Post by Romero on Feb 15, 2018 6:33:33 GMT
Combat in General
Combat on this site is mostly logic based. Explaining RP combat logic is difficult and, if done successfully, tends to be long and complex nonetheless. Therefore I will trust you, the player, to RP logically. As the actual Combat Rules attempt to convey - don't go wild with leaps of logic. Leaps of logic are for powers and abilities!
POWERS
Powers are the manifestation of a character's personality, intellect, and willpower! The types of powers range depending on what race your character is; as the Race System states - your character will be locked out of at least 1 type of power. If you are confused with what power types your character is locked out of - worry not; staff will help you as they review your Descendant application. Granted, staff are humans, too; don't bully staff into seeing your way - be calm and rational. Anyway, below is a list and explanation of what types of powers your character may possess~
--------------------
Dynamism
Totally tubular name for an equally radical concept! A Dynamism is a force in nature given controllable form through a person's body. Within canon there are two distinct Dynamisms - Hamon (The Ripple) and The Spin. Hamon gives controllable form to rippling whereas The Spin gives controllable form to spinning/rotation. On this site the two are still distinct powers, but they share one trait all Dynamisms on this site possess - the energy of the sun! Given all Dynamisms are essentially 'sun energy manipulation', Immortal characters are locked out of using Dynamism (unless they want to die the instant they try using a Dynamism).
Anyway, you can create a unique Dynamism if you want, but keep in mind the makings of all Dynamisms - sun energy, one force in nature, the body is the point of origin for all abilities, and a fatal weakness (such as Hamon requiring controlled breathing). Granted, even if you choose Hamon or The Spin as your character's power, you still need to be able to easily explain the Dynamism in question. Like all other powers, you need to be able to explain your Dynamism's theme in one word without being too broad.
--------------------
Contortion
The ability to manipulate an organic body, mostly your character's body, to the extreme. Only character who's cells can be controlled individually are able to use Contortion abilities hence Human characters and the like being locked out of Contortion. To be honest, there isn't much else to say about Contortion, but this site works a little differently than canon Jojo; Contortion powers must follow a distinct theme, much like the Pillar Men.
You can copy a canon character's Contortion power if you so wish, but exactly like original Contortion powers created on this site - you need to be able to explain your Contortion theme in one word. If you are too broad with your theme, staff will ask you to narrow your field of view.
--------------------
Stand
Enigmatic apparitions attached to a user. These apparitions can either be used directly in combat or aid using their unique ability. Other than beings not from the planet Earth, Stands can be used by any sentient being. Due to their special connection to their user - all Stands share damage with their user; if a Stand is hit by an attack, the damage also happens to the user. However, some stands take damage differently than other Stands. Truly, Stands vary too much to be able to explain efficiently.
Simply put - you can choose to use a canon Stand or create your own. Either which way, all Stands share the same general ability limits - a Stand's power is meant to aid in combat, not manipulate reality on a grand scale. If you aren't going to be sensible with your Stand's power/abilities, then staff will not approve your Stand's power/abilities. Like all other powers, be able to describe your Stand's power in one word.
However, Stands are not as simple as Dynamisms and Contortions; Stands can be separate apparitions with a body (and sometimes mind) of their own. Therefore, unlike the other Power types, Stands have Stats (and therefore Stat Points and Grades) of their own; Strength, Speed, and Range. The Stat Points of Stands are allocated into the three Stats, but the result is then affected by the Stand Type. There is an absurd number of Stand Types, but this site has hopefully made note of all of them. Anyway, below are a few lists containing extra detailed information about Stand Stats and Stand Types.
---------------------
Stand Stats
- Strength
The physical strength of a Stand. Below is a list detailing the tangible results of allocating Stand Stat Points into Strength.
