Canons

The Canons of Role Fighting

The type of RF (Role Fight) needs to be determined before the fight begins.

There are generally four types of RF’s. They are: Standard, Standard Plus, RA, and RA Plus.

Healing isn’t allowed in any form of RF.

Standard

Both people choose a persona. It’s usually best for both people to choose persona of relative power.

Each player should have a firm grip on the capabilities of their persona, and a predetermined amount of damage they can withstand.

Players must stay as true to their persona’s abilities and personality as possible.

Players get to take turns attacking each other.

A turn consists of one’s defense if they’ve been attacked, and then their own attack. Of course, counterattack is always an option.

Wheather or not an attack is successful is determined by the recipient of the attack. It is generally expected for players to uphold honor and respect.

The recipient of an attack gives the description of the damage inflicted by the attack.

A player may choose to spend their turn charging. Charging is the process of gathering power. The longer this is done, the more power is gathered. This is something that must be respected.

Transformations, which are something that should be used in moderation, should also be highly respected. If a player has raised their power level to a higher tier than their opponents, then it is understandable to assume the weaker opponent will be outclassed until they have met par.

If a player is unsure of their opponent’s description, they should ask questions and request clarification. Assumptions can lead to arguments.

By the same token, it is important that posts are thoroughly read, and past events of the fight be kept in mind.

Challenging the post of one’s opponent is allowed, but should only be done in sever situations where events do not seem to coincide with the physical boundaries that have been set.

In the case of a challenge, discussion is necessary until an agreement can be met. If there is difficulty in obtaining this, it is suggested to acquire an outside opinion.

God Moding, which is the act of disrespecting one’s opponent and acting all powerful, is extremely forbidden and will be treated with severe prejudice.

The act of “calling hits”, which is declaring a successful attack without the consent of the opponent, is considered to be part of God Moding.

It is preferred that players be careful of how they word descriptions, so as to not sound as if they’re “calling hits”. It is possible to describe the desired effect of an action without sounding presumptuous.

Standard Plus

A Standard Plus RF is just like a Standard; except that one may deviate from character. One may add their own creative touch to their persona.

RA

An RA RF is simply a Standard RF where one uses their default RA persona. However, it is also possible for one to use a different original persona.

RA Plus

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.