison effect at the start of each turn. ° Non-[Toxin Enhancement] Characters cannot restore HP or Cleanse status effects. ° Status Effect durations do not tick down while Poison Panels are active. ° Poison Panels automatically revert after 5 Turns.
[/PTab] [PTab=Guard Null]
- Guard Null -
Brown, rough terrain, reminiscent of quicksand. ° Upon being set, Destroys all active Shields, Obstacles, Auras, and Barriers. ° Characters cannot use Shields, Obstacles, Auras, or Barriers. ° Characters must expend at least 3 actions to leave these panels, regardless of how they move from them. ° Guard Null Panels automatically revert after 5 Turns. Guard Null Panels cannot be Locked.
[/PTab] [PTab=Gravity]
- Gravity -
Black terrain with a fluctuating gravitational pull. ° Characters with passive Panel Immunity are Grounded for the duration of these Panels. ° Characters can only attack once each turn. Dodges cannot Evade more than 1 Attack. ° The first attack each turn used by or against each character on Gravity Panels gains the Gravity Effect, regardless of its natural cooldown. The type of Gravity is chosen on use of the attack. ° Gravity panels automatically revert after 5 Turns. Gravity panels cannot be Locked.
[/PTab] [PTab=Holy]
- Holy -
Bright, yellow terrain, with a warmth to it. ° All damage against targets on these panels is reduced by 2 Full Damage Levels. This effect applies to summoned entities, as well. ° All characters may trigger their Natural Regen 1 additional time. This amount is increased by its base value per turn active. ° Weaknesses do not apply to targets on Holy Panels. ° Holy Panels automatically revert after 5 Turns. Holy Panels cannot be Locked.
[/PTab] [PTab=Lightning]
- Lightning -
Electrically charged terrain. ° User and all [Elec Affinity] Characters gain +1 Speed. This amount is increased by its base value per turn active. ° Being struck by a Paralyze effect while on Lightning Panels causes the duration to reset. ° The first attack used each turn by or against each character on Lightning Panels gains Paralyze, regardless of its natural cooldown. ° Lightning Panels automatically revert after 3 Turns.
[/PTab] [PTab=Fire]
- Fire -
Terrain set on fire. ° User and all [Fire Affinity] Characters gain Pitiful Damage. This amount is increased by its base value per turn active. ° Non-[Fire Affinity] Characters gain a stacking [Burn] effect at the start of each turn. ° Characters on Fire Panels gain a weakness to [Aqua Affinity]. If struck by an [Aqua Affinity] attack, the target's panels automatically revert. ° Fire Panels automatically revert after 5 Turns.
[/PTab] [PTab=Grass]
- Grass -
Grassy terrain. ° User and all [Wood Affinity] Characters restore Low health per turn. This amount is increased by its base value per turn active. ° Grass Panels require two outside effects to be forcibly changed by anyone other than their user. ° A character on Grass Panels gains a weakness to [Fire Affinity]. If struck by a [Fire Affinity] attack, the target's panels automatically revert. ° Grass panels automatically revert after five turns.
[/PTab] [PTab=Ice]
- Ice -
Icy, slippery terrain. ° Non-[Aqua Affinity] Characters have their Speed reset to its base value, and it cannot be raised while Ice Panels are active. ° The first [Aqua Affinity] attack used each turn by or against each character on Ice panels gains [Freeze], regardless of its natural cooldown. ° A character on Ice Panels gains a weakness to [Aqua Affinity]. If struck by an [Aqua Affinity] attack, the target's panels automatically revert. ° Ice Panels automatically revert after 5 turns.
[/PTab]
[PTab=Water]
- Water -
Wet, watery terrain. ° User and all [Aqua Affinity] Characters evade 1 additional attack per Warp expended to evade attacks. ° The first [Elec Affinity] attack used each turn by or against each character on Water panels gains [Hits All] against all targets on Water Panels. ° A character on Water Panels gains a weakness to [Elec Affinity]. If struck by an [Elec Affinity] attack, the target's panels automatically revert. ° Water panels automatically revert after 5 turns.
