An RA Plus RF can only be done with one’s default RA persona.
Special rules are used for RA Plus RF’s, which include the use of stats.
Strength: Modifies “to hit”
Dexterity: Modifies “to evade”
Intelligence: Modifies “to hit” with magick
Will: Modifies “to evade” magick, and influence
Charisma: Modifies “to hit” with influence
Luck: Gives you finite points to burn. You may increase a roll with these points, but once they've been used, they're gone. They regenerate after the battle of course.
A D20 is used for Combat Rolls.
Will also determines the amount of AP that can be channeled at once. The amount of AP that can be channeled at once is three times that of one’s own Will.
The amount of damage that is taken is equal to that of the amount of AP that was expended into the attack.
Thus, AP must be expended into ALL attacks.
AS are used to purchase abilities. One ability costs one AS, such as the ability to fly or teleport.
As long as one has the category specific to a special attack, then they only need to expend AP in order to perform a special. For example, if one has the category "Fire Magick" (Which only cost 1 AS), then they can cast any array of fire spells, from "Fire Storm" to "Flare".
Special attacks only cost AS if they have an additional ability besides dealing damage, or if they damage is being multiplied.
Special Attacks do extra damage; depending on how many Ability Slots have been spent on each one. 2 AS = x2, 3 AS = x3, 4 AS = x4, 5 AS = x5.
No single modifier may exceed a X5 multiplier.
Transformations give an amount of points equal to the sum of one's current primary stats. One can then allocate these points to his stats however he wishes, but after this has been done, they can't be changed.
Just as turns can be spent channeling AP; so to can they be spent powering up one’s AP. This is how one regains their AP.
Spiritual Amplification: x2 = 8 AS, x3 = 12 AS, x4 = 16 AS, x5 = 20 AS
The total of spiritual amplification may equal no greater than a x5 multiplier.
AS can be spend into armor in two ways. 1 AS = 1,000 HP. One does not receive any damage until all of their armor's HP is depleted. 1 AS = 25 AC. AC is permanent, and blocks an amount of damage equal to the total AC per attack.
Temporary stat buffs grant a +3 increase per AS.
The duration of a buff is determined by the amount of AP spent into its casting. 50 AP = 1 round.
Permanent buffs increase stats by 1 point per AS.
Transformation costs 4 AS, but one must have the capacity to maintain them. A transformation can be bought every 40 levels.
After the first round of being under influence, one gets a +1 to their tolerance. Every round after that they get a cumulative +2 until they break.
It is imperative that all ability slots are relative to each other in power.
One should notify the Council Scribe if any discrepancies are detected.
Canons of Persona
The main functions of Persona are for Role Playing purposes.
One who introduces a medium, gets first call from said medium.
Claiming a Persona, unless otherwise specified, is first come first serve.
If a member becomes inactive, their Personas become accessible.
Persona calls must be of the same sex as the member calling them.
Generally it is suggested to call persona with which one can identify with most.
If more than one council member calls a Persona at approximately the same time, they must duel. This is known as a Zero Ranged Persona Duel.
Someone conceding can avoid a Zero Ranged Persona Duel.
Persona Duels
A council member may challenge another to a Persona Duel at anytime.
A Persona Duel is an official contest to determine worthy ownership of a Persona.
If one has been challenged to a Persona Duel, they must accept, if they’ve never defended the Persona against the challenger before.
One may decline a duel if they’ve defended the Persona against the challenger before.
Both opponents ask each other ten questions, concerning the Persona.
Questions must be specific and relevant.
A council member witness is required to hold a Persona Duel.
Questions are asked back and forth.
He who misses the most questions looses.
One declares an attack with each question. If the opponent misses the question, the attack hits. Otherwise the attack is avoided.
One acts as the Persona they are defending.
The challenger either acts as their current Persona, from the same series, or a generic character with capabilities.
If one challenges a question, then it must be proven, or thrown out.