The full SFRP v8 Overhaul comes with a brand new look to all of the old and familiar systems, with new elemental benefits, more streamlined options for growth, and more concise reins on damage.
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 Customs and Turns
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- - Customs - - A battle is fought over the course of Customs, where Wave Warriors slot-in battle cards and fight one another. Customs last 6 Turns and include a "Loading Period" as a Turn 0. Customs begin like this:
[0/6 Turns]
And progress once each turn. During the Loading Period, Battle Cards cannot be used, and all 'Beginning of Custom' or 'Once per Custom' effects are refreshed. A Custom must consist of at least 3 full turns: [0, 1, 2] to then begin a new custom.
Once a custom has ended, the user may immediately slot-in new Battle Cards to use.
- - Set Up - - 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. Before any offensive action against an opponent, you must respond to all attacks 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 must do to respond to any of it.
This splits up the "Turn" into four 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, and interrupting attack chains.
[Set Up] - Where Noise acquired in the Response step takes effect, transformations occur, charges not performed with actions are allocated, panels are changed and panel effects take place. Abilities are activated to modify the user's Action or overall status in this phase.
[Action] - The stage in which you perform actions that your opponent will then respond to. This stage typically involves performing attacks, utilizing supportive options, and starting attack chains.
[Summary] - The stage where you list your character's final Health, Status, Panel Type, Buff Durations, and Cooldown before passing to the next combatant.
- - 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.
- Attacks - Your attacks are your methods for attacking your opponent and defeating them in combat. Aside from your character's traits and abilities, your attacks are your most customizable tools for defining your character.
- Elements - Attacks can be designed with one Element, and gain more power if you design the attack using one of your own. Attacks with your elements gain an additional 10% of your base damage as damage.
Elements dictate how the attack interacts with panels, strengths, and weaknesses. Defenses and Supports with Health treat their listed Trait as their own when considering their Strengths and Weaknesses. An opponent that is weak to an attack takes 1.5x as much damage from the attack. An opponent that is strong to an attack takes .5x as much damage from the attack. Attacks that opponents are weak to cut their Undershirts automatically.
- Range - Range determines whether or not an attack is Melee or Ranged, and therefore whether or not you must be sharing a Panel type with an opponent in order to use the attack.
- Damage/Health/Benefits - The attack's unmodified damage, how much it would deal before any augments. Damage can go up if you add drawbacks, or down if you add effects.
- Attack Effects - The effects that an attack has that modify how it can be responded to, how it interacts with the battlefield or the opponent, what it may do if it hits the opponent, or any extra effects it may have.
- Drawbacks - Any drawbacks that limit the use or effects of an attack.
- - 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 basics of Drawbacks.
Damage is a cost to add effects to attacks. Adding effects to attacks reduces that attack's damage by 10% of the user's total damage, to a minimum of 0%. Effects cannot be added that reduce an attack's damage below 0.
After using an attack with Cooldown, you must wait the designated number of turns before using it again.
Attacks without cooldown can be used without limitation. Attacks that have 0-CD can be used once each turn. Attacks cannot be reduced below 0-CD.
Attacks with Mandatory Cooldown can never have their Cooldown reduced below the listed amount in-stats or mid-battle.
Effects cannot be added to attacks that would increase their Cooldown to more than 5 turns.
1-Turn of CD can be added to your attack as a non-standard drawback that improves its damage by 10% of your base. It cn be stacked up to 5 total turns of Cooldown.
Attacks with charge require preparation before they can be used. By sacrificing actions, you utilize the attacks.
- Action Charges - 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 if it is completed. Action charges are non-standard drawbacks that can be added to attacks to improve their base damage by 10% of the user's base, and can be stacked.
- Held Charges - 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 attack may be performed the following turn if it is completed. If an attack requires multiple held charges, then it must be charged once each turn before it can be released.
- Full Turn Charge - An attack with a single Full Turn Charge requires that the user expends all Attack Actions preparing the attack before it can be used, and this attack may be performed the following turn if it is completed. If an attack requires multiple charges, then the user must expend that many turns charging the attack before it can be released.
A completed charge must be utilized the turn it is able to be released, or else the charge is dropped and the attack must be charged again.
Attacks with Standard Charge require Actions to be expended to charge the attacks. Special charges, Charge, and effects that would add charges mid-battle outside of expending actions to charge attacks do not apply to these attacks.
Attacks cannot be charged while they are on cooldown or locked.