[/PTab]
[PTab=Sand]
- Sand -
Terrain covered in Sand. ° Attacks cannot be Charged. Basic Attacks do not benefit from Charge. ° The first [Wind Enhancement] attack used each turn by or against each character on Sand Panels gains [True Damage], but cannot be further augmented. ° A character on Sand Panels gains a weakness to [Wind Enhancement]. If struck by an [Wind Enhancement] attack, the target's panels automatically revert. ° Sand panels automatically revert after 5 turns.
[/PTab]
[PTab=Snow]
- Snow -
Terrain covered in Snow. ° Non-[Aqua-Affinity] Characters can only enter Phase against 1 actions each turn. ° The first Basic Attack used each turn by or against each character on Snow Panels gains [Freeze] ° A character on Snow Panels gains a weakness to [Fire Enhancement]. If struck by an [Fire Enhancement] attack, the target's panels automatically revert. ° Snow panels automatically revert after 5 turns.
[/PTab]
[PTab=Cracked]
- Cracked -
Uneven, cracked, and treacherous terrain. ° Entering into or moving while on Cracked Panels takes 1 additional action per movement. ° Melee attacks require 1 additional Avoidance to evade. ° A character that leaves Cracked Panels creates Hole Panels. ° Cracked Panels automatically revert after 5 turns.
[/PTab]
[PTab=Holes]
- Holes -
Space of literally nowhere to stand. ° Cannot be used except by Characters with Air Shoes or similar effects. Can be entered into by characters with Air Shoes or those that can Fly, even if they are otherwise not currently on the battlefield. ° When created, Hole Panels overwrite all instances of the previous panel type, preventing characters from moving to a panel that shares that type of panel for their duration. ° Non-[Break Skill] Attacks lose all Breakers. [Break Skill] Attacks can replace all Basic Breakers with an Intermediate Breaker of choice upon use. ° Hole panels automatically revert after 5 turns.
{- - Overview - - While Wave Battles can happen anywhere, at any time, in today's world, Wave Battles need to take a lot into consideration in order to maintain safety and security. Just brawling it out anywhere in the world has a chance of attracting the Satella Police, or, even worst, other local Wave Warriors looking to test their mettle. Indeed, with the proliferation of Wave technology allowing anyone with the resources to purchase Wizards capable of Wave Change, it is commonplace to find more and more people making a living off of their Wave Form.
Many areas have erected colisseum-like structures or designed Cyber Cores specifically for this purpose, making it easy for Wave Warriors to meet on a predetermined battleground and fight one another for sport, giving them easy access to sparring partners and the ability to test their skills and hone their abilities without any danger to themselves or the surrounding environment. Each of these arenas has its own separate rules for operation, described in their respective story locations, but allow Wave Warriors to fight at their heart's content.
Regardless of where and how your Wave Warrior battles, however, there are intrinsic rewards involved. Fighting in the arenas, in a more controlled environment, provides static rewards that are guaranteed, and some of them pay better than others just for the potential entertainment you provide to the audience. Outside of the arenas is far more dangerous, as the risk of deletion exists, but can come with greater rewards if you know what you're doing. Described below are the rewards earned for battling other player-owned Wave Warriors. Click here to view them.}
- - Rewards - - Rewards are meted out for battles regardless of who wins or loses, although winning typically has more benefits than losing. Before consideration of any special factors, rewards are determined by the turn count as well as the relative version of those fighting.
For all calculations, when determining "Total Version", add together the user's Current Version and Prestige. If multiple Wave Warriors are present on a single side of the battle, average the total number of Total Versions present on any one side of the battle to determine rewards.
- - Turn Count - - Battles that are exceptionally long or short have increased rewards, where as battles in between are average.
