Post by Mari on Nov 14, 2019 15:51:33 GMT -8
For Character Related Info see our How to Build Your Character thread
**GM's -- If you employ variant rules in your threads you must list/detail/explain/etc. all of them either in the Mission Sign up or the first post of the mission thread. That way there is a reference for your players to view whenever they need to and it ensures any mod reviewing/refereeing the thread is on the same page as you. Unless these rules are game breaking, highly inappropriate, or otherwise ridiculous, the GM has utmost authority over their own thread.**
As you interact with the forum you will be awarded Coins, the currency in which you can buy more Characters, Items, & additional Moves for your characters. There are various ways in which you can gain coins, the simplest of which is just posting. For every IC post or major contribution to the forum you will gain 10, and for OOC replies you get from 2 - 5. There are also other activity rewards, such as rank ups awarding a lump sum, so you shouldn't have any trouble raking in the money as long as you're active on the site.
Coins cannot be transferred between accounts or donated to other players. If a member does something particularly spectacular for the site they may be gifted bonus coins based on admin discretion.
ADDITIONAL CHARACTERS
We are very strict about the 3 Free Simultaneous Characters starter rule. If you want to have more than 3 characters apped at the same time then you will need to purchase an additional character slot at our Character Slot Shop. Once you have bought a slot it is yours forever. You can fill it with whatever character you please, and you may drop any character at any time and fill the slot with someone else whenever you want. To be easier for newer players to buy extra characters the 4th & 5th slot are less expensive: 1000 & 1500 coins respectively. Every slot thereafter is worth 2000 coins.
SELLING SLOTS
You cannot sell character slots. Once you have bought a slot The Goomba has likely already used up your money for personal endeavors.
While this site is first and foremost a roleplaying site, because we have a focus on combat, whether it be PvP or PvE, we have had need of a system in which to govern success and failure for actions in these fights; aka avoiding Power Playing & Twinking. This is accomplished by our dice and character stat systems. Everyone is encouraged to be as flashy and creative as they can be when writing up their posts and battling away, even using abilities in non-conventional ways in order to accomplish something.
The dice rolls are secondary and are merely a representation of how well said thing is accomplished. Modifiers, in the stat system, provide a buffer or hindrance in addition to the random dice roll that is the representation of that character's base skill at doing whatever it was the roll was for. When using the dice remember that getting a high roll doesn't necessarily guarantee you gleaming success, as it is worthless without the flavor text that the roll was for. If the character is running head first into an penetrable wall, just because they rolled an 18+ doesn't mean they won't end up with head trauma from the attempt of something silly. The result of any action is, of course, left up to the discretion of the GM.
The default BBC to use the dice is either ' roll=#dS+M ' or ' proll=#dS+M '. If you want to have the result of the dice visible in the 'Preview' tab while writing your post you want to use ' proll ' (short for preview roll). If you just use ' roll ' the result of the dice will not be visible until after you post.
Note that if your roll total ends up being a '0' then the Preview will show a '?'
**Capitalizing the 'd' will break the dice. Some spell checkers will force the 'd' into a 'D'. If you find this is happening to you then please use the alternative notation for the site roller: 'roll=S+M' or 'proll=S+M'. In this case the 'M' is necessary even if it is 0. This means you cannot roll multiple dice in one go, but this forum does not typically make use of that function.
Examples:
*Note that when previewing any modifiers will be combined with your roll, but when posted it will display as seen above.
There are buttons in the WYSIWYG for both the 'roll' and 'proll' BBC; and respectively.
Dice are used on the forum for whenever a character needs to use a skill/ability or just in battle in general. It is always a 20 sided die unless it's a specified differently in a character's move, save for when determining % chance of some effect; at which time you could use a d100 if you don't want to translate d20 values. Generally, the higher number wins a contested roll. Should there ever be a tie, the character with the higher modifier applied to the natural dice roll wins. If a true tie occurs, the player wins in PvE and the attacker wins in PvP.
Critical Rolls
Critical rolls are a thing on Li, often taking the form of a natural 20. However, not every type of roll has the capability of critting. The below table will go over most types of rolls and how criticals interact with them.
In Adventure Mode pretty much anything goes, with fighters having the ability to go to their home worlds, or others, and teaming up to complete a series of challenges or achieve a singular goal. This mode remains canon with your character which you can bring over from the Li world, however, they cannot stay in the Black Hole and this strange alternate reality forever, or they will start undergoing serious consequences. Post there to your heart's content within the normal Li rules... and play how you want! If you have exceeded 100 posts, you can click here to find the rules of the mode.