Effects cannot be added to attacks that would increase their charge by more than 5 actions, or by more than 5 turns.
If you are damaged by a charged attack, one turn of charge from each of your held charges is dropped.
This attack cannot be augmented by the user in any way.
These attacks have impacts on the field of battle that are too powerful to allow any other augmentations to them. Only one such effect can be on an attack at a time.
This attack does not have Cooldown, but can only be used once per battle.
These attacks have use limitations, much like abilities. Effects can be used to increase these limits mid-battle. You can sacrifice total attacks in your stats per Use Limit effect on an attack to give it +1 total use per battle.
An attack with Blowback sends a set number of attacks into a 1-Turn Mandatory Cooldown upon use of the attack. The affected attacks must be selected in-stats.
This is a non-standard drawback that can be added to your attacks to improve their damage by 10% of your base. It cannot be stacked.
An attack with Recoil as a Drawback inflicts 10% of the user's max health as damage upon use. This damage cannot be healed on the turn inflicted, cannot be mitigated by any source, and can defeat the user.
This is a non-standard drawback that can be added to your attacks to improve their damage by 10% of your base. It cannot be stacked.
An attack with Self-Inflicted Debuff as a Drawback inflicts a Status Effect or 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.
This is a non-standard drawback that can be added to your attacks to improve their damage by 10% of your base. It cannot be stacked.
- - Attack Effects - - The effects that an attack has that modify how it can be responded to, how it interacts with the battlefield or the opponent, what it may do if it hits the opponent, or any extra effects it may have. They are added to attacks by paying for 10% of the user's base damage and may require other drawbacks dependent on their tier of effects.
Attacks have their effects separated into classes: Basic, Standard, Mega, Giga, and Illegal.
Attack Effects are also separated into categories: Breakers, Aimers, Piercers, Triggers, or Properties.
Breakers bypass or destroy defenses the opponents would use to prevent your attacks. Aimers modify how the attack selects targets and how targets can defend or protect against the attack. Piercers are effects that bypass mitigations the opponents may possess. Triggers are effects that occur when the attack interacts with an opponent by hitting them or being avoided by them. Properties are the most versatile of effects, and can have any number of applications.
Basic Effects cannot be added to attacks alongside non-basic effects. They require 10% of the user's base damage per effect added.
Selects 2 Standard Breakers Upon Use Select 2 effects from among Cut, Breaks, or Seek on use. Avoidances of the appropriate type will fail against this attack. Only 2 Breakers can be on an attack at once.
2 Turn Optional Held Charge Can choose to charge the attack to apply up to 2 turns of held charge. Multiply the attack's base damage by 1 + 1 per charge applied.
Can Standard Charge multiple instances at once Can expend actions to charge more than one instance of this attack at once, allowing you to release multiple charged instances at once.
+2 Targets Can aim this attack at two additional valid targets.
Can be used at 50% damage while it is charging Can still use the attack while charging without using its charge at 50% damage.
Can Standard Charge multiple times per turn Can expend actions to charge more than one time each turn, allowing you to complete its charge earlier.
Can choose from the user's elements on use. Assign any one element from the user's upon use of this attack.
Standard effects require 10% of the user's base damage to add to attacks and have no other drawbacks per effect added.
- Breakers - No more than 2 breaker effects of any kind can be on an attack at once.
- Breaks - This Breaker damages Shield-based defenses, striking through them and dealing damage to enemies using them as cover from attacks, as well. Instance-based Shields fail against this attack. Unbreakable Shields can be used against Breaks.
- Seek - This Breaker causes Warps to fail against this attack. Warps that evade more than one attack can be used against Seek attacks, but the whole Warp will be consumed against the effect.
- Cut - This Breaker damages Barrier- and Aura-based defenses, striking through them and dealing damage to enemies using them as cover from attacks, as well. Instanced-based Barriers and Auras fail against this attack. Uncuttable Auras and Barriers can be used against Cut.
- Aimers - - +X Targets - The attack can be aimed at one additional target per instance of the effect paid for.
- Range Selected Upon Use - The attack can choose whether it is Melee or Ranged upon use.
- Piercers - - No Standard Piercer Effects -
- Triggers - - No Standard Trigger Effects -
- Properties - - Multi-Element - Can assign one additional element from the user's elements upon creation.
- Multi-Hit - Does not cost damage. This attack's damage can be evenly divided among up to 10 hits. All of its hits are responded to as one full attack. Damage buffs to multi-hit attacks are divided by total number of hits.