If the Total Version of the winning Wave Warrior is at least within 3 Total Versions of the loser, award +200 Exp and +2,000z for successfully defeating the enemy within the duration of a single fighter's first custom. If the fighters have customs of different lengths, use the shortest one. The loser does not gain any additional benefits from turn count. Does not count on forfeits.
If the Total Version of the losing Wave Warrior is at least within 3 Total Versions of the winner, award +200 Exp and +2,000z for surviving for the duration of at least two of a single fighter's customs. If the fighters have customs of different lengths, use the longest one. The winner does not gain any additional benefits from the turn count. Does not count on forfeits.
In all other scenarios, award +10 Experience and +100z per turn of the fight, to a maximum of +100 Experience and +1,000z for 10 turns. If obvious abuse of these rewards is being made by purposefully extending the fight beyond normal terms, rewards may be denied.
- - Losing - - You lost! Your character and all your allies have been reduced to 0%-HP, had some other defeat condition met, or has forfeited. You still gain Experience and Zenny, although not as much.
- Wave Warrior with Lower Total Version: +15 Exp | +250z - Wave Warrior with Equal Total Version: +25 Exp | +350z - Wave Warrior with Greater Total Version: +35 Exp | +450z
- - Winning - - You won! Your character has reduced all other enemy combatants to 0%-HP, have met some other win condition, or all of your opponents have forfeited.
- Average Prestige of Enemies * 50 Exp | 650z - Against Average v0-v2: +50 Exp | +650z - Against Average v3-v5: +70 Exp | +850z - Against Average v6-v8: +90 Exp | +1,050z - Against Average v9-v11: +110 Exp | +1,250z - Against Average v12-v14: +130 Exp | +1,450z - Against Average v15-v17: +150 Exp | +1,650z - Against Average v18-v20: +170 Exp | +1,850z
- - Overview - - Virus threads are an opportunity for you to get cards and zenny by fighting assortments of weaker enemies. Much like the games, you can fight different viruses to either get the cards that are associated with them, or possibly get some zenny to spend however you please. These threads can be moderated by anyone, or you can moderate these threads yourself. Click here to view the rules on fighting viruses.
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- - Running the Horde - - Virus battles are done in waves. A set number of viruses will appear in each wave that you will need to defeat before moving on, each virus attacking once per turn per enemy Wave Warrior. Virus hordes are a bit different than player battles, in a number of ways.
- Limits - ° Your character cannot be in more than one virus thread at once. ° You cannot join an active Virus Thread after it has already begun. ° Virus Threads automatically close upon completion of Wave 4, or after fighting any Boss. ° Virus Threads can be challenged any number of times, so long as you finish the previous one and continue to follow all rules for challenging them.
- Running the Waves - ° Virus Threads have a total of 4 Waves. ° With the completion of each wave, you can choose to do any of the following: Progress to the next difficulty, keep the difficulty the same, or fight the Boss. Fighting the Boss immediately ends the Virus thread. ° Resources expended are not restored at the start of a new wave, although any effects that depend on the start of the user's Custom or the start of battle are refreshed. ° You may operate your own virus thread or request a moderator to do it for you. Virus thread moderators can be any member, so long as Staff hasn't specifically removed that privilege from them. ° Rewards are collected at the end of each wave.
- Spawning the Viruses - ° Viruses begin at v1 ° The first wave has 1 virus ° Each wave after the first spawns 1 additional virus, regardless of the choice to increase the version of the viruses fought. Certain locations have special rules when spawning certain viruses.
Simply use the code below to roll your virus, per virus you need to spawn:
- - Virus Database - - - Turn / Attack Priority - ° Viruses take priority in the encounter, unless any Wave Warrior has a positive Priority. ° Viruses aim their attacks at the target that is closest within range of their attack each turn. If they are not within range, Viruses have movement actions to move towards a target, which refresh to full at the start of each turn. Viruses with Advancing will attack and move, if appropriate. ° Viruses only use their movement actions to move towards targets, or to use the Advancing Roleplay Effect.
