Saica Mage System

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There isn't much else to say about parties other than one might want to learn to get along with the other members, since their effort could mean the difference between living and KO'ed.  
There isn't much else to say about parties other than one might want to learn to get along with the other members, since their effort could mean the difference between living and KO'ed.  
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== In Conclusion ==  
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== Trivia ==
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This article is in no way complete, but it should give one a sense of how the battle systems in the magical world and various dimensions in the Kokoro roleplay work.
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If there's anything incorrect or out of line, please alert me, and I'll get right on it. ^^
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Revision as of 17:18, 20 January 2007

The battling system; it's one of much intrique and interest to the average normie or outsider. After all, one has to wonder how mages use their powers in battle, right?

Contents

The Systems

  • Most mages prefer a turn-based system, where the mage's speed determines the order in which turns take place in. However, this rarely happens in "real battles", since there usually isn't time.

This is the prefered method of casual sparring.

  • In battles between opposite sides, battles are based on "real time". People slash and cast spells without waiting for the other side to react, though there is some understood sense of waiting, just only in seconds.

This is the prefered method of most real battles in the magical world

  • Some people talk about a third system, where real time and turn battles are merged. In all honesty, not many use this third system in battle, since the details about it are currently vague.

The Turn-Based System

The turn based system works similarly to turn-based systems in most video games. Each person takes a turn attacking each other, waiting for the other to react.

While this is all fine and dandy when one is sparring or practicing spells with another person, there are plenty of kinks in the system when physical attacks come into play.

These kinks are not limited to: people constantly dodging each other's attacks, ranged attacks taking too long to hit the target, and so forth.

In the magical world, this style of battling is only popular with those who are learning how to use spells and the army and the navy of various countries.

The Real Time System

Like the turn based system, the real time is similar to those in most video games. No one waits for any one else; the battle continues regardless if a member of the party forgets to attack or not.

There isn't much to say here in this system, other than mages can be distracted in battle and can get off-balance with their spells if they don't watch the action too carefully. (Nine times out of ten, most of the people in battle are spellcasters anyways, so the action is at a snail's pace)

It is fast-paced, and people can easily be left behind in the dust. Be careful that you aren't one of them, alright?

In the magical world, many mages prefer to battle free-for-alls and battles between opposite sides in this manner. However, some grudge fights are fought out this way.

What's Forbidden in Battling

There aren't many things that are forbidden in battling, but here they are:

  • I.: The use of guns in battle in specific areas are forbidden. (We mean real guns, too. There are guns with bullets that are actually spells, and not fatal pieces of metal. Those guns are acceptable for the reasons just listed.)
  • II.: The usage of norms as shields. (Come on, you can do better than that.)
  • III.: Killing others is forbidden. KO'ing people is more acceptable, since the magical world usually transports people to the local mental institution or jail.
  • IV.: Don't interfere in the way of superheroes [like Mew Mews, Senshi, etc] defending the city. Metahumans and mages don't get along, for the record. (People don't like people in spandex saving the city from petty thieves, apparently. Can't blame them, but don't cause a war between them, alright?)
  • V.: Fist-fighting is something that we generally want to avoid if one has a sharp weapon like a sword already. This rule depends on the person, however, so you'd have to ask a reputable source on the details.

[these rules are subject to change at any time, so please watch them every once in a while]

Canceling Each Other Out

Spells have opposites that can cancel each other out, just like in the Pokemon anime and what-not. As a result, these spells are immune to each other, and will be canceled upon contact. Opposite spells can work with each other easily outside of battle, however. On another note, similar spells, such as Water and Fire, will actually be able to work with each other in battle, though not outside of combat as water usually douses fire.


A current list of the opposites:

  • Fire is the opposite of Ice
  • Water is the opposite of Thunder/Lightning
  • Holy/Light is the opposite of Darkness
  • Nature is the opposite of Data
  • Wind is the opposite of Earth
  • Love is the opposite of Illusion

Attributes

There are different kinds of people, as everyone knows. And every person is strong and weak in some element, right? Some of these areas, like defense and speed, are known as 'attributes'. These attributes include:

Defense: The ability to defend or shield oneself from attacks.

Evasion: The ability to dodge and avoid oncoming attacks.

Offense: The ability to cast strong spells or hit with a powerful force.

Mentality: The ability to cast spells easily, as if it was second nature. While all mages are born with the ability to cast magic, not all of it comes easily to them.

Recovery: One's strength in recovering from wounds; a sub-type of defense.

Speed: One's ability to move; how quickly one can move from one point to another. Considered a sub-type of 'evasion'.

Techinque: One's ability to cast spells with ease; how they cast their spells or hit their foes. Considered a sub-type of 'offense'.

Focus: One's ability to focus on their spell-casting; how one can cast a spell under any circumstance, without being distracted. Considered a sub-type of 'Mentality'.

Unison Attacks

Who can forget about the unison attacks? Basically, unison attacks are formed when two people who share a bond cast spells together. Not all spells, when cast together, end up being a unison attack, though. It depends on the spells and the strength of the bond between the spellcasters.