Along with Adventure Mode there is something called Mirage Portal! This also requires 100 or more posts to access, and is a monthly special treasure hunting event with a new treasure hunting location offered every month! You must roll a die and match the loot number in the treasure location to obtain special treasures! For complete detailed information please CLICK HERE
Anyone can join and make missions, posting them in the Sunshine Circle using the provided template. Note that threads marked 'Open' or 'Free' are not missions. If you do post your own mission please keep track either in the title or thread description field whether the sign up is 'Full' and when the mission is 'Completed' so it can be archived. Some missions require higher ranked characters. Ranks are determined separately for every character and are detailed below. Each character is allowed to be in no more than 4 simultaneous missions to begin with. In addition to that, members, as handler of their characters, cannot run more than 6 simultaneous missions. Unless given special ability by a staff member.
For every 3 missions completed the character is awarded a new Primary or Special move. You may be able to get a move quicker based on your intelligence modifier. If your character has a modifier of +2 or higher they will be able to get moves 1 mission faster. Similarly, if they have a -2 (or lower) it will be 4 missions before they're able to unlock a new move. Winning a stadium battle (see Battling Section) will also grant you a similar reward. Once you have chosen the new move and have added it into the character profile and/or their respective Smash Journal, please notify an administrator so they can approve it.
Fifteen posts is the absolute minimum that a valid mission can be. As well, when all is said and done your character needs to explicitly state that they are out of the thread. Mission rewards listed in the sign up topic is what everyone receives; no splitting.
The rewards for completing the mission is determined by the mission creator. When the mission is completed and everyone has left, please go HERE to collect, record, and finish your missions so that the mods can witness your work and then update your Smash Journals. Mission creators also gain 50 coins upon the end of their mission, however, if they have one of their own characters involved they may chose between the item reward or the coins, they can't take both.
Additionally, whenever a mission creator drops, neglects to post after our archival time limit, or abandons their mission, they are REQUIRED to inform their members posting in the mission. This is the RIGHT THING to do and a courtesy to your posters in your topic. If the mission poster(s) within the abandoned mission have been posting actively, with the mission being at LEAST 5 posts long upon the mission suddenly being abandoned, they get to choose to keep ONE of the mission rewards without it being completed as consolation for the mission abandonment. Any reward from the mission reward list they would like.
RANKING SYSTEM
By completing missions characters can earn rank titles that grant bonus rewards as a sort of 'leveling up' progress. The higher rank they are the more difficult missions they are expected to partake in; which in turn means higher risk, but should be greater rewards. Eventually a character could become a legend of the Life Sphere, earning special privileges and the adoration of all their peers.
*Note: Regarding the +2 Stat Pts... That is for all non-companion/minion characters, for example all of a trainer's pokemon, the trainers themselves and both duo charactrs. Each.
GMING YOUR OWN MISSION
As the GM of a mission, also known as a thread GM, you are analogous to the DM of a dungeon and dragon's game. You are generally responsible for dictating the story content of a thread, controlling any NPCs, and presenting the players in a mission with things to interact with or challenge them, such as enemies, puzzles, or other creative challenges! Generally speaking, the staff allows the GM to have absolute control over their threads and will not intervene unless rules/lore are being broken or we feel that the site's combat mechanics are being changed or disregarded in a manner that is unfair to players. A good policy is to use the Variant Rules section of the Mission Creation template to give advanced notice if you're going to make changes to how the regular combat mechanics work or introduce special mechanics so that your players know what to expect, and to clearly state the conditions for success or failure and abide by them when presenting options to your players.
In terms of how creative you can get, anything can be a mission if there are consequences for failure. That's generally the line drawn between a mission and a social. There's an objective, and either completing it aids the life sphere or failing it has consequences for the life sphere.
It is generally the GM's responsibility to make sure that a thread keeps moving if one or more players are not posting in a timely manner. We recommend reaching out to people and giving them a reminder / chance to keep up, or putting a post deadline of X weeks in your variant rules. Additionally, although anyone can do this, it is ultimately the GM's responsibility to make sure that a thread is submitted to the Mission Claims Department.
Don't necessarily try and casually solve plots you didn't start. For example, the overarching plot serves the purposes of the setting. It is not meant to be handwaved away by a convenient discovery or the arrival of a character that can magically whisk it away. If in doubt about what sort of progress is reasonable within the context of a given mission dealing with plots other than your own, it may be a good idea to ask for feedback if you feel like you might be trying to do too much on your own.