- Virus Stats - ° Viruses each have their own Proficiencies and a unique Ability and Attack. ° Viruses do not gain any benefits from their Proficiency aside from Strengths and Weaknesses. ° Viruses each have one Undershirt. ° All other virus stats are dependent on their version.
v1 Viruses Spawned Wave 1 and later ° 2 Movement Actions. Can freely attempt to Dodge the most damaging attack made against them each turn. ° Attack once per turn ° Deal Modest Damage with their attack ° One Attack gains a Pathetic Static Damage Buff per 10% of accrued Noise, caps at +10% Damage. ° Has Great Health
v2 Viruses Spawned Wave 2 and later ° 3 Movement Actions. Can freely attempt to Dodge the two most damaging attacks made against them each turn. ° Moderate Defense, does not affect attacks it is Weak to ° Attack twice per turn ° Deal High Damage with their attack ° One Attack gains Pathetic Static Damage Buff per 10% of accrued Noise, caps at +15% Damage. ° Has Immense Health
v3 Viruses Spawned Wave 3 and later ° 4 Movement Actions. Can freely attempt to Dodge the three most damaging attacks made against them each turn. ° Modest Defense, does not affect attacks it is Weak to ° Attack three times per turn ° Gains an additional attack per turn after its Undershirt is triggered ° Deal Great Damage with their attack ° Two Attacks gain a Pathetic Static Damage Buff per 10% of accrued Noise, caps at +30% Damage. ° Has Astounding Health
X Viruses Spawned Wave 4 ° 5 Movement Actions. Can freely attempt to Dodge the four most damaging attacks made against them each turn. ° High Defense, does not affect the first attack it is Weak to each turn ° Attack five times per turn ° Has 2 Undershirts; one that triggers at 50% Health, and one at 1% Health. ° Gains an additional attack per turn after its Undershirt is triggered ° Deal Immense Damage with their attack ° All attacks gain a Pathetic Static Damage Buff per 10% of accrued Noise, caps at +40% Damage. ° Has Outstanding Health
Giant Viruses Spawned at random throughout ° Has stats appropriate for its version, except as noted. Jammers cannot be Giant before Wave 3. ° Has movement actions appropriate for a virus one version beneath it. If v1, only 1 Movement Action. ° Minimum of Moderate Defense. Otherwise, increase Defensive Value of the virus' version by one Full Level. ° Has attacks per turn appropriate for a virus one version beneath it, minimum of once per turn. ° Virus possesses two undershirts. ° Gains an additional attack per turn when either Undershirt is triggered. ° Virus attack improves by one Full Damage Level and gains 1 True Damage Level. ° Virus Health Percentage Doubles.
- - Noise and Viruses - - Viruses naturally generate Noise in their environment, and large clusters of Noise tend to attract Viruses, due to their nature of being attracted by any cluster of strong EM Waves. Viruses do not seem to be harmed by the effects of Noise; in fact, Viruses thrive in areas of high noise, and even produce unique Viral Noise that augments how Noise operates in areas with Viruses.
The Noise Gauge functions as normal in a Virus horde, but has a new condition for generating Noise. Any time a Virus is deleted by an attack that shares the user's Main Proficiency, or by a Null-Element Battle Card, the difference between the attack's Full Damage and the Virus' HP before Deletion is added to the Noise Gauge, rounded up to the nearest damage level. So, if a Virus has Modest Health, and is destroyed by an attack dealing Great Damage, the overflow would be 8%, producing High Noise. Noise does not decrease on any turn that it increases.
As explained in their stats, Viruses gain a buff to their damage dependent on the amount of Noise, but they also produce other effects. As per usual, Wave Warriors currently resonating with the Noise to exist within transformed state ignore all negative side effects of Noise, including these effects. Viruses are not affected by the negative effects presented.