- X Turns Optional Held Charge - Can choose to charge the attack to apply up to 1 turn of held charge per instance of the effect paid for. Multiply the attack's base damage by 1 + 1 per charge applied. Stacks up to 5 times.
- Alternative Use - Can choose to charge the attack for up to 1 turn of held charge per instance of the effect paid for. Instead of adding damage, applies 1 Mega effect to the attack when charged.
- Multi-Use - Added to attacks that have their Cooldown reduced to 0. Per instance of the effect paid for, the attack can be used one additional time per urn.
- Custom Standard Effects - Any effect that is not easily abuseable when rapidly available and spammable can be created as a standard-class effects.
Mega effects require 10% of the user's base damage to add to attacks and require a 1-Turn CD per effect added.
- Breakers - No more than 2 breaker effects of any kind can be on an attack at once.
- Homing - Warps fail against this attack, regardless of how many attacks they may avoid.
- Destroy - Shields and Unbreakable Shields fail against this attack. It will strike through these defenses, dealing damage to them and the target behind them.
- Blow - Barriers- and Aura-Based avoidances fail against this attack, even Uncuttable ones. It will strike through these defenses, dealing damage to them and the target behind them.
- Aimers - - Cannot be Intercepted - This attack cannot be intercepted by other combatants or by obstacles.
- Advancing - This attack can be initiated against a target to move into melee range with them, changing the user's panel type even if they have already changed it once before this turn.
- Aimed Separately - This attack can separately aim each of its hits at individual targets.
- Cannot be Parried - This attack cannot be responded to using an attack with Parry.
- Piercers - - Pierce - This attack ignores Defense, treating the target's Defense as if it were 0%.
- Triggers - By increasing the Cooldown by 1 Turn, can apply " [If Avoided:] " By increasing the effect to Giga Class, can apply " [Auto-Hit] ". Auto-Hit requires a Standard Charge.
- Interrupts - Whenever this effect triggers, it interrupts all charges the target is holding.
- Panel Set - Select a panel type. Cannot select Hole, Holy, Hacked, Gravity or Guard Null. When used as a Mega Effect, whenever this attack hits, changes the victim's panel to the selected type.
- Sustain - When used as a Mega Effect, whenever this attack hits, all Mega-Class Statuses and Debuffs on the target have their duration reset.
- Debuff - Whenever this attack hits, inflicts a Debuff to an enemy's Stats for 2 turns appropriate for a v1 Standard-Class Ability per instance of the effect paid for. By incrementing the Cooldown of the effect, can increase either the numerical effect or the duration of the effect. By raising to a Giga Class effect, the effect cannot be cleansed on the turn of infliction.
- Statuses - Status Effects last for a set duration and apply debuffs to enemies while active. Damage applied by status effects is resolved during the set-up phase. After a status effect ends, the afflicted remains immune to that effect for 2 turns; this is the Status' Natural Cooldown.
- Knockup - When this effect hits an opponent, it prevents them from being affected by panels. This maintains until the end of the current turn. Duration: 1 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. If they are currently using Hole Panels to fly, they must choose a valid panel type to move to. Duration: 1 Turn.
- Blind - When attacking, blinded enemies lose all Aimers on their attacks. Multiple inflictions of Blind do not stack. Duration: 2 Turns.
- Burn - Burn inflicts True Damage each turn equal to 5% of the victim's max health. Burned enemies cannot add damage to their attacks. If additional instances of burn are applied, resets the duration. Duration: 3 Turns.
- Confuse - Confused entities have all Breakers removed from their attacks, and cannot add new ones to them. Duration: 2 Turns.
- Poison - Poison inflicts True Damage each turn equal to 5% of the victim's max health. All other status effects with a duration do not tick down while Poison is active. If additional instances of poison are applied, resets the duration. Duration: 3 Turns.
- Wind - Wind moves a target onto your panel type, or pushes them away from it. When pushed away, the victim chooses what panels they move to. Duration: Immediate.
- Properties - - Parry - Can be used during the defensive phase to respond to attacks. Treat the total damage of the attack as Defense against an incoming attack. By incrementing the Cooldown of the effect, can apply against additional attacks. By raising to a Giga-Class effect, can fully mitigate a single attack, regardless of the damage of the used attack.
- Standard Element chosen upon Use - Can assign any one standard element to the attack upon use.
