Battle (Remastered)(Remastered)

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1) The press turn combat system:
https://megamitensei.fandom.com/wiki/Turn_Press?mobile-app=false
The tl;dr is:
-If you get a critical or hit an enemy with their weakness, you get an additional turn that your teammate gets to play.
-If you miss/your attack gets nullified you lose 2 of your turns.
-If you hit an enemy with something they resist, you lose no turns.
-If you hit an enemy with an attack they Reflect/Drain, you lose all of your turns.
-If you nullify an attack, the enemy loses 2 turns. If you reflect/drain, the enemy loses all of their turns.
2) Attacking:
Roll 1d6 to execute an attack.
1-2 is a miss.
3-4 is a hit.
5 is a critical/secondary effect (only if the spell has a secondary effect: roll a d4: 1-2 is a critical. 3-4 is secondary effect.)
6 is both a critical and the secondary effect.
A critical hit does 2x more damage.
2.5) Damage:
Regular attack: 1d10 on level 1. Gain +5 every level.
Normal skill: 2d10. Add 1d10 every level.
Level based skill:
Max HP based skill: 1d40. Skill damage is lowered by your current health percentage. Add 1d
2.75)
Roll a d20. Whoever gets a higher roll goes first.
3) Buffs/Debuffs:
Each of these can be cast 4 times, increasing your modifier by 25% each time they are cast.
Tarukaja: Raises your physical attack.
Rakukaja: Raises your defense.
Sukukaja: Raises your Evasion/Hit chances by 1.
Makakaja: Raises magical attack.
Focus: Your next physical or gun attack deals 2.5x damage.
Concentrate: Your next magic attack deals 2.5x damage.
Red Capote: Sukukaja x4. Exclusive to Matador.
Luster candy: All the buffs at once.
Tarunda: Lowers attack (magic and phys) by 1.
Rakunda: Lowers defense by 1.
Sukunda: Lowers hit/evasion by 1.
Debilitate: All the debuffs at once.
Fog breath: Sukunda twice
Acid breath: Rakunda twice.
War Cry: Tarunda twice.
Dekaja: Removes all of the enemy's buffs.
Dekunda: Removes all the debuffs on your allies.
Silent prayer: Removes all buffs and debuffs from both allies and enemies.
4) Switching demons:
You may switch any demon with another as long as you are human/Demi-fiend.
Demons can only switch themselves.
5) Affinities: (Demon exclusive)
Basically, these are how well your demons can use types of skills, roll 12 d12 to get affinities, assign those as you please, and add the original demon's affinities to it, and when using that type of skill, add the modifier to your magic (everything other than phys, gun, and ailment), strength (phys), or agility (gun and ailment).
12 is +4.
11 is +3.
10 is +2.
9 is +1.
8 doesn't affect anything.
6-7 is -1.
4-5 is -2.
2-3 is -3.
1 is -4.
Add these to your hit modifiers alongside agility modifier.
5.5) Skills' secondary effects:
Phys: Deals stun, lowering the enemy's accuracy by 50% and causing them to take 25% more damage. If the skill deals another ailment, that skill's ailment takes priority.
Gun: Same thing as Phys.
Agi (Fire): Halves all damage taken for 2-3 turns.
Bufu (Ice): Freezes the enemy for 1 turn, where all hits deal critical damage for 1 turn.
Zio (Lightning): Same as Bufu.
Zan/Garu (Wind): The enemy is petrified, and die upon being hit by phys or wind magic.
Expel: Instant kill with varying percentages of success depending on the skill.
Death: Same as expel.
Dia/Amrita/Charmdi etc. (Healing and buffs): The targeted person receives a buff, and the opposite holds true. These spells cannot miss.
Ailment: Has a chance to inflict sickness, which spreads to allies upon getting 1-2 in a d20 roll. Sickness wears off after battle, as does freeze, bind, shock, and burn. Stun, sleep, panic, and poison do not wear off after battle.
Support: Miscellanious spells with varying effects, from shielding all allies from damage once, to reflecting physical or magic damage once.
Almighty: These spells do not have any secondary effects, however, they can only be resisted by certain bosses, and cannot be nullified or reflected.

Note: Everything cited here applies to both player and enemy.

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