Noise Levels and Effects ° 100% Noise - Evading attacks from the viruses requires 1 Additional Avoidance. ° 200% Noise - Locks Restore effects. ° 300% Noise - Viruses gain the effect of Hack Panels, making them untargetable by [Melee] Attacks. ° 400% Noise - Locks Healing effects. ° 500% Noise - Noise Inflicts High True Damage to all Wave Warriors each turn. ° 600% Noise - The duration of Status Effects is refreshed each turn. ° 700% Noise - Inverts all active Positive Statistical Buffs. ° 800% Noise - One Virus per turn versions up to the next highest version, immediately increasing its max health and gaining an appropriate amount of current health. Prioritizes the highest version Virus, in order of Spawn. X Viruses become Giant. ° 900% Noise - One Virus per turn fully restores its health. Prioritizes the highest version Virus with the lowest health. ° 1000% Noise - Virus undershirts cannot be cut by any source.
- - Boss Viruses - - After completing a virus wave, you can choose to fight a Boss Virus. This is completely optional, but once you defeat the Boss Virus, your Virus Thread immediately ends.
When spawning a boss virus, use the following code.
Currently, only two unique boss viruses are accessible. Only the stats for the Noise Monster are displayed, as the stats will not fit in our current plug-in.
Giant X Virus ° 4 Movement Actions ° Great Defense, does not affect the first attack it is Weak to each turn ° Attack three times per turn ° Virus has 2 Undershirts which refresh every other turn. ° Gains an additional attack per turn each time either Undershirt is triggered ° Deal Incredible Damage with their attack. Attacks possess 1 True Damage Level ° Has 100% Health
Strengths: None Weaknesses: None
ABILITIES
[Noise Pierce] [Noise Monsters are made of Noise, and their incredible density is dangerous to other Wave Beings.] ° The Noise Monster's attacks that the target is weak to gain 1 Full Damage Level and ignore their target's Defense. ° The Noise Monster ignores damage augments on attacks that it is not weak to.
[Nosie Cluster] [Noise Monsters constantly create little spheres of noise to assault their foes.] ° Generates Noise Clusters equal to the number of opposing enemies + 2 at the end of each turn. Noise Clusters have Great Health and are immune to Multi-Target attacks. ° The Noise Monster is impervious to harm while Noise Clusters exist.
[Noise Generation] [Noise Monsters rapidly raise the Noise Levels in the area, with dangerous side effects.] ° The Noise Gauge of combatants does not reduce. ° Noise increases by a High amount each turn, plus a Moderate Amount per Immense amount accrued. ° Enemies take Pitiful True Damage per High amount of Noise accrued.
ATTACKS
[Noise Burst] [The Noise Monster erupts in fury, attacking all combatants and destroying its Noise Clusters.] || [Range (Arena Quarters)] Attack Effects: [True Damage] [Hits All] [Auto-Hit] Damage: Incredible Damage. Destroys all remaining Noise Clusters. Cannot be used unless Noise Clusters are active.
[Noise Screech] [A horrific screech that proliferates Noise and its dangerous side effects.] || [Range (Arena Quarters)] Attack Effects: [Hits All] [Precision] Damage: Incredible Damage. Has 1 True Damage Level. Can choose an additional Proficiency upon use, gaining a status effect appropriate. This status effect cannot be Restored for 1 turn after infliction.
- - Virus Rewards - - Rewards are given for passing the various waves in a virus thread. Viruses drop Zenny and low amounts of Experience, with a chance of dropping their respective Virus Battle Cards. If your noise is above 150%, Noise Frags are spawned, as well.
Viruses spawn Zenny and Experience, and have a chance of spawning Bug Frags. ° Viruses drop 200z and 20 Experience when defeated, per Virus. ° Each version increase of the virus increases the values by 100z and 10 Experience, respectively. ° Giant Viruses always produce 1 Noise Frag and twice as much Zenny when defeated; 2 if they are at least v3. ° At 150% Noise, each wave produces 1 Noise Frag, +1 Noise Frag per 75% Noise accrued beyond 150% Noise at its conclusion. ° When the Boss is challenged, if the Boss Virus is defeated, all Zenny rewards gained thus far are doubled. A Boss Virus produces Experience as though they were four Viruses of their respective version. Boss Viruses always produce 3 Noise Frags.