To create your own mission, you should first post it in Sunshine Circle using the template also located there. We ask that you label your mission as (Closed) or (Full) in the title if it is not accepting new members. Once you are ready to start a mission, post a thread in the appropriate board for where it takes place, or the closest approximation if necessary, with an IC intro for your players. This is known as the mission's IC thread and should be labeled with (Mission) in its title. Then copy & paste your IC Thread's URL back into the mission sign-ups at the bottom where the template indicates it should be and let your players know, either by posting in your sign ups or tagging them on Discord.
HOW TO RUN A BATTLE: TUTORIAL
As discussed above, a thread GM is generally assumed to be responsible for controlling NPC enemies in a thread. But what's the best way to do that? The easiest method would be to assign them a number that the players need to roll to hit them, sometimes referred to as a DC (Difficulty Class). You can even give them multiple DC for different methods of hitting them, such as a higher DC to hit them with dexterity targeting attacks than wisdom targeting attacks if you want to give them a weakness to sneak attacks.
You can then do the same thing for their attacks. To communicate an attack that needs dodging clearly, we strongly recommend putting the attack notification on its own line and surrounding it in OOC brackets. List the DC(s) you need to pass to dodge/resist the attack and the consequences if one fails. Alternatively, you can simply assign enemies their own stats and roll against players. You can also use OOC brackets on a new line to communicate new mechanics you're introducing, or other challenges that need to be considered or addressed. The point of the OOC brackets is for readability's sake, and to minimize the risk of anyone mistakenly missing a roll. Here are some DCs and their relative fairness to the player. We recommend 16 or below unless you're actively trying to punish a player for something that is their own fault. When using set DCs, a tie always favors the players. Rolling a 16 on a DC 16 check is a success.
DC 21+: Obscene
DC 17+: Punishingly unfair
DC 14-16: Down to luck.
DC 11-13: Only moderately challenging
DC 7-10: Easy
DC 6 or below: Trivial
Lastly, it may be helpful to give players information that benefits the experience you wish to deliver. For example, listing the target's HP / shields or it's to-hit DCs may allow your players to feel more confident while fighting it. And giving it an obscenely high or mystery HP may communicate that fighting it is potentially optional. Remember that as a GM, it's ultimately your freedom to get very creative with how attacks work. You may wish to have attacks afflict custom statuses, target unusual statuses, or demand intervention from people other than their intended target. All things are possible, but be cautious about any mechanic that takes more than one post to resolve, as the drag such a mechanic causes may negatively impact the experience.
PLAYING IN SOMEONE ELSE'S MISSION
As a player, your responsibility is to have your Smash Journal and Character App up to date and have fun! However, there are a few things you can do that are common practice and make life easier for your fellow players. The first is to add a status bar to your posts listing your HP, your shield, any special resources you gave your character, and any statuses/cooldowns you're effected by. If you get into a battle and you aren't doing this, there's a good chance you will be asked to do so. The second thing you can do is link to your smash journal in your signature. Lastly, be sure to read along with any variant rules posted in a mission's sign-ups and cooperate with anything your GM asks you to do within the context of a mission thread.
If you need help with mechanics, don't be afraid to ask people in your mission. Additionally, don't be afraid to coordinate with other people writing with you. Being a player in someone else's mission is simple compared to running one, but being courteous still helps a mission go smoothly.
Most PvP will occur in the Sunshine Stadium, which has its own Special PvP rules to try and keep things sportsmanlike. This is because Missions tend to be collaborative in nature, rather than Player Characters facing off against each other. If by chance you do have a PVP battle outside the stadium and the battle happens to abide by stadium rules, you can submit it for thunderbadges! Thunderbadge rewards may be increased/decreased or denied outright at staff discretion if it is determined that factors within the thread, such as starting the battle with lost HP, thread GM interference, or uneven odds, weighted the battle in one party's favor.
For questions on attack balancing and creating your moves for battle CLICK HERE
USING BUBBLE SHIELDS
Shield Durability: 50% +/- 5% for every point of con modifier above or below +0 respectively
Recharge Rate (Per Non-Activated Turn): 5% ...or... 8% if CON Mod is +2 or higher
Shield Break Consequence: Your shield does not recharge on your next turn, even though you won't be using it.
Special: Bubble Shields, by default, can only block DEX-targeting attacks, and cannot block grapples. If an incoming attack uses your dodge roll as a factor in its mechanics, blocking it with your shield is treated as if you had rolled a 0.
Step By Step:
GRAPPLING
Initiating: User makes a roll based on the type of grapple, ranged (WIS) or physical (STR). This will cost 1 Combat Action.
