Difference between revisions of "Weapons"

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<center>''"You can't fight something empty-handed, so find something you like. Officer Kurosawa has connections... But, these things still cost money.''</center><br>
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<center>''"You can't fight something empty-handed, so find something you like. Officer Kurosawa has connections... But, these things still cost money."''</center><br>
  
 
With very few exceptions, everyone has something they can use as a weapon. Some weapons may be more 'typical', consisting of things like knives, bows or even one's bare hands. Others may be more unusual, such as coins, flowers and fans. Regardless of the type, everyone who has a weapon has the ability to switch between the weapons they may have available to them. This is reflected through PersonaMUSH's weapon system.
 
With very few exceptions, everyone has something they can use as a weapon. Some weapons may be more 'typical', consisting of things like knives, bows or even one's bare hands. Others may be more unusual, such as coins, flowers and fans. Regardless of the type, everyone who has a weapon has the ability to switch between the weapons they may have available to them. This is reflected through PersonaMUSH's weapon system.
 
  
 
==Overview==
 
==Overview==
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Your list of weapons can be viewed by typing +weapon/list and activated by typing +weapon # where # refers to which weapon slot is being equipped. Weapons generally reflect one of the three physical elements, but there are some exceptions on a case-by-case basis.
 
Your list of weapons can be viewed by typing +weapon/list and activated by typing +weapon # where # refers to which weapon slot is being equipped. Weapons generally reflect one of the three physical elements, but there are some exceptions on a case-by-case basis.
  
Your weapon list can be changed through +weapon/acquire slot#="Name" Element Type Modifier, which will be explained in depth later in this newsfile. When setting weapon names, please use common decency.
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Your weapon list can be changed through +weapon/acquire or +weapon/set. Further information as to the mechanics can be found in +help +weapon. When setting weapon names, please use common decency.
 
Also, please don't set firearms as weapons unless they are your weapon class or you have received permission to do so from admin.
 
Also, please don't set firearms as weapons unless they are your weapon class or you have received permission to do so from admin.
  
 
Weapons generally share the same basic power level, with variances depending on their added effects, if any. Some weapons have powers that only Persona-users or the Shadow-Possessed can notice. Such a weapon could have the ability to inflict a status ailment on an enemy, even if there is no obvious 'natural' reason for this to be the case--a perfectly dry sword inflicting poison, for instance.
 
Weapons generally share the same basic power level, with variances depending on their added effects, if any. Some weapons have powers that only Persona-users or the Shadow-Possessed can notice. Such a weapon could have the ability to inflict a status ailment on an enemy, even if there is no obvious 'natural' reason for this to be the case--a perfectly dry sword inflicting poison, for instance.
  
Some weapons exist purely as jokes, termed 'gag weapons'. These may have a low attack power, or have some strange quality that makes them different from a normal weapon of a character's weapon class, but they're generally not something you'd bring to a serious fight. Or at least, maybe not.
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Some weapons exist purely as jokes, termed 'gag weapons'. These may have a low attack power, or have some strange quality that makes them different from a normal weapon of a character's weapon class, but they're generally not something you'd bring to a serious fight. Sometimes, though even a mop can prove perfectly effective in a spear-wielder's hands.
 
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Finally, some weapons can be earned. Going on a quest can end up with someone receiving a weapon beyond what can be set by +weapon/acquire alone, but achieving this requires sufficient effort.
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==Acquiring a Weapon==
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The syntax for weapon acquisition is +weapon/acquire slot#="Name" Element Type Modifier, as stated earlier. We'll be discussing Element, Type and Modifier further.
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===Element===
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All weapons align to one of the three physical elements, Pierce, Strike and Slash. Your character's weapons should generally align to the element that's you've chosen as their base 'type' for their weapon; that is, if your character currently uses swords with the Slash element, the weapons you set should be swords of the Slash element. This is by no means required for all of your weapons, of course.
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===Type===
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Even among a given physical element, not all weapons are the same. A Strike weapon might be light and quick to bring to hand, or it might be slow and deal fearsome damage. This is where the concept of 'type' comes in. There are three weapon types: Quick, Accurate and Heavy. Each of these has their own advantages.
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A Quick weapon is a weapon that is generally light or otherwise easily handled. The advantage of an Accurate weapon is that they are more likely to produce a critical hit.
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Examples: Knives, rapiers and other light swords, rods, coins, fans
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An Accurate weapon is a weapon that relies primarily on reach or on accuracy. The advantage of a Quick weapon is that they tend to strike home more reliably.
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Examples: Light spears, other light polearms, small firearms, bows, swords
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A Heavy weapon is a weapon that gets results through an application of brute force. The advantage of a Heavy weapon is that they are more likely to do extra damage.
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Examples: Heavy polearms, axes, warhammers, shotguns, heavy swords
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As with elements, your character's weapons should mainly be of the same type. Some exceptions may exist, again.
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===Modifier===
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Finally, weapons may possess additional effects. Among these are included: Reliable, Precise, Focused, Poison, Enervation, Exhaustion, Panic, Fear, Illusion and None. Only one modifier may be applied per weapon, and in the case of Poison, Enervation, Exhaustion, Panic, Fear, Illusion, the effect is at 1-odds.
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'''Reliable''': A weapon with this effect is more likely to strike home. This effect may not be applied to Accurate weapons; they already receive its benefit and the effect does not stack.
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Typically, a weapon is acquired through relatively mundane means. It may be a collector's item owned by the character, or they may purchase it from a helpful police officer (SEES), from an ccentric artist (Daidara Metalworks), or even a restaurant (Sumaru is weird). It's bought, and generally kept hidden in 'normal' circumstances one way or another, but works just fine in the hands of the character. However, some weapons can be earned. Going on a quest can end up with someone receiving a weapon beyond what can be set by +weapon/acquire alone, but achieving this requires sufficient effort.
  