Viruses have a chance to drop Battle Cards upon Deletion. ° Each Virus spawns their Battle Card if their HP is reduced to exactly 0 without any overflow damage when Deleted. ° If, at the end of a Virus thread, you have defeated five or more copies of the same Virus, regardless of how they were Deleted, that Virus spawns a Battle Card. ° Giant Viruses spawn their Battle Card if they are defeated without triggering their Undershirt. ° Boss Viruses only spawn their Battle Card if defeated by reducing them to exactly 0% Health without triggering their Undershirt.
- - Overview - - One of the most defining attributes of character creation, the Weapons that a character possesses define how the character functions in combat, and how they attack their foes. Second in customization only to abilities, the weapons are their most consistent source of damage to all enemies. Click here to view the rules for weapon and attack creation.
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- Weapons - Weapons are the tools, energies, skills, and powers that a Wave Warrior has access to that allows them to fight. Be it a sword, their technique, energy blasts, or their own body, weapons describe how your character fights. They are purely roleplay-based flavor options, except for a few differences.
Every Weapon comes with Attacks. Each Weapon can have a maximum of 5 Attacks. Whenever you gain a new attack, you may choose to create a new weapon or assign a new attack to an existing weapon. Each character may have only 4 Weapons.
- Melee Attack Types - Melee attacks consist of weapons or abilities that can be used in close combat, including bladed edges, blunted staves, martial arts, and other basic melee weaponry. Melee attacks cannot be used in against a target that you do not share a panel type with, unless they have an attack effect that says otherwise. Baselines can be augmented by adding effects and drawbacks as appropriate, or you could keep them just as they are listed.
Traits: 1 Damage: Base; +3 Full Damage Level Augment Cap Attack Effects: [Close Range] Conversion Limit: Infinite
This baseline of attack includes any attack of the martial arts, typically involving high levels of skill and discipline to grab, pummel, kick, or otherwise use close-up weaponry of the martial disciplines to berate opponents.
Traits: 2 Damage: Base - 1 Full Damage Level Attack Effects: [Reach] Conversion Limit: 3
This baseline of attacks include weapons that are either themselves long lengths of flexible material or chain, or are attached to flexible materials or lengths of chain to increase their effective reach.
Traits: 2 Damage: Base - 1 Full Damage Level; +1 Full Damage Level Augment Cap Attack Effects: [Reach] [Defense] Conversion Limit: 3
Staves include melee attacks that have been extended on a pole of some kind, be it polearms, a scythe, or just using a staff outright to smash into enemies.
Traits: 2 Damage: Base - 2 Full Damage Levels; +4 Full Damage Level Augment Cap Attack Effects: [Hits All] [1-Action Charge] [3-Turn Mandatory Cooldown]. Conversion Limit: 1
Emanations include attacks that are centered on the user and extend outward, and naturally can target all enemies that share a panel type with you that you have moved into melee range with.
- Ranged Baseline -
The Ranged Baseline consists of long-range attacks including laser strikes, bullet fire, elemental blasts, artillery strikes, sniper rifles, cannons, and everything in between and beyond.
Traits: 1 Damage: Base - 2 Full Damage Levels Attack Effects: None Conversion Limit: Infinite
Basic Artillery includes attacks that fire basic rounds or basic bursts of energy from the user forward, with generic attacks that are quick to fire, easy to use, and not too cumbersome on those using them.
Traits: 2 Damage: Base - 3 Full Damage Levels; +5 Full Damage Level Augment Cap Attack Effects: [Long Range] [1-Action Charge] Conversion Limit: Infinite
Specialized Artillery includes attack that fire heavy duty rounds or large bursts of energy from incredibly long ranges, with more complex patterns that require a little more skill to handle.