0 = Frail Human (E)
1 = Average Human (C)
2 = Athletic Human (D)
3 = Stone Breaker (B)
4 = Steel Beam Bender (A)
5 = Steamroller Lifter (S)
1 = Average Human (C)
2 = Athletic Human (D)
3 = Stone Breaker (B)
4 = Steel Beam Bender (A)
5 = Steamroller Lifter (S)
---------------------
[li]Speed
The physical speed of a Stand. Unlike Strength, the use of speed is not restricted to Guts abilities. A Stand can move relatively freely in order to dodge incoming attacks or whatever else a Stand needs speed for. Anyway, 1 Stand Stat Point equals 0.5 Meters per Second (aka - m/s). 0 Stat Points equals 0 m/s (that means your Stand cannot move, even with enormous Strength). 2 Stat Points equals 1 m/s and so on.[/li]
---------------------
[li]Range
The furthest distance a Stand can travel away from its user. 1 Stand Stat Point equals 1 meter away from the user a Stand can travel. This Range stat does not affect a Stand's Power's range limit (more about Descendant Stats). If a Stand has 0 Range, then the Stand cannot be summoned.[/li]
---------------------
[li]Potential
The Potential stat determines how many Focus Abilities a Stand is able to possess (does not affect Dynamism/Contortion). The Potential Stat is the only Stat which functions the same no matter what Stand Type the user possesses; for every 1 SSP (Stand Stat Point) allocated into this stat, the Stand is able to register 1 Focus Ability.[/li][/spoiler]
---------------------
Stand Types
- Close Range
The default model; these types of Stands do not affect the above Stand Stats. Close Range Stands are just as named - Stands which function close to their user for effective Strength and Speed. A Stand's Power is unaffected by this type of Stand. Damage is shared normally between user and Stand. Maximum size of 2 meters.
Strength - x1 (100%, normal)
Speed - x1 (100%, normal)
Range - x1 (100%, normal)
[li]Long Range
As the name implies, these Stands are known for being effective long ranged fighters. Usually used while the user stays hidden at a long distance, Long Range Stands are not normally effective close range combatants due to their less effective Strength and Speed. A Stand's Power is unaffected by this type of Stand. Damage is shared normally between user and Stand. Maximum size of 1.5 meters.
Strength - x0.5 (50%, half)
Speed - x0.5 (50%, half)
Range - x10 (1,000%, 10 times)[/li]
---------------------
[li]Colony
The more the merrier! This type of Stand works based on numbers, nothing too unusual otherwise. The colony of smaller Stands is still one Stand so Strength and Speed are divided by the total number of colony members. Damage is also split between members of the colony (aka your smaller Stands now act like an HP bar); let's say you have 100 colony members - if 1 is squished, you lose 1% of your total health. If 15 are squished, you lose 15% of your total health, and so on. When registering your Colony Stand, take note your Stand must consist of at least 2 or more members in total. When a colony member is killed, that member can no longer be summoned within the thread it was killed (or until the user's damage is healed). Maximum total size of 5 meters and maximum individual size of 1 meter.
Strength - ÷[number of colony members] (100%, divided)
Speed - ÷[number of colony members] (100%, divided)
Range - x1 (100%, normal)[/li]
---------------------
[li]Phenomenon
Stands without a tangible form. These Stands are more like raw Power rather than apparitions with their own form, so Strength, Speed, and Range do not matter whatsoever. However, the Power of Phenomenon Stands is noticeably more complex (+1 Themes) and tougher to deal with considering there is no Stand to defeat. The Power of this type of Stand may also be objectively more useful or stronger, but how a Power is used still matters most. Since this type of Stand has no form, there is no damage to share. Maximum size is irrelevant.
