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Tainted Arena- Game Rules

 

 

Getting Started

To get started in Tainted Arena, what you must do first is choose a Race. Your race will decide your base stats, what you have to work off of.

Secondly, choose a Primary class. You will start the game with 1 level in your Primary class, which will automatically add stats onto your base Race stats.

Finally, choose a Secondary class. Your Secondary will start at level 0, but as you gain XP, you can raise this.

To find your classes, access the Houses page. From there, look at the House descriptions to see which one fits your character- and join up! To do this, follow the instructions on that page.

See the Leveling Up page for instructions on raising your levels and how they affect your character.

All beginning characters start with 100 Silver (S). Through the course of your character’s life, more S can be obtained through fighting, quests, and from his House.

 

Stats

There are 7 stats. They are as follows-

Endurance Points (EP)- Endurance points are a gauge of how much a character can take before becomes wounded and immobilized or too tired to fight- be it how much stamina character has to deflect blows, how well a character can endure a blow, whatever. A standard Human would have 30 EP.

Life Points (LP)- Life Points are a gauge of how much a character can remain wounded and stay alive. It is a gauge of how much willpower a character can use to keep his spirit in his body- the will to stay alive. A standard Human would have 10 LP.

Sphere Points (SP)- Magical characters have what is called a ‘Sphere of Power’, which is the spiritual extension of themselves, a personal area of power- and in it, Ether is contained, the magical force of the universe. Sphere Points are a gauge of how much power a character can draw from the Sphere of Power before exhausting the supply and having to wait for it to recharge. A standard Human would have 0 SP- there is a magical ritual to set up a character’s sphere of power. A character’s initial SP are determined by the "Start SP" included with the class; it is determined by Primary class.

Attack (Atk)- Attack is a general term used to gauge the character’s ability to inflict damage when a hit connects. A standard Human would have 10 Atk.

Accuracy (Acc)- Accuracy is the general term used to gauge a character’s ability to strike in critical places. A standard Human would have 5 Acc.

Evade (Eva)- Evade is the general term used to gauge the character’s ability to evade a blow or magical attack that is directed at him/her. A standard Human would have 15 Eva.

 

How They Work in Combat

Alright, so you have an idea of what the stats represent, but what do they mean in combat? Here, you will find your answer:

EP- When a character is damaged, the damage is first applied to EP, and you will subtract the EP by the amount of damage dealt.

LP- If a character loses all his EP, then the character is considered Wounded or Critical Stunned- Wounded if the weapon of the attacker is Sharp, Critical Stunned if the attack was Blunt (hand-to-hand attacks are Blunt). This is because the character did not have the endurance or stamina to withstand or deflect another blow, and thus he is in what is called Critical Condition.

If the character is Wounded, he will continue to lose 2 LP per turn until he/she dies or all his/her LPs have been restored. A Critical Stunned character is in a constant Stunned status that will not fade until all his LPs have been restored.

A character with no EPs will have all damage applied to LPs.

SP- When a character uses a spell, the Mana cost of that spell is drawn from SPs.

Atk- When a character makes a successful hit roll, that character will roll 1dX, where X is the character’s Atk. So, for example, if a character’s Atk was 12, then that character would roll 1d12 to determine the damage on a successful hit. This is called the Attack Roll (AR).

Acc- After a character rolls his AR, add X damage onto the result, where X is the character’s Acc. So, if the character’s Acc was 4, then state "+4 Acc", and it is added onto the total damage of the AR.

Eva- When a character attacks another character, that character must make a Hit Roll (HR) to see if the hit connected. The HR is 1d100. If you score over the defending character’s Eva, it is a successful hit. If you score equal to or below the character’s Eva, the attack is a miss and it automatically becomes the next character’s turn.

To see how combat works, see the Combat page.

Ability Notes

There are four different kinds of abilities: Offensive, Reaction, Constant, and Boosting. Spells count as both abilities and spells (for the sake of knowing what kind of ability to target), but also fall into one of these four types.

Offensive abilities can only be used during the Offensive phase.

Boosting abilities can only be used during the Boosting phase. You may use only one Boosting ability per turn.

Reaction abilities have certain conditions, called ‘triggers’, which will be stated with each Reaction ability. As a note, Reaction abilities cannot be triggered by a Reaction ability.

Constant abilities are always ‘turned on’, and provide a constant condition.

 

Equipment

Because most characters don’t advance stat-wise at an extraordinary rate (a couple EP here, couple Atk there, maybe an SP or LP over here…), equipment- weaponry, armor, amulets, etc.- becomes critical. Here is where the items can be equipped and their standard bonus types:

Right Arm: Right Arm is usually where the main offensive weapon is equipped, be it a sword, club, hammer, etc. Shields can also be equipped on the right arm. Weapons add onto Atk and Acc; some weapons have an addition to their HR due to how well-balanced they are. Shields give bonuses to your Eva and increase attacks when attempting to bash with it.

Left Arm: The same as the right arm.

Body: The Body is where armor is equipped- it encompasses the legs (down to the ankle), torso, and arms. Body armor adds to Eva and bestows Damage Reduction (DR), which is subtracted from physical (not magical/elemental) damage. It is critical for many characters to have this, because without protection, there’s nothing between a character’s nice, soft skin and whatever flaming, pointy, sharp, blunt, and fanged things that might be directed at him. All characters are considered to have: Clothing || +1 DR || +2 Eva.