Outcome: The opponent may attempt to dodge or resist the grapple (this will not cost a Combat Action), if they fail though they only get one chance to break the grapple (this will cost a Combat Action). From this point forward, the opponent cannot dodge or use their Bubble Shield until the grapple is broken.
- The opponent is still capable of attacking the user and if they manage to land an INT targeting attack or an attack with knockback, the grapple will be broken.
- The user must make a grapple roll every turn in order to maintain the grapple, this will cost a Combat Action.
- After the first turn of grapple, the opponent can use all of their Combat Actions to attempt to break the grapple. Every roll that the opponent makes to break the grapple that is 10 or higher will give the user a -1 Modifier to their current and next grapple roll.
- If the opponent takes 40% damage or more while they are within the grapple, the grapple is broken.
- The damage done to an opponent takes priority in the opponent’s turn, thus they may not make an attempt to dodge or block if they break the grapple on their turn since the damage has already been done.
- The opponent may still be able to resist attacks that target specific stats such as INT, WIS, or CHR.
- The opponent’s move set can be limited based on the type of grapple (such as the opponent being limited to ranged attacks against the user when put into a ranged grapple).
USING FINAL SMASHES
You do not need to find a smash ball to use final smashes, but you can only use it once per topic unless you have a rare/unique item that specifically refreshes your FS; such as the Music Box. Even if your character has multiple FS's, either due to a special item gain, a Transformation, or because the character has several Pkmn/Minions, only 1 FS can be used in the topic.
Final Smashes that are direct attacks, as opposed to transformations/powerups, always hit. Aside from some truly outstanding logic errors, such as trying to target something securely out of the attack's range or without even knowing/being able to see where the target is, they cannot be mitigated in any way. This means they bypass damage reduction, invincibility, cannot be dodged, and cannot be bubble shielded. They also cannot crit. Therefore there is no need to make an accuracy roll for them. Attack Final Smashes consume three or all combat actions for the round, whichever is less.
NOTE: Final Smashes have a hard cap of 80% damage. The soft cap for final smashes without any downsides is 60% for single target attacks and 40% for AoE attacks. The rule of thumb for FS balancing is that for every 10% extra damage, 15% recoil is the appropriate balancing.
BOSS BATTLES
Like any good Smash Brothers game there are boss battles to partake in. If you're in a more dangerous area, which are the areas closer to the extraction point, there is a higher chance you'll hit a powerful boss. There can be boss encounters close to Life Sphere Central as well but they may not be infected and are likely not as powerful. It is always recommended that if you wish to go deep into an area you travel as a team and work together.
Bosses are allowed to be stated beyond the normal restrictions for Players & Normal Enemies due to their nature of often squaring up alone against multiple player characters. If you would like a boss to appear in your thread you could either request an Admin or Life Mod to insert & run the encounter of a random boss appropriate to the area of the mission, or you may create your own and run it as you normally would as a Mission Creator. Note that typically Boss Stats cap at 30 in any discipline and their Base Stats start at 12 with 12 Pts to distribute. This is a rough outline that you are more than welcome to deviate from as you deem appropriate for your mission/boss; though it is recommended to let no stat go above 30. Bosses also typically do not follow the same HP rules as Players, instead getting a flat amount somewhere in the 250% - 300% range. They also get a bubble shield and may have unique abilities to aid them in battles.
CHARACTER 'DEATH'
Characters in the SSB Univers usually don't 'die' outright. Upon sustaining damage up to their HP threshold (see Character Stats) or reaching Zero HP, however you prefer to keep tack, they revert into a trophy form that is a sort of stasis preventing them from suffering further harm. Trophified characters cannot bring themselves back, unless otherwise permitted by special items such as the Dedede Brooch.
A characer who remains trophied by the end of a mission or thread outside of a stadium match is unable to post IC anywhere until healed, or until they are rescued and/or brought to the Lightweather Hospital. Note that this just prevents new missions from being joined, existing missions may still be posted in with the character. Since different timeline.
This means that if your character is trapped in a collapsed cave, swallowed by a monster, kidnapped, or there's some reason the party is unable to bring the trophified character back home upon mission completion/failure, then that character will require a follow-up mission to be rescued for no coins, then appropriately healed if the rescuer(s) do not have any resurrecting magic or items on hand or you can spend some serious coinage to get healed almost instantly at Lightweather Hospital via their newfound healing tech. You can post that you want healing or rescuing here: The Lightweather ER
STATUS ALTERATIONS
If a status ailment is not guaranteed (100% chance), you must make a % roll (d100) first in order to determine whether your character is afflicted. If that roll is equal to or lower than the % chance listed on the move then the character becomes affected by the status alteration. You cannot be afflicted by a status if you are already afflicted by that status at the time of affliction unless stated otherwise. Most statuses have their durations determined by a d20 roll using an appropriate status listed in the status description. See the table below.