- Alternative Damage - Damage can instead scale against the target's Max HP. Rather than based off of Base Damage, inflicts 1% of target's Max Health per 10% of the user's base damage sacrificed.
Damage can instead scale from the user's Defense. Treat the user's Defense as their Base Damage for this attack.
- Alternative Use - Can choose to charge the attack for up to 1 turn of held charge per instance of the effect paid for. Instead of adding damage, applies 1 Giga effect to the attack when charged. Instead of requiring Cooldown, requires 20% of the user's base damage.
- Custom Standard Effects - Cooldown discourages spammable attacks. If an effect would be too powerful if it were easily and consistently spammed, it can be created as a custom Mega Class effect.
Giga effects require 10% of the user's base damage to add to attacks and require a 1-Turn Held Charge per effect added.
- Breakers - Only 1 Giga Breaker can exist on an attack at a time. No other Breakers may exist alongside a Giga Breaker.
- Precision - All instanced-based avoidances, regardless of type or effects, fail against this attack.
- Bypass - All HP-Defenses and Obstacles, regardless of type or effects, fail against this attack.
- Aimers - - Hits All - This attack is aimed at all enemy combatants and obstacles, regardless of range or panel type.
- Lock On - This melee attack can be aimed at a target regardless of panel type, and cannot be intercepted. When used, the user does not have to change panel types.
- Requires +X Avoidances - This is an avoidance hindering effect. This attack requires additional instance-based avoidances to fully respond to per instance of the effect paid for. Cannot co-exist alongside other avoidance hindering effects.
- Avoid Separately - This is an avoidance hindering effect. Each hit of this attack is avoided as if it were its own full attack. Evenly divide damage between each hit. Cannot have more hits than the user's total base actions. Pay for each hit of the attack separately. Damage buffs to multi-hit attacks are divided by total number of hits. Cannot co-exist alongside other avoidance hindering effects.
- Combo - This is an avoidance hindering effect. Multiple attacks with Combo that are charged and ready to be released can be released consecutively as part of a single attack action. Each attack is avoided as if it were its own full attack. Cannot chain together more attacks than the user's total base actions. Damage buffs to multi-hit attacks are divided by total number of hits. Cannot co-exist alongside other avoidance hindering effects.
- Piercers - - Powerful - This attack's damage cannot be mitigated below its Base Damage.
- Triggers - By increasing the Cooldown by 1 Turn, can apply " [If Avoided:] " By increasing the effect to Giga Class, can apply " [Auto-Hit] ". Auto-Hit requires a Standard Charge.
- Sustain - When used as a Giga Effect, whenever this attack hits, all Giga-Class Statuses and Debuffs on the target have their duration reset.
- Panel Set - Select a panel type. Cannot select Hole, Holy, Hacked, Gravity, or Guard Null. When used as a Giga effect, whenever this attack hits, changes the panel type of all enemies to the selected type.
- Weaken - Whenever this attack hits, the victim is treated as Weak against the next attack that would hit them.
- Debuff - Whenever this attack hits, inflicts a Debuff to an enemy's Stats for 2 turns appropriate for a v6 Standard-Class Ability per instance of the effect paid for. By incrementing the Cooldown of the effect, can increase the duration. By incrementing the Charge of the effect, can increase the numerical effect. By raising to a Illegal-Class effect, the effect cannot be cleansed on the turn of infliction.
- Statuses - Status Effects last for a set duration and apply debuffs to enemies while active. Damage applied by status effects is resolved during the set-up phase. After a status effect ends, the afflicted remains immune to that effect for 2 turns.
- Bubble - Bubbled enemies cannot attack. Bubbled enemies gain a weakness to Elec attacks. Bubbled enemies treat attacks they are weak to as if they had 'Requires Full Avoidance.' The effect ends when they are hit by any attack. Duration: 1 Turn.
- Freeze - Frozen enemies cannot attack. Frozen enemies gain a weakness to attacks with [Powerful] [Break] and [Destroy] Effects. Frozen enemies treat attacks they are weak to as if they had 'True Damage'. The effect ends when they are hit by any attack. Duration: 1 Turn.
- Gravity -
Select High or Low gravity.
High Gravity interrupts all enemy avoidances, causing them to only be able to avoid 1 Attack per instance-based avoidance expended. Strong Gravity prevents enemies from moving panel types and grounds them.
Low Gravity prevents an opponent from using attacks that do not have Aimers and prevents them from benefitting from or being able to use panel effects. Duration: 3 Turns.