Traits: 1 Damage: Base - 3 Full Damage Levels Attack Effects: [1-Action Charge] [Spread] Conversion Limit: Infinite
Blasts include attacks that release some sort of area of effect attack when they impact. Blasts automatically target each target that fired the same range of attack at the user the previous turn as the primary target.
Traits: 1 Range: [Arena Quarters] Damage: Base; +5 Full Damage Level Augment Cap Attack Effects: [Spread] [1-Turn Held Charge] Conversion Limit: 1
High Ordinance attacks are attacks that hit a specific area of the battlefield. High Ordinance strikes automatically target each target that fired the same range of attack at the user the previous turn as the primary target.
- - Basic Attacks - - Basic attacks are the single most accessible attack in your character's kit, and the most basic of options available for your character to deal damage. Basic Attacks do not have any unique prerequisites to meet before utilization, and are a part of the user's starting kit. Basic attacks cannot be augmented except by effects that specifically augment them.
Basic Attacks have the following Attack Guidelines:
Traits: 1 Range: Can be of any range. Cannot have Range modifiers. Damage: Pathetic. Can only be increased by effects that increase Basic Attack Damage. Gains +1 Damage Level per Charge applied. Benefits: Can be used up to one time per turn per [Rate]. Regardless of how it is used, Basic Attacks cannot be chained together. Can hold up to 5 Held Charges at once. Charge can be held indefinitely once completed. Effects that require you to expend your basic attack's charge require a full 5 Held Charges. Any number of charges can be applied to a Basic Attack in a single turn. Basic Attacks cannot be used while charged. Attack Effects: Gains a single Basic Defense Breaker of choice when used.
- - Signature Attacks - - A Signature Attack is an attack or ability that your character is known for - the quintessential ability at their disposal. When considering your Signature Attack, consider that these are the attacks you will get to bestow upon adversaries after combat against you, if you so choose. This is your personal Mega-Class Card, causing it to stand out from the rest of your kit. Signature Attacks require that a character have at least 1 Prestige before they can be obtained, and cost an additional 20,000z to create.
Signature Attacks can be created from any baseline, including ability Baselines, and gain the following benefits over normal attacks. When augmenting Signature Attacks, treat them like Mega-Class cards.
The Damage, Health, and/or Benefit associated with the Baseline selected has its Base and Cap value increased by 1 Full Damage Level
Empty Damage Levels between full Damage Levels are decreased by 1 for the purposes of determining this attack's power.
Mandatory 1-Turn Held Charge. Gains full benefits of this charge.
Mandatory 1-Turn CD between uses.
When adding effects to this attack, any cost of Held Charges is reduced to Action Charges, and any cost of Action Charges instead applies Cooldown.
Otherwise follows all attack guidelines.
- - Giga Attacks - - A Giga Attack is an attack or ability that your character is feared for - the apex of their skill and ferocity channeled into a moment of desperation or tactical supremacy, and is, without doubt, the single most powerful skill at your character's disposal. This is your personal Giga-Class Card, causing it to stand alone from the rest of your kit as a monumental show of your power. Giga Attacks require that a character have at least 3 Prestige before they can be obtained, and cost an additional 50,000z to create.
Giga Attacks can be created from any attack baseline, and gain the following benefits over normal attacks. Giga Attacks cannot be augmented by any source.
The Damage, Health, and/or Benefit associated with the Baseline selected has its Base value increased to its Cap, and has its Damage Cap further increased by 3 Full Damage Levels.
Empty Damage Levels between full Damage Levels are decreased by 2 for the purposes of determining this attack's power.
Mandatory 1-Turn Full Charge. Gains full benefits of this charge.
Mandatory 3-Turn CD between uses. Enter battle on CD, and cannot be used until this duration has passed, or until the user has lost at least 50% of their total health, whichever comes first. So long as added effects do not exceed 3-CD, this attack does not gain further CD.
When adding effects to this attack, any cost of Full Turn Charge is reduced to Held Charge, Held Charge is reduced to Action Charge, and any cost of Action Charges instead applies Cooldown.
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