The Life Sphere now allows you to create your own Groups, Clubs, Guilds, or Societies! Simply read the separate rule thread for it located here:
Group Creation Rules
And once the needed conditions are met, make your group official by licensing it in the Life Sphere Police HQ here:
Group Outline And Certification Dept
Similar to our Mission Claims thread, you just fill out a form and off you go!
You get items for completing missions, or other players may decide to give you an item while roleplaying a mission. Note that mission reward items should make sense in context of the area that is being explored. No mushrooms in the Meteor Field for example. You do not have to use items right away; you can save them for later. Items are single use unless specially indicated. If you have an overtime item like a beam sword or a blaster gun then you may use it several times, but it has to break at some point. For a complete list of items visit the Item Index.
Due to being able to claim characters that are, in the SSB series, assist trophies there is a new technology on Li thanks to Professor E. Gadd and Samus that allows a robotic duplicate of fighters and characters to be formed into assist trophies throughout the land. So potentially, someone like Shadow for example, can use an assist trophy of himself because the trophy version that is being summoned is a robotic replica with life essence that can perform an attack and then vanish after expending its energy.1d20+2·1d20+3·1d20+3·1d20+2·1d20+2·1d20+3·1d20+2·1d20+3·1d20+3·1d20+2·1d20+2·1d20+3·1d20+2_fBtAyNW
**GM's -- If you employ variant rules in your threads you must list/detail/explain/etc. all of them either in the Mission Sign up or the first post of the mission thread. That way there is a reference for your players to view whenever they need to and it ensures any mod reviewing/refereeing the thread is on the same page as you. Unless these rules are game breaking, highly inappropriate, or otherwise ridiculous, the GM has utmost authority over their own thread.**
TABLE OF CONTENTS
OUR MONEY: COINS
As you interact with the forum you will be awarded Coins, the currency in which you can buy more Characters, Items, & additional Moves for your characters. There are various ways in which you can gain coins, the simplest of which is just posting. For every IC post or major contribution to the forum you will gain 10, and for OOC replies you get from 2 - 5. There are also other activity rewards, such as rank ups awarding a lump sum, so you shouldn't have any trouble raking in the money as long as you're active on the site.
Coins cannot be transferred between accounts or donated to other players. If a member does something particularly spectacular for the site they may be gifted bonus coins based on admin discretion.
When gifted coins a small icon will appear at the bottom left of your browser.
Once clicked the main page will refresh. Scroll to the bottom to claim your gift.
Once clicked the main page will refresh. Scroll to the bottom to claim your gift.
ADDITIONAL CHARACTERS
We are very strict about the 3 Free Simultaneous Characters starter rule. If you want to have more than 3 characters apped at the same time then you will need to purchase an additional character slot at our Character Slot Shop. Once you have bought a slot it is yours forever. You can fill it with whatever character you please, and you may drop any character at any time and fill the slot with someone else whenever you want. To be easier for newer players to buy extra characters the 4th & 5th slot are less expensive: 1000 & 1500 coins respectively. Every slot thereafter is worth 2000 coins.
SELLING SLOTS
You cannot sell character slots. Once you have bought a slot The Goomba has likely already used up your money for personal endeavors.
DICE SYSTEM
#dS+M or S+M | |
# : | Number of dice to roll |
S : | Number of sides on the dice |
M : | Additional modifier, can be excluded |
While this site is first and foremost a roleplaying site, because we have a focus on combat, whether it be PvP or PvE, we have had need of a system in which to govern success and failure for actions in these fights; aka avoiding Power Playing & Twinking. This is accomplished by our dice and character stat systems. Everyone is encouraged to be as flashy and creative as they can be when writing up their posts and battling away, even using abilities in non-conventional ways in order to accomplish something.
The dice rolls are secondary and are merely a representation of how well said thing is accomplished. Modifiers, in the stat system, provide a buffer or hindrance in addition to the random dice roll that is the representation of that character's base skill at doing whatever it was the roll was for. When using the dice remember that getting a high roll doesn't necessarily guarantee you gleaming success, as it is worthless without the flavor text that the roll was for. If the character is running head first into an penetrable wall, just because they rolled an 18+ doesn't mean they won't end up with head trauma from the attempt of something silly. The result of any action is, of course, left up to the discretion of the GM.