- Paralyze - Paralyzed opponents cannot attack or evade attacks. Paralyzed enemies take damage equal to 10% of their max health as additional damage when hit by any attack they are weak to. The effect ends when they are hit by any attack. Multiple inflictions of Paralyze do not stack. Duration: 1 Turn.
- Properties - - Removes X - Select Object, Summon, Barrier, Aura, or Shield. If this attack hits any such target, instantly removes it, regardless of endures or HP.
- Empower - Has no effect on the opponent. Can have no other effects. Empowers 1 following attack per instance of the effect paid for. Empowered attacks gain 100% of the user's base damage.
- Alternative Damage - Damage can instead scale from user's Natural Regen. Treat the user's Natural Regen as their Base Damage for this attack.
- Custom Giga Effects - Charge limits an attack's availability, and discourages stacking multiple effects with charge. If an effect requires limits to its availability or is strong enough to warrant a charge to prevent it stacking alongside other effects, it can be created as a custom Giga Class effect.
Illegal effects require 10% of the user's base damage to add to attacks and require either a 'Use Limit' or must gain '1-Turn Required Charge, Cannot be Augmented.' Some effects have more strict requirements for drawbacks.
- Breakers - - No Illegal Class Breakers -
- Aimers - - Requires Full Avoidance - This is an avoidance hindering effect. Cannot co-exist alongside other avoidance hindering effects. If avoided by an effect, it expends a full use of that effect, regardless of how many attacks the effect could avoid.
- Requires Full Guard - Whenever an opponent uses an effect to guard against this attack, it expends a full use of that effect, regardless of how many attacks the effect would guard against.
- Piercers - - True Damage - This attack's damage cannot be mitigated.
- Bane - Opponents are always treated as Weak to this attack.
- Triggers - By increasing the Cooldown by 1 Turn, can apply " [If Avoided:] " By increasing the effect to Giga Class, can apply " [Auto-Hit] ". Auto-Hit requires a Standard Charge. By increasing the Use Limit requirement, can improve the Duration by 1 Turn. By adding Full Turn Charge, can apply for the remainder of battle.
- Panel Set - When used as an Illegal Effect, Panel Type is chosen upon use, and changes all combatant's panel type. Still cannot select Hole, Holy, Hacked, Gravity, or Guard Null.
- Locks - Disables specific, named effects, such as Warps, the target's Defense Stat, Melee Ranged Attack, or other effects such as that. While Locked, those things do not work, and cannot be used. If it is a stat, it is treated as 0, or for Base Damage, it is treated as its Base Value and cannot be raised.
- Resets - Whenever this attack hits, all mid-battle statistical benefits acquired up to this point are reset to their base values.
- Status Effects - By adding a Full Turn Charge to any status effect, can cause the status effect to persist for the remainder of battle unless otherwise removed.
- Properties - - Augment - Has no effect on the opponent. Can have no other effects. Augments 1 attack per instance of the effect paid for. Augmented attacks gain non-damaging attack effects specified by the augmenting attack. Deals 0 Damage. Special Illegal Class - Requires 1 Turn Held Charge and Use Limit.
- Alternative Damage - Damage can instead scale from user's Current Health. Treat the user's Current Health as their Base Damage for this attack. Unaugmentable. Special Illegal Class - Requires 1 Turn Held Charge, and Use Limit.
Damage can instead scale from the damage of another used attack. Treat the damage of that attack as their Base Damage for this attack. Unaugmentable. Special Illegal Class - Requires 1 Turn Held Charge and Use Limit.
- Doubletap - This is a Use-Augmenting Effect. Cannot coexist alongside other Use-Augmenting Effects. This attack is used one additional time on use without requiring additional actions or charge. Extra uses have a base damage of 0 and have all damage treated as bonus damage. Special Illegal Class - Requires 1 Turn Held Charge and Use Limit.
- Rebound - This is a Use-Augmenting Effect. Cannot coexist alongside other Use-Augmenting Effects. This attack is used again the following turn without requiring additional actions or charge at 50% of its total damage. Extra uses have a base damage of 0 and have all damage treated as bonus damage. By incrementing the Use Limit of the effect, can Rebound for additional turns.
- Automatic - This is a Use-Augmenting Effect. Cannot coexist alongside other Use-Augmenting Effects. This attack can be used without expending actions at 50% of its total damage.