Examples of Unison Attacks include:

  • Burning Matrix: Data and fire encircle a foe to make them believe that they're in fire, but they're just really trapped in their own mind. [Unison between Daisuke Hoshizen and Shikari Shinga, using the 'Matrix Illusion' and 'Burn' spells.]
  • Nature's Light: Roses shoot up from the ground, bloom, and shoot holy beams of light at the foe almost instanteously. [unision between Roy Bancroft and Hikari Kazeno, using the 'Rose Vine' and 'Holy' spells.]

Summoning

Oh, yes. The ancient art of summoning creatures from other worlds is quite common in some countries, as the art hasn't died out in Earth.

Since there aren't many summoners here in Japan, there isn't much to say about summoners.

The general guideline is that a summoner must have some kind of bond with the summoned creature. Otherwise, why would the creature be called into battle? Otherwise, the summoner is now free to roam unless the summoner abuses the guidelines.

Summoners can summon their creatures through various ways, whether through a jewel or a portal from another world, and the amount of time that the creature can stay varies on the summoner's power.

Any kind of animal can serve as a summoner's summon, whether it is a normal dog or a white dragon, but most humanoid races cannot serve as summons. On rare occasions, an angel, demon, or gijinka may lend his powers to be called upon in battle, but nothing otherwise. However, unless one is actually trained in the summoning arts, their summons are limited to one or two, depending on the amount of magical power the summoner holds.

Ailments

Various "ailments" or illnesses can occur in battle, which are not limited to:

  • Silence: The mage's worst enemy. The mage is mute, and can no longer cast their spells until the battle ends.
  • Poison: Slowly drains your energy until you're knocked out (KOed).
  • Stop: Where you're stopped in time, unable to move (and in some cases, think).
  • Petrify: When one's turned to stone. The only way to cure this one is by removing the smell with a healing item like 'Soft'.
  • Blind: Darkness encircles you, and you are unable to see until the spell wears off.
  • Burn: ...When one is set on fire. Usually, you'll set anyone else who touches you on fire as well until the spell wears off, and some of your energy is drained.
  • Frozen: When one is frozen completely, unable to move. Until you're melted with a fire spell, it wears off, or a healing item is used on you, you're pretty much stuck.
  • Static: When one's struck particularly hard by a Thunder spell. Static electricity sticks to the victim, shocking anyone that touches him or her physically. Some of his or her health is drained when the ailment is cast, but none afterwards...
  • Zombie: Evil spirits possess you, forcing their control over you. You're considered undead, meaning that it is no longer easily to KO you with normal methods.
  • KO'ed: When you're knocked out. The only way to cure this in battle is by casting the 'Revive' spell or by using a Phoenix Down.

[These ailments could have additions at any time, so please be careful, alright?]

Alcohol: The Draining Liquid

It is a general observation of magical creatures that alcohol is not good for your body, especially if you're a mage.

For one thing, alcohol slowly drains the magical energy from your body, sip by sip. You can't even tell that you're drained until it comes time for battle - and you can't even summon your weapon.

Many mages are lost when alcohol's concerned, and they can no longer fight because they've had too much. If you want to have it, you can - but keep limits, and don't dare have so much that you become drunk.

Nobody wins then.

However, some races are immune to the effects of alcohol, and are permitted to drink on certain occasions. (These races are usually demons, elves, the occasional dwarf, and certain anthros) Angels, however, are hit particularly hard by alcohol, and even limited amounts affects their ability in battle.

Healing Items

When one needs healing, there are fortunately many items in the magical world that will cure your ailments. Some of these items include:

  • Potion: The basic form of restoring your health, though it tastes nasty if it isn't flavored. A Hi-Potion restores more health than a Potion would, and a Mega-Potion restores health to everyone in your party.
  • Ether: When your magical energy's low, an ether will usually perk things up. Like with a potion, a Deux-Ether will restore more magical energy, and a Mega-Ether will restore magical energy to your entire party.
  • Soft: A soft cloth that encircles one's body, restoring their body to normal with the charm embedded within it. [Cures Petrify]
  • Phoenix Down: A feather from a phoenix embedded with his tears, reviving one from their knocked out state. [Cures KO] It should be noted that Phoenix Downs are able to KO undead monsters with one hit.
  • Antidote: A nasty-tasting potion that cures Poison
  • Comb: A comb that untangles one's hair, curing Static.
  • Stones: A Fire Stone cures Frozen; A Water Stone cures Burn; A Light Stone cures Blind. [Stones are also an excellent way to add elemental properties to your weapon for a quick fix if you need to]
  • Holy Water: Water embedded with the tears of an angel is able to send evil spirits away from one's body, curing Zombie. Outside of battle, holy water can reverse the effects of alcohol on angels alone, as the water has a piece of his or her soul.

[More healing items will be added when the time comes to add them]

Parties and How They're Formed

Usually, parties are a group of magical creatures that fight in battle together. Some battle systems require that you can only have a certain amount of people in your party, such as 'four' or 'three' mages, but the magical world doesn't have a set amount for real-time battles.

Generally, parties have physical magical creatures (people with swords or other close-range weapons) in the frontlines, and mental magical creatures (mages who use ranged weapons or staffs) further back in battles. For magical creatures that specialize in defense, they can go either way - they can stay in the frontlines, or defend their allies further back.

There isn't much else to say about parties other than one might want to learn to get along with the other members, since their effort could mean the difference between living and KO'ed.

Trivia

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