The default BBC to use the dice is either ' roll=#dS+M ' or ' proll=#dS+M '. If you want to have the result of the dice visible in the 'Preview' tab while writing your post you want to use ' proll ' (short for preview roll). If you just use ' roll ' the result of the dice will not be visible until after you post.
Note that if your roll total ends up being a '0' then the Preview will show a '?'
**Capitalizing the 'd' will break the dice. Some spell checkers will force the 'd' into a 'D'. If you find this is happening to you then please use the alternative notation for the site roller: 'roll=S+M' or 'proll=S+M'. In this case the 'M' is necessary even if it is 0. This means you cannot roll multiple dice in one go, but this forum does not typically make use of that function.
Examples:
#dS+M Notation (Best Option) | | S+M Notation (Negative MODs Broken) | ||
F2_w3bm71d6 p_1d20+2 p_3d12-4 | roll=1d6 proll=1d20+2 proll=3d12-4 | 20+1 p_20+0 p_20-4 *Broken* | roll=20+1 proll=20+0 proll=20-4 **Broken** |
There are buttons in the WYSIWYG for both the 'roll' and 'proll' BBC; and respectively.
Dice are used on the forum for whenever a character needs to use a skill/ability or just in battle in general. It is always a 20 sided die unless it's a specified differently in a character's move, save for when determining % chance of some effect; at which time you could use a d100 if you don't want to translate d20 values. Generally, the higher number wins a contested roll. Should there ever be a tie, the character with the higher modifier applied to the natural dice roll wins. If a true tie occurs, the player wins in PvE and the attacker wins in PvP.
Critical Rolls
Critical rolls are a thing on Li, often taking the form of a natural 20. However, not every type of roll has the capability of critting. The below table will go over most types of rolls and how criticals interact with them.
Can Crit? | Confirm? | Mechanics | |
Attack Rolls | ✔️ | ✔️ | When you roll a natural 20 on an attack, it automatically hits. Roll a second time using the same modifiers to crit confirm. Your opponent rolls defensively against this second roll. If this roll also hits, the attack does 2x damage and any secondary effects on it have their effect chance increased to 100%. |
Defense Rolls | ✔️ | ❌ | A critical defensive roll beats any non-critical attack roll even if the roll would otherwise be lower. |
Grapples | ❌ | ❌ | Grapples do not benefit from critical rolls. If a combination attack and grapple roll criticals, the attack part hits, but the defender may roll against the attack roll to not be grappled. |
Ability Checks | ❌ | ❌ | An ability check, sometimes known as a skill check, is any miscellaneous roll to do something that doesn't fit into the other roll categories, such as rolling to outrun a pursuer. |
Healing | ✔️ | ❌ | When making a healing roll to determine how much you heal for, if you roll the maximum amount for your dice (Ex: 8 on a d8 or 15 on a d15) you may add half that dice's number of sides rounded up to the amount you heal. (Ex: 4 on a d8 or 8 on a d15) |
Final Smashes | ❌ | ❌ | Any final smash that does uncontested (auto-hitting) damage cannot crit that damage. |
ADVENTURE MODE!/MIRAGES!
In Adventure Mode pretty much anything goes, with fighters having the ability to go to their home worlds, or others, and teaming up to complete a series of challenges or achieve a singular goal. This mode remains canon with your character which you can bring over from the Li world, however, they cannot stay in the Black Hole and this strange alternate reality forever, or they will start undergoing serious consequences. Post there to your heart's content within the normal Li rules... and play how you want! If you have exceeded 100 posts, you can click here to find the rules of the mode.
Along with Adventure Mode there is something called Mirage Portal! This also requires 100 or more posts to access, and is a monthly special treasure hunting event with a new treasure hunting location offered every month! You must roll a die and match the loot number in the treasure location to obtain special treasures! For complete detailed information please CLICK HERE
HOW MISSIONS WORK
Anyone can join and make missions, posting them in the Sunshine Circle using the provided template. Note that threads marked 'Open' or 'Free' are not missions. If you do post your own mission please keep track either in the title or thread description field whether the sign up is 'Full' and when the mission is 'Completed' so it can be archived. Some missions require higher ranked characters. Ranks are determined separately for every character and are detailed below. Each character is allowed to be in no more than 4 simultaneous missions to begin with. In addition to that, members, as handler of their characters, cannot run more than 6 simultaneous missions. Unless given special ability by a staff member.