If raised to a Gamma Illegal Class effect, can set a Triggered effect that the opponent can fulfill (Per Attack Avoided, Per Break Attack Used, etc). When released, is automatically used once per time that effect is triggered. Gamma Illegal Class Effect - Requires 1 Turn Standard Held Charge and must have Use Limit. Loses 1 Use each time it is Interrupted.
- Custom Illegal Effects - Illegal Class drawbacks discourage frequent use, availability, and augmentability of an attack. Effects that are incredibly strong and require limitations to how many times it can be used or their augmentability in a fight can become Illegal Class effects.
Effects that require limitations to their use or their augmentability but also require limits to how available they are can become Special Illegal Class Effects.
Effects that require limitations to their use and to their availability, and need an opportunity for the opponent to interact with them, can become Gamma Illegal Class Effects.
Effects that are so powerful they turn the tide of battle when used correctly will require Full Turn Charges. Full Turn Charges turn all charges into full turn charges.
- - 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 more specialized attacks, and the nuances of attack effects/interactions.
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- Attacks - Your attacks are your methods for attacking your opponent and defeating them in combat. Aside from your character's traits and abilities, your attacks are your most customizable tools for defining your character.
- Elements - Attacks can be designed with one Element, and gain more power if you design the attack using one of your own. Attacks with your elements gain an additional 10% of the user's total base damage.
Elements dictate how the attack interacts with panels, strengths, and weaknesses. Defenses and Supports with Health treat their listed Trait as their own when considering their Strengths and Weaknesses. An opponent that is weak to an attack takes 1.5x as much damage from the attack. An opponent that is strong to an attack takes .5x as much damage from the attack. Attacks that opponents are weak to cut their Undershirts automatically.
- Range - Range determines whether or not an attack is Melee or Ranged, and therefore whether or not you must be sharing a Panel type with an opponent in order to use the attack. Melee attacks get an additional 10% of the user's total base damage.
- Damage/Health/Benefits - The attack's unmodified damage, how much it would deal before any augments. Damage can go up if you add drawbacks, or down if you add effects.
- Attack Effects - The effects that an attack has that modify how it can be responded to, how it interacts with the battlefield or the opponent, what it may do if it hits the opponent, or any extra effects it may have.
- Drawbacks - Any drawbacks that limit the use or effects of an attack.
- - Basic Attacks - - Basic attacks are the single most accessible attack in your character's kit, and the most basic option available for your character to deal damage. Every character begins with 1 Basic Attack. Basic attacks cannot be modified except by effects that specifically augment them.
Effects that give 'Basic Attack Augments' allow you to customize your basic attack. Each basic attack augment allows you to give your basic attack +10% of your total base damage, any basic effect, to be used +1 Additional Time in a Combo, to gain 2 Mega Class effects when fully charged, or to gain 1 Giga Class effect when fully charged.
Basic Attacks have the following Attack Guidelines:
Attack Name: Element || Range: Element Chosen upon use. Range chosen upon creation. Description: Damage: User's Base Damage. Effects: [5 Turn Optional Charge] Gains 1 Basic Breaker upon use. Drawbacks: Can only be used once per turn per [Rate].
- - 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 created.
Attack Name: Element || Range: Description: Damage: 150% of user's base damage. Effects: When adding effects to this attack, any effect with a cost of [Use Limit] instead becomes [1-Turn Held Charge]. Any effects with a cost of [1-Turn Held Charge] becomes [1-Turn CD]. Cooldown, Cannot be Augmented, Full Turn Charge, and Damage drawbacks remain as normal. Drawbacks: [Mandatory 1-Turn CD]
- - 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.
Attack Name: Element || Range: Description: Damage: 200% of user's base damage. Effects: [Use Limit] or [Unaugmentable] instead becomes [1-Turn CD] and [Unaugmentable]. Any effects with a cost of [1-Turn Held Charge] [1-Turn CD] does not add those drawbacks. Damage drawbacks remain as normal. Drawbacks: [Mandatory 1-Turn Held Charge]
- - 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 - Once per turn during the Set-Up phase, a character may change their panel type by moving to another currently active panel type. When you enter into a new panel type, you immediately take on all effects of that panel type.
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 the Set-Up phase. Panels cannot be changed outside of the Set-Up phase. 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 move into 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.
For Panels, a Panel's User is the individual that set the panels. If locked, Panels are not Reverted when activated, but can only be used once/turn without other outside effects.