Accessory: ‘Accessories’ are items that don’t fit into the above categories. They involve amulets, quivers, rings, modifications, cloaks, hats/helms, and other such things. Remember- you can only have one amulet and two rings equipped- amulet around the neck and a ring on each hand. If need be, a magical chain can be obtained to turn put a ring on so it performs like an amulet. Accessories have many different purposes, dependant on what kind/what the accessory is.

To find where you can get your hands on some gear, look to the Shop +(Link to Shop page)+. You’ll find all your equipment needs satisfied there.

Elemental Properties

In Tainted Arena, there are seven elements- Fire, Water, Sky, Earth, Darkness, Light, and Energy. These elements represent ‘colors’ of magical energies, embodied into seven different physical forms. Each elemental has a chance of causing a nasty ‘status effect’ (See Combat for info). Elemental damage does not have DR applied to it. The properties have the following effects:

Fire- Fire-element attacks deal double damage to Water, a Fire-element defender takes double damage from Water and takes half the damage from Fire attacks.

Fire-element attacks also have the following property: When Fire-element damage is dealt, roll 1d100. If you score under the amount of Fire damage dealt, the defender is Burned.

Water- Water-element attacks deal double damage to Fire, a Water-element defender takes double damage from Fire and takes half the damage from Water attacks.

Water-element attacks also have the following property: When Water-element damage is dealt, roll 1d100. If you score under the amount of Water damage dealt, the defender is Poisoned (1d10 for FX).

Note: Water is both Water, Ice, and Steam.

Sky- Sky-element attacks deal double damage to Earth, a Sky-element defender takes double damage from Earth and takes half the damage from Sky attacks.

Sky-element attacks also have the following property: When Sky-element damage is dealt, roll 1d100. If you score under the amount of Sky damage dealt, the defender is Paralyzed.

Note: Sky is made up of both Wind- and Lightning-type attacks, so if you’re wondering why I didn’t just use "Air", that’s why.

Earth- Earth-element attacks deal double damage to Sky, an Earth-element defender takes double damage from Sky and takes half the damage from Earth attacks.

Earth-element attacks also have the following property: When Earth-element damage is dealt, roll 1d100. If you score under the amount of Earth damage dealt, the defender is Petrified (1d8 for FX).

Darkness- Darkness-element attacks deal double damage to Light, a Darkness-element defender takes double damage from Light and takes half the damage from Darkness attacks.

Darkness-element attacks also have the following property: When Darkness-element damage is dealt, roll 1d100. If you score under the amount of Darkness damage dealt, the defender is Confused.

Light- Light-element attacks deal double damage to Darkness, a Light-element defender takes double damage from Darkness and takes half the damage from Light attacks.

Light-element attacks also have the following property: When Light-element damage is dealt, roll 1d100. If you score under the amount of Light damage dealt, the defender is Blinded.

Energy- Energy-element attacks have no strengths, vulnerabilities, or effects, but it is still considered elemental damage. It ignores DR like all other elements.

Note: All damage is physical unless Elemental or otherwise stated.

Other Notes

Summoning

There are two types of summons, Lesser and Greater summons. The specifics are as follows:

Lesser: Lesser Summons are beings that can be recreated, that there are more than one of. A Lesser Summon has its own turn, separate from its summoner. Lesser Summons can only make normal attacks and only use abilities that they may have. A slain Lesser Summon cannot be targeted by any abilities. All Lesser Summons disappear at the end of combat or the quest. The summoner controls the Lesser Summons.

Greater: Greater Summons are beings that there are only one of- legendary and powerful beings of another world. Greater Summons take their Summoner’s place in battle, except that the Summoner still gets his Boosting phase and can still be targeted with Ranged abilities. There can only be one of the same kind of Greater Summon in combat at any given time. When a Greater Summon becomes damage, the damage is instead applied to the Summoner’s SP; when the Summoner runs out of SP, the Summon is released from his hold and will attack at random with random abilities- if it is an Arena or GM-guided battle. If a Summoner loses control of the Greater Summon in a match not guided by a GM, it is considered an automatic loss for the Summoner. Greater Summons are not subject to DMs of any sort.

Other Other Notes

Here are some miscellaneous rules that either don’t fit anywhere else or I’m too lazy to copy and paste anywhere else. These will help to clean up any rules arguments that may occur, and more will be added as more come up.

-All Constant abilities stack (they are all cumulative) unless otherwise stated on the ability.

-Reaction abilities can only be used once per trigger.

-Any Boosting ability that is used as an ‘upkeep’, to continue a certain effect, does not take up the Boosting phase unless otherwise noted.

-When an ability calls for a character to "roll to hit all targets" make one HR against all the characters. For example, a character casts an "roll to hit all targets" ability; he makes his one HR and scores a 67; his targets’ Evades are 72, 80, 54, 33, and 65. He scores three hits, and the characters with 54 Eva, 33 Eva, and 65 Eva all suffer the effects.

-If a character succeeds on his HR against a target, he will deal at least 2 damage, even if his rolled damage is reduced to 1 or 0.

-All characters have the ability to interpose himself between an incoming blow and another character. The character that would be his is not hit, but the damage instead goes to the character interposing himself. The attack will automatically hit; this means that a character cannot interpose and then evade the attack, preventing the effects. Interposition cannot occur if the interposing character is targeted by the same attack (i.e. A character could not take the damage for an ally if both the characters were struck by the same attack).

-A spell may be countered during its charging period as well. As a note, all countered spells have their effects negated.

-Golden Rule: If the ability says it can happen, it can happen; the ability overrides the rules. This is not to say that an ability’s rules are above the say of the Forum Master.

-Spells count both as Abilities and Spells. "Techniques" count as abilities as well.

 

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