For every 3 missions completed the character is awarded a new Primary or Special move. You may be able to get a move quicker based on your intelligence modifier. If your character has a modifier of +2 or higher they will be able to get moves 1 mission faster. Similarly, if they have a -2 (or lower) it will be 4 missions before they're able to unlock a new move. Winning a stadium battle (see Battling Section) will also grant you a similar reward. Once you have chosen the new move and have added it into the character profile and/or their respective Smash Journal, please notify an administrator so they can approve it.
Additional Notes:
For characters that use Minions, the Intelligence score used to determine Move Gains is the Master/Trainer/Summoner's; not any of the minions.
Similarly, for characters with transformations that have different INT scores it is only the base form who's INT matters for gaining new moves.
Fifteen posts is the absolute minimum that a valid mission can be. As well, when all is said and done your character needs to explicitly state that they are out of the thread. Mission rewards listed in the sign up topic is what everyone receives; no splitting.
The rewards for completing the mission is determined by the mission creator. When the mission is completed and everyone has left, please go HERE to collect, record, and finish your missions so that the mods can witness your work and then update your Smash Journals. Mission creators also gain 50 coins upon the end of their mission, however, if they have one of their own characters involved they may chose between the item reward or the coins, they can't take both.
Additionally, whenever a mission creator drops, neglects to post after our archival time limit, or abandons their mission, they are REQUIRED to inform their members posting in the mission. This is the RIGHT THING to do and a courtesy to your posters in your topic. If the mission poster(s) within the abandoned mission have been posting actively, with the mission being at LEAST 5 posts long upon the mission suddenly being abandoned, they get to choose to keep ONE of the mission rewards without it being completed as consolation for the mission abandonment. Any reward from the mission reward list they would like.
RANKING SYSTEM
By completing missions characters can earn rank titles that grant bonus rewards as a sort of 'leveling up' progress. The higher rank they are the more difficult missions they are expected to partake in; which in turn means higher risk, but should be greater rewards. Eventually a character could become a legend of the Life Sphere, earning special privileges and the adoration of all their peers.
# Missions Complete | Rank Title | Reward |
---|---|---|
0 | Smashling | -- Nothing -- Everyone Starts Here |
2 | Hero | +5% to Base HP |
5 | Smash Brother | +2 Stat Pts to distribute* |
8 | Leader | +5% HP ... Allowed 6 Simultaneous Missions ... can qualify for District Mayor Position. |
12 | Commanding Brother | +2 Stat Pts Choose 1: Learn a new final smash, Companions gain a new primary and special attack, Companions gain +2 stat points to spend, you gain 1 rare item from the of your choice from the Unique Items List. |
16 | Super Smash Brother | +5% HP ... Badge ... Allowed 8 Simultaneous Missions ... can qualify for Chancellor Position. |
22 | God Amongst Brethren | +2 Stat Pts ... +5% HP Choose 1 of the options from Rank 12 again. |
30 | Chosen One | +2 Stat Pts ... Unique Item Can Create Missions in Essence Extraction Point! If there is ever a vacancy in the life sphere leadership for any reason, your character will be eligible to fill it at the staff's discretion. Special Title! PM an Admin Choose 1 of the options from rank 12 again. |
GMING YOUR OWN MISSION
As the GM of a mission, also known as a thread GM, you are analogous to the DM of a dungeon and dragon's game. You are generally responsible for dictating the story content of a thread, controlling any NPCs, and presenting the players in a mission with things to interact with or challenge them, such as enemies, puzzles, or other creative challenges! Generally speaking, the staff allows the GM to have absolute control over their threads and will not intervene unless rules/lore are being broken or we feel that the site's combat mechanics are being changed or disregarded in a manner that is unfair to players. A good policy is to use the Variant Rules section of the Mission Creation template to give advanced notice if you're going to make changes to how the regular combat mechanics work or introduce special mechanics so that your players know what to expect, and to clearly state the conditions for success or failure and abide by them when presenting options to your players.
In terms of how creative you can get, anything can be a mission if there are consequences for failure. That's generally the line drawn between a mission and a social. There's an objective, and either completing it aids the life sphere or failing it has consequences for the life sphere.
It is generally the GM's responsibility to make sure that a thread keeps moving if one or more players are not posting in a timely manner. We recommend reaching out to people and giving them a reminder / chance to keep up, or putting a post deadline of X weeks in your variant rules. Additionally, although anyone can do this, it is ultimately the GM's responsibility to make sure that a thread is submitted to the Mission Claims Department.