'''Precise''': A weapon with this effect is more likely to land a critical hit. This effect may not be applied to Quick weapons; they already receive its benefit and the effect does not stack.
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The default weapon is normal melee; this means no special tags will appear in the attack display. This is a balanced weapon that works without much complication.
  
'''Focused''': A weapon with this effect is more likely to deal extra damage. This effect may not be applied to Heavy weapons; they already receive its benefit and the effect does not stack.
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Heavy weapons reflect unwieldy or large weapons, used with great force. Accordingly, while they are a bit less accurate, and return slightly less SP, they do greater damage than comparable weapons on a hit. Shinjiro Aragaki's axes and maces would count as Heavy.
  
'''Poison''': A weapon with this effect has a chance of adding the Poison status effect, dealing small damage to their HP over time.
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Doublehit weapons reflect paired weapons or similar situations; because you're wielding two, you get two chances to hit, each of which is lower in power than an individual hit from a larger weapon. The added focus required means a slightly reduced SP return, however. Yosuke Hanamura's wrenches would count as Doublehit.
  
'''Enervation''': A weapon with this effect has a chance of adding the Enervation status effect, lowering all their stats slightly.
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Light weapons reflect the opposite of heavy weapons: rather than large and unwieldy, these are deft and quick. They do slightly less damage than other weapons, but are more accurate and return slightly more SP. Daggers or fist-based weapons could easily be Light weapons: Akihiko Sanada's punches would count as Light... though it's not advisable to say this to him unless you want to get punched.
  
'''Exhaustion''': A weapon with this effect has a chance of adding the Exhaustion status effect, dealing small damage to their SP over time.
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Ranged weapons are those that can be used at a distance. While they can have any of the other tags save melee as well, this removal from the target means that they are slightly less damaging and slightly less accurate than other weapons. However, it also grants them a greater amount of SP regained per hit to balance this fact. Naoto Shirogane's pistol would be classified as ranged.
  
'''Panic''': A weapon with this effect has a chance of adding the Panic status effect, raising their ability costs.
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Normal weapons and Melee weapons, as mentions above, are the default; no tags are required to indicate this status, merely the absence of other tags.
  
'''Fear''': A weapon with this effect has a chance of adding the Fear status effect, lowering their damage some and raising the critical hit chance against them slightly.
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Weapons in the hands of Persona-users and Shadow-possessed may also possess special qualities that normal users can neither detect nor use: the ability to inflict ailments on the target. These may also be selected, chosen from illusion, panic, fear, rage, charm, enervation, exhaustion, or poison, or even random, to represent a chance of any ailment. The ailment will be set on the weapon at odds1, with no reduction in accuracy or attack power. '''However, this supernatural boost requires a bit more of the wielder's focus, and accordingly the SP regained per hit for these weapons is significantly dropped.'''
  
'''Illusion''': A weapon with this effect has a chance of adding the Illusion status effect, lowering their accuracy and damage slightly.
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Finally, some weapons are of such supernatural power that they ignore element-based defenses, such as a resistance to Strike attacks. These are classified under the Almighty element, and are not typically available to players without a significant justification. The benefit of such a weapon is that it cannot be stopped by a resistant foe; the detriment is that it can also not strike a weakness, and its power draws on the wielder such that the SP returned per hit with such a weapon is lowered compared to most.
  
'''None''': This weapon does not have any added effect. A weapon with this modifier is raised to a power level of 4.
 