Strength - x0 (0%, nonexistent)
Speed - x0 (0%, nonexistent)
Range - x0 (0%, nonexistent)
Theme - +1 Word (each word must be clearly related)[/li]
---------------------
[li]Bound
This type of Stand exists as a physical object which interacts with the world like any other object, except with a Stand Power. Speed and Range are nonexistent for this type of Stand because a normal object cannot move without an outside influence, such as the user. However, Strength still exists, but with a slightly modified function; the Strength stat determines how much damage a Bound Stand is able to deal without breaking from stress (not applicable to all Bound Stands). As a drawback, the Stand user must be strong enough to deal the full potential of damage (i.e. - a user with C-Grade Strength would only be able to deal C-Grade in damage using the Bound Stand despite the Stand possessing B-Grade Strength). The true upside to this type of Stand lies in how damage is shared; damage is not shared between the user and the Stand (though if the user is killed or knocked out, the Stand disappears). The Bound Stand is also able to self-recover, though at a snail's pace (fully recovers after every thread or after one full day IC). No size limit, but still has to be a sensibly sized, real world equivalent object.
Strength - x0.5 (50%, half)
Speed - x0 (0%, nonexistent)
Range - x0 (0%, nonexistent)[/li]
---------------------
[li]Automatic
This type of Stand can function at extremely long distances, but only due to their automatic nature; Automatic Stands do no follow commands like regular Stands. This type of Stand works more like an on/off switch - if the Stand's Power is turned on then the Stand will act automatically until their preset task is fulfilled, whether or not the user is aware of their own Stand's status. In fact, the user could be knocked out and their Stand could still function. However, the downside to automatic behavior is versatility - Automatic Stands have specific triggers which limit how and when they can be summoned and used. Automatic Stands do not share damage with their user, no matter their other type(s). Maximum size varies based on Stand's main type (close range, long range, bound, phenomenon, or colony).
Strength - unaffected
Speed - unaffected
Range - +100 meters[/li]
---------------------
[li]Wearable Stand
A Stand worn like clothing, a skin-suit, or armor. Wearable Stands are visible to normal people, similar to Bound Stands, yet still possess Stand Stats despite not being given commands, unlike Bound Stands. However, Stand Stats do not function normally for Wearable Stands; Strength determines the physical strength of the Stand user while wearing the Stand, Speed determines the physical speed of the Stand user, and Range determines the size of the Wearable Stand. Since the Stand user and the Wearable Stand do not share damage, Strength and Speed are reduced.
Strength - x0.5 (50%, half)
Speed - x0.5 (50%, half)
Range - x1 (100%, normal)[/li]
---------------------
[li]ACT
ACT Stands are some of the more versatile Stand types, but only due to their form changing ability. If you obtain an ACT Stand, not only must you keep rolling the Stand Dice (see Note 1 below) for your Stand's main type (close range, long range, bound, phenomenon, or colony), you must also roll for a second main type for two main types (either the same or different, doesn't matter so long as you rolled for two main types). Once you have two main types for your ACT Stand, you may now register your Stand like normal but once for each main type - these types are your ACT Stand's two forms. However, you must also decide which form is your Primary and your Secondary because your Stand's Stats and Power are affected by these forms. The Primary form has lower Strength and Speed, and their Power isn't traditionally suited for combat. The Secondary form (unlocked through rigorous In Content plot development) has normal Strength and Speed, and their Power is more suited for combat. Damage sharing depends on the ACT Stand's form. Maximum size varies based on Stand's main type (close range, long range, bound, phenomenon, or colony).
Primary Form
Strength - x0.50 (50%, half)
Strength - x0.50 (50%, half)
Range - unaffected
Secondary Form
Strength - unaffected
Strength - unaffected
Range - unaffected[/li]
---------------------
[li]Shared
Shared Stands, for whatever reason, are shared among more than one user. Their Powers and Stats tend to be unaffected by this sharing mechanic. Simply put - Shared Stands are still separate entities (multiple of one Shared Stand can exist at the same time in the same thread) but with more than one user at the same time. Anyway, on this site when you obtain a Shared Stand - you can either create a new Shared Stand or pick from one of the already existing Shared Stands. The Stat Points are not shared, but the Power and appearance are shared. Shared Stands only share damage with their registered user (aka like normal, not between all users). Maximum size varies based on Stand's main type (close range, long range, bound, phenomenon, or colony).