- Null - 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. ° Poison can stack indefinitely. ° Non-Toxin Element Characters gain 1 stack of Poison per turn these panels have been active each turn. ° Non-Toxin Element Characters cannot restore HP or Cleanse Status Effects. ° 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 enemy HP- Shields, Obstacles, Auras, and Barriers. ° Enemies cannot use HP- Shields, Obstacles, Auras, or Barriers. ° Cannot be moved from while active without a Warp or Air Shoes. ° 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. ° Enemies with passive Panel Immunity are Grounded for the duration of these Panels. ° Enemies can only attack once each turn. Instance-based Avoidances cannot avoid more than 1 Attack. ° Enemies take 5% of their total maximum health as True Damage each turn per turn the panels have been active. ° Gravity panels automatically revert after 5 Turns. Gravity panels cannot be Locked.
[/PTab] [PTab=Holy]
- Holy - Bright, yellow terrain, with a warmth to it. ° User and their allies become strong to all sources and have their weaknesses negated. ° User and their allies can trigger their Natural Regen 1 additional time per turn the panels have been active. ° Holy Panels can be expended and caused to Revert by their user to remove all augments from 1 incoming attack. ° Holy Panels automatically revert after 5 Turns. Holy Panels cannot be Locked.
[/PTab] [PTab=Lightning]
- Lightning - Electrically charged terrain. ° User and all Elec Element Characters gain +1 Tier of Speed. This amount is increased by its base value per turn the panels have been active. ° Non-Elec Element Characters cannot gain Actions or Charge Attacks. ° Lightning Panls can be expended and caused to Revert by their user to release an attack the turn it completes charging. ° Lightning Panels automatically revert after 5 Turns.
[/PTab] [PTab=Fire]
- Fire - Terrain set on fire. ° User and all Fire Element Characters gain +5% total damage. This amount is increased by its base value per turn the panels have been active. ° Non-Fire Element Characters lose 5% of their total maximum health per turn and cannot activate Undershirt effects. ° Fire Panels can be expended and caused to Revert by their user to multiply an attack's base damage by 2. ° Fire Panels automatically revert after 5 Turns.
[/PTab] [PTab=Grass]
- Grass - Grassy terrain. ° Grass Panels require 1 additional outside effect to change or revert them per turn the panels have been active. ° Non-Wood Element Characters cannot use effects with Hits All, Auto-Hit, or True Damage. ° Grass Panels can be expended and caused to Revert by their user to restore 15% of their total maximum health. ° Grass Panels automatically revert after 5 Turns.
[/PTab] [PTab=Ice]
- Ice - Icy, slippery terrain. ° Non-Aqua Element Characters gain +1-Turn CD to the first attack used each turn. Applies to 1 additional attack per turn the panels have been active. ° Non-Aqua Element Characters cannot use Augment or Empower attacks or abilities. ° Ice Panels can be expended and caused to Revert by their user to remove all Piercer effects from 1 incoming attack. ° Ice Panels automatically revert after 5 turns.
[/PTab]
[PTab=Water]
- Water - Wet, watery terrain. ° Aqua Panels require 1 additional Air Shoes effect to ignore per turn the panels have been active. ° Non-Aqua Element Characters cannot use Illegal Class attacks or Battle Cards. ° Aqua Panels can be expended and caused to Revert by their user to fully cooldown one attack or ability. ° Water panels automatically revert after 5 turns.
[/PTab]
[PTab=Sand]
- Sand - Terrain covered in Sand. ° Non-Wind Element Characters require +1 Turn of Charge for the first attack they charge each turn. Applies to an additional attack per turn the panels have been active. ° Non-Wind Element Character attacks lose and cannot gain Breakers and Use-Augmenting Effects. ° Sand Panels can be expended and caused to Revert by their user to activate another active set of panels, expending and reverting them despite not being their user. ° Sand panels automatically revert after 5 turns.
[/PTab]
[PTab=Cracked]
- Cracked - Uneven, cracked, and treacherous terrain. ° Break Element Characters gain +5% Damage and Defense per turn Cracked Panels have been active. ° Non-Break Element Character attacks lose and cannot gain Breakers and Avoidance-Hindering Effects. ° Cracked Panels can be expended and caused to Revert by their user gain +1 Attack Use to an Illegal Class attack. ° Cracked Panels automatically revert after 5 turns.
[/PTab]
[PTab=Holes]
- Holes - Space of literally nowhere to stand. ° Requires Float Shoes to use. ° Characters on Hole Panels can use Melee attacks regardless of sharing a panel type. ° Attacks without Breakers and/or Aimers cannot be used against targets on Hole panels. ° 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. These threads can be moderated by anyone, or you can moderate these threads yourself. Click here to view the rules on fighting viruses.