  
 
[[category:Newsfiles]] [[Category:Combat]]
 
[[category:Newsfiles]] [[Category:Combat]]

Revision as of 22:20, 15 June 2012

"You can't fight something empty-handed, so find something you like. Officer Kurosawa has connections... But, these things still cost money."

With very few exceptions, everyone has something they can use as a weapon. Some weapons may be more 'typical', consisting of things like knives, bows or even one's bare hands. Others may be more unusual, such as coins, flowers and fans. Regardless of the type, everyone who has a weapon has the ability to switch between the weapons they may have available to them. This is reflected through PersonaMUSH's weapon system.

Overview

Everyone receives three weapon slots, although only one can be activated at a time. As a rule, you switch to your equipped weapon before combat begins; carrying many additional weapons on your person is not encouraged. Your list of weapons can be viewed by typing +weapon/list and activated by typing +weapon # where # refers to which weapon slot is being equipped. Weapons generally reflect one of the three physical elements, but there are some exceptions on a case-by-case basis.

Your weapon list can be changed through +weapon/acquire or +weapon/set. Further information as to the mechanics can be found in +help +weapon. When setting weapon names, please use common decency. Also, please don't set firearms as weapons unless they are your weapon class or you have received permission to do so from admin.

Weapons generally share the same basic power level, with variances depending on their added effects, if any. Some weapons have powers that only Persona-users or the Shadow-Possessed can notice. Such a weapon could have the ability to inflict a status ailment on an enemy, even if there is no obvious 'natural' reason for this to be the case--a perfectly dry sword inflicting poison, for instance.

Some weapons exist purely as jokes, termed 'gag weapons'. These may have a low attack power, or have some strange quality that makes them different from a normal weapon of a character's weapon class, but they're generally not something you'd bring to a serious fight. Sometimes, though even a mop can prove perfectly effective in a spear-wielder's hands.

Typically, a weapon is acquired through relatively mundane means. It may be a collector's item owned by the character, or they may purchase it from a helpful police officer (SEES), from an ccentric artist (Daidara Metalworks), or even a restaurant (Sumaru is weird). It's bought, and generally kept hidden in 'normal' circumstances one way or another, but works just fine in the hands of the character. However, some weapons can be earned. Going on a quest can end up with someone receiving a weapon beyond what can be set by +weapon/acquire alone, but achieving this requires sufficient effort.

The default weapon is normal melee; this means no special tags will appear in the attack display. This is a balanced weapon that works without much complication.

Heavy weapons reflect unwieldy or large weapons, used with great force. Accordingly, while they are a bit less accurate, and return slightly less SP, they do greater damage than comparable weapons on a hit. Shinjiro Aragaki's axes and maces would count as Heavy.

Doublehit weapons reflect paired weapons or similar situations; because you're wielding two, you get two chances to hit, each of which is lower in power than an individual hit from a larger weapon. The added focus required means a slightly reduced SP return, however. Yosuke Hanamura's wrenches would count as Doublehit.

Light weapons reflect the opposite of heavy weapons: rather than large and unwieldy, these are deft and quick. They do slightly less damage than other weapons, but are more accurate and return slightly more SP. Daggers or fist-based weapons could easily be Light weapons: Akihiko Sanada's punches would count as Light... though it's not advisable to say this to him unless you want to get punched.

Ranged weapons are those that can be used at a distance. While they can have any of the other tags save melee as well, this removal from the target means that they are slightly less damaging and slightly less accurate than other weapons. However, it also grants them a greater amount of SP regained per hit to balance this fact. Naoto Shirogane's pistol would be classified as ranged.

Normal weapons and Melee weapons, as mentions above, are the default; no tags are required to indicate this status, merely the absence of other tags.

Weapons in the hands of Persona-users and Shadow-possessed may also possess special qualities that normal users can neither detect nor use: the ability to inflict ailments on the target. These may also be selected, chosen from illusion, panic, fear, rage, charm, enervation, exhaustion, or poison, or even random, to represent a chance of any ailment. The ailment will be set on the weapon at odds1, with no reduction in accuracy or attack power. However, this supernatural boost requires a bit more of the wielder's focus, and accordingly the SP regained per hit for these weapons is significantly dropped.

Finally, some weapons are of such supernatural power that they ignore element-based defenses, such as a resistance to Strike attacks. These are classified under the Almighty element, and are not typically available to players without a significant justification. The benefit of such a weapon is that it cannot be stopped by a resistant foe; the detriment is that it can also not strike a weakness, and its power draws on the wielder such that the SP returned per hit with such a weapon is lowered compared to most.

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