Post by Admin on Jun 7, 2023 22:14:36 GMT
✖ It is here where we will explain the core of combat. It is designed to be a very simple system to comprehend. In the detailed list below we will define and explain the pillars of combat that are crucial to know before playing on the site.
Hunter World owes partial credit to Duquin for being the progenitor of these pillars of combat. However, to ease the reading on you, I will be condensing said pillars- so without further ado:
✖ Damage: In the world of Hunters, we go by a Tier and Logic based system. It has only 3 core Tiers.
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Novice Tier: It is generally negligible, but not always. It may cause minor cuts, burns, bruising, and more. It is not easy to disregard these once built up enough. It may encumber you, so do be careful, but try not to overly worry either.
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Advanced Tier: It is risky to be hit by. If you are harmed by said Tier, you could expect to receive bleeding gashes, fractured bones, or searing burns. Often, you may require medical attention, though, you could choose to endure the pain.
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Master Tier: It can be fatal, lethal. If you are lucky, you can survive, but not without typically being encumbered. However, there are exceptions, and does depend on where you are hit. It can sever bodies, destroy bone, burn flesh, and more. It is vital that you as the player exercise caution.
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Remember Logic: It is key to note though, even blows that would typically be fatal do not always end with death or losing a limb. It can be as lowly as a graze you and RPer or DM agreed did not fully connect. It is our general rule of thumb, so please be mindful of that.
Evasion: Avoiding our foes' Techniques will be crucial to how we perform our combat. It similarly obeys Logic. It requires a legitimate reasoning or means. It is up to you and your fellow RPers to decide. In anime land our characters live, so certain feats are feasible, but must not be exploited.
Reaction: We go turn by turn, meaning each post of a turn is on the same time. Also, there are no reaction times, please note: you and foe may perform the same quantity of actions, though be mindful of how quickly you raise the actions count.
For example: Davy punches Jet once, but then, Jet responds by performing 4 unique kick based Techniques on him, having raised the actions count by 3. However, this can be a Double-Edged sword, because Davy can try to Interrupt. A final two last rules of thumb:
✖ Please avoid overly high action count posts.
✖ Please avoid overcomplicating too many actions at once.
If the staff deems necessary, they can void your post.
✖ Basic Actions: Anything that does not require a Technique or expenditure of your Nen will fall under this category. It can be a strike, grab, slap, etc. However, note that never can a Basic Action win Direct Clashes with Technique Actions, but, Indirect Clashes have the potential to. Lastly, do note Traits can definitely help your Basic Actions do more than what may be normal. For example: a higher jump, being more agile, resistance to electricity, etc.
✖ Technique Actions: We have both Non-Nen Techniques, and Nen Techniques. It is vital to know each are distinct from the other, because one will be more potent than the other. Nen Techniques win over Non-Nen under Direct Clashes. However, Non-Nen Techniques are not to be underestimated either. A Non-Nen technique can do great harm. For example: Nobunaga can sever your arm, with nothing but his blade. It is wise to practice caution, whether Non-Nen or Nen.
✖ Special Effects: Anything not doing Direct damage will fall under this category. It can range from poisons, healing, paralysis, burns from Indirect flames, etc. It can do far more than that, but those are merely examples. If you have further questions on what constitutes 'Special Effect' please feel free to consult with us on Discord, we are more than glad to help with this. It is graded on a case by case basis. Tier plays a part when us making a decision of a certain 'Special Effect'. It is just crucial you communicate with us.
✖ Scaling: It occurs when for example a character has a weapon equipt with a Master Tier rating- but performs a Novice Tier Technique. In this case, the damage will be Master Tier.
If enhanced with Nen, the weapon will be considered a Nen enhanced Technique as well. It is vital we consider every variable and factor when playing combat. If one rather be unarmed, we have Traits that you can opt to use to have a Scaling effect on your Techniques.
However, as a final note, please do know for the purpose of clashing with a Technique, Scaling does not exist. It is reserved only for Nen versus Non-Nen 'Basic' or calculating damage. An example will be provided below for further clarity:
Example: Davy tries to hit Jet with his fist (Novice Technique). Davy has a Trait which allows him to inflict Advanced Tier damage with his strength. However, Jet counters with a kick (Advanced Technique). In this case, Jet will win because Scaling does not exist under the context of clashing.
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