Strength - unaffected
Speed - unaffected
Range - unaffected[/li]
---------------------
[li]Posthumous
Stands which either come into existence only when their user dies. The user's consciousness might transfer over into their Posthumous Stand or the Posthumous Stand simply functions without need for a spiritual connection to a user (depends on how the Stand works). There is a boost to the total Stat Pool for Posthumous Stands due to their deathly, detached nature; +3 Total Stand Stat Points are available to be allocated freely by the user to their Posthumous Stand but only when the user dies. Damage sharing is unaffected by this type of Stand. Maximum size varies based on Stand's main type (close range, long range, bound, phenomenon, or colony).
Strength - unaffected until death
Speed - unaffected until death
Range - usually irrelevant (depends on how the Stand works)[/li]
---------------------
[li]Sentient
A Stand with a consciousness and personality of its own! However, a Sentient Stand still follow the commands of its user. Stats and Power are unaffected by being a Sentient Stand. Damage sharing is unaffected by this type of Stand. Maximum size varies based on Stand's main type (close range, long range, bound, phenomenon, or colony).
Strength - unaffected
Speed - unaffected
Range - unaffected[/li]
---------------------
[li]Evolved
The only type of Stand unable to be rolled for (see Note 1 below). To obtain this type of Stand requires IC (In Content) Plot development by means of achieving Ascended Tier for your character. This can be done any number of ways, but usually due to a special arrow damaging either the user or the Stand. Either which way, both the Power's complexity and Stats of an Evolved Stand are noticeably elevated. Damage sharing is unaffected by this type of Stand. Maximum size is doubled based on the Stand's main type (close range, long range, bound, phenomenon, or colony) but is usually unaffected (depends on the Stand).
Total Stand Stat Points = 12 (Ascended)
Theme - +1 Word (each word must be clearly related)[/li]
[/ul][/spoiler]
Note 1: You get to choose your Stand Type OR roll the Stand Type Dice. If you decide to let fate take control, you must roll the appropriate dice in order to determine what type of Stand your character will possess. The Stand Types ought to leave more than enough room for creative freedom, so no re-rolling or choosing after you roll. Please do not get discouraged by this or your result if you roll; one type of Stand is no better than any other type of Stand - how a Stand is used matters most!
Note 1.5: Just in case you still don't understand - you CAN freely choose your Stand's Type(s) without rolling the dice. However, if you choose to roll, you must use the Stand Types you rolled.
Note 2: Stands are ghostly apparitions, so they are able to selectively phase through objects with the exception of other Stands. However, Bound, Phenomenon, and Wearable Stands do not possess this ability but are still unable to be phased through by other Stands.
Note 3: Stands are only visible to those with a Stand of their own (except Bound and Wearable Stands - they can be seen by anyone). Yes, this and the much longer explanation make Stands much more...desirable. However, despite Stands being so interesting (and therefore desirable), do not feel bad/unoriginal/cliche for having a Stand; just have fun (and follow the rules).
Note 4: I know, lots of notes. Anyway, for how Stats are calculated - you allocate the Stand Stat Points THEN take Stand Type into consideration. Example: Long Range Stands have 50% less Strength than normal (Close Range Type is "normal") so if you allocate 4 Stat Points into Strength, the result would be equal to 2 Stat Points into Strength (50% less after all). If you end up with a decimal number, DO NOT disregard the decimal! The decimal still helps determine precise Stat measurements.
--------------------
Anyway, SSP (Stand Stat Points) are given at the Newcomer, Gifted, and Ascended Power Tiers;
NEWCOMER - Total SSP = 10
GIFTED - Total SSP = 15
ASCENDED - Total SSP = 20
GIFTED - Total SSP = 15
ASCENDED - Total SSP = 20