}
- - 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.
- Limits - ° Your character cannot be in more than one virus thread at once. ° You may operate more than one of your characters in a 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. ° 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. ° When a Wave completes, resources are not restored. You may choose to refresh your Custom. Beginning of Battle Effects 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. Removes the ' ' from around the code to make it work.
['VirusStandard'] ['roll' range="1-26"]
- - Virus Database - - - Turn / Attack Priority - ° Viruses take priority in the encounter, unless any Wave Warrior has a positive Priority. ° Viruses prioritize attacking the player with the highest current HP / Defense the most often, but attempt to target each Character at least once in order of the highest HP. If its a tie, the operator chooses. ° Virus Attacks follow all rules for Range. Viruses will move panels once each turn to select a target if necessary.
- Virus Stats - ° Viruses each have Elements, a unique Ability, and an Attack. ° Viruses have Toughness. Viruses cannot lose more than a set amount of their HP each turn. This is bypased by their Weaknesses. ° Viruses have Defense that reduces the damage of all attacks made against them. ° Noise Boost increases the damage of attacks dependent on the amount of Noise currently accrued by all combatants. ° Viruses have Avoidances and Defenses. Viruses will attempt to survive attacks that would otherwise delete them by defending against or avoiding them. ° Viruses do not gain any benefits from their Elements aside from Weaknesses. ° Viruses have Unpierceable Immunity to any effect that would reduce their Damage, total number of Actions, or would Disable their Attacks/Abilities. ° Viruses each have an Undershirt that protects them from a full turn of damage. This Undershirt is bypassed by their Weaknesses.
v1 Viruses Spawned Wave 1 and later ° Health: 50% ° Toughness: 25% ° Defense: 0% ° Damage: 5% ° Actions: 1 ° Warps: 1 ° Noise Boost affects 1 Attack, +1% Damage per 10% Noise, Max +10% Damage
v3 Viruses Spawned Wave 3 and later ° Health: 200% ° Toughness: 50% ° Defense: 20% ° Damage: 20% ° Actions: 3 | +1 after Undershirt Triggers ° Warps: 3 | Shields: 3 | HP-Barriers: 3 (50% of User's HP) ° Noise Boost affects 2 Attacks, +1% per 10% Noise, Max +40% Damage
X Viruses Spawned Wave 4 ° Health: 400% ° Toughness: 100% ° Defense: 40% ° Damage: 40% ° Actions: 5 | +2 after each Undershirt Triggers ° Warps: 4 | Shields: 4 | HP-Barriers: 4 (50% of User's HP) | Full Mitigation: 4 | Undershirts: 2 ° Noise Boost affects all attacks, +1% per 10% Noise, max +80% Damage
- - Noise and 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.
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 a 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 - Viruses gain +1 Action. ° 200% Noise - Viruses restore 10% of their total maximum health each turn. ° 300% Noise - Viruses gain +10% Damage. ° 400% Noise - Viruses gain +10% Defense. ° 500% Noise - Viruses gain +1 Use to all Defenses and Avoidances. ° 600% Noise - Noise Boost affects +1 Attack and increases its max by 1.5x total. ° 700% Noise - Virus attacks gain [+1 Required Avoidance] where able. ° 800% Noise - Viruses gain +1 Undershirt. ° 900% Noise - Gain all Previous Noise benefits again. ° 1000% Noise - Virus undershirts and toughness cannot be cut by any source. Viruses ignore Giga-Class Breakers.
- - 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. Remove the ' ' from around the tags to make the code function.
['VirusBoss'] ['roll' range="1-4"]
Boss Viruses Spawned at End of Wave ° Has the Stats of a Virus one Version above the Wave spawned in. ° If spawned after X Viruses, has X Virus stats
- - 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 1.5x per version. ° 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. ° Experience for a Virus Thread can only be claimed once per month.
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. ° Per 5 Viruses of the same type that you have deleted, you may claim a copy of that Virus' battle card. ° Boss Viruses only spawn their Battle Card if defeated by reducing them to exactly 0% Health without triggering their Undershirt. You can forego Zenny increase from a Boss to force it to drop its Battle Card.
Post concerns such as thread moderation and approval requests here. Staff will indicate when they are working on the task, and will remove the item from the list once completed.