Don't necessarily try and casually solve plots you didn't start. For example, the overarching plot serves the purposes of the setting. It is not meant to be handwaved away by a convenient discovery or the arrival of a character that can magically whisk it away. If in doubt about what sort of progress is reasonable within the context of a given mission dealing with plots other than your own, it may be a good idea to ask for feedback if you feel like you might be trying to do too much on your own.
To create your own mission, you should first post it in Sunshine Circle using the template also located there. We ask that you label your mission as (Closed) or (Full) in the title if it is not accepting new members. Once you are ready to start a mission, post a thread in the appropriate board for where it takes place, or the closest approximation if necessary, with an IC intro for your players. This is known as the mission's IC thread and should be labeled with (Mission) in its title. Then copy & paste your IC Thread's URL back into the mission sign-ups at the bottom where the template indicates it should be and let your players know, either by posting in your sign ups or tagging them on Discord.
HOW TO RUN A BATTLE: TUTORIAL
As discussed above, a thread GM is generally assumed to be responsible for controlling NPC enemies in a thread. But what's the best way to do that? The easiest method would be to assign them a number that the players need to roll to hit them, sometimes referred to as a DC (Difficulty Class). You can even give them multiple DC for different methods of hitting them, such as a higher DC to hit them with dexterity targeting attacks than wisdom targeting attacks if you want to give them a weakness to sneak attacks.
You can then do the same thing for their attacks. To communicate an attack that needs dodging clearly, we strongly recommend putting the attack notification on its own line and surrounding it in OOC brackets. List the DC(s) you need to pass to dodge/resist the attack and the consequences if one fails. Alternatively, you can simply assign enemies their own stats and roll against players. You can also use OOC brackets on a new line to communicate new mechanics you're introducing, or other challenges that need to be considered or addressed. The point of the OOC brackets is for readability's sake, and to minimize the risk of anyone mistakenly missing a roll. Here are some DCs and their relative fairness to the player. We recommend 16 or below unless you're actively trying to punish a player for something that is their own fault. When using set DCs, a tie always favors the players. Rolling a 16 on a DC 16 check is a success.
DC 21+: Obscene
DC 17+: Punishingly unfair
DC 14-16: Down to luck.
DC 11-13: Only moderately challenging
DC 7-10: Easy
DC 6 or below: Trivial
Lastly, it may be helpful to give players information that benefits the experience you wish to deliver. For example, listing the target's HP / shields or it's to-hit DCs may allow your players to feel more confident while fighting it. And giving it an obscenely high or mystery HP may communicate that fighting it is potentially optional. Remember that as a GM, it's ultimately your freedom to get very creative with how attacks work. You may wish to have attacks afflict custom statuses, target unusual statuses, or demand intervention from people other than their intended target. All things are possible, but be cautious about any mechanic that takes more than one post to resolve, as the drag such a mechanic causes may negatively impact the experience.
PLAYING IN SOMEONE ELSE'S MISSION
As a player, your responsibility is to have your Smash Journal and Character App up to date and have fun! However, there are a few things you can do that are common practice and make life easier for your fellow players. The first is to add a status bar to your posts listing your HP, your shield, any special resources you gave your character, and any statuses/cooldowns you're effected by. If you get into a battle and you aren't doing this, there's a good chance you will be asked to do so. The second thing you can do is link to your smash journal in your signature. Lastly, be sure to read along with any variant rules posted in a mission's sign-ups and cooperate with anything your GM asks you to do within the context of a mission thread.
If you need help with mechanics, don't be afraid to ask people in your mission. Additionally, don't be afraid to coordinate with other people writing with you. Being a player in someone else's mission is simple compared to running one, but being courteous still helps a mission go smoothly.
BATTLING
Most PvP will occur in the Sunshine Stadium, which has its own Special PvP rules to try and keep things sportsmanlike. This is because Missions tend to be collaborative in nature, rather than Player Characters facing off against each other. If by chance you do have a PVP battle outside the stadium and the battle happens to abide by stadium rules, you can submit it for thunderbadges! Thunderbadge rewards may be increased/decreased or denied outright at staff discretion if it is determined that factors within the thread, such as starting the battle with lost HP, thread GM interference, or uneven odds, weighted the battle in one party's favor.
For questions on attack balancing and creating your moves for battle CLICK HERE
USING BUBBLE SHIELDS
Shield Durability: 50% +/- 5% for every point of con modifier above or below +0 respectively
Recharge Rate (Per Non-Activated Turn): 5% ...or... 8% if CON Mod is +2 or higher
Shield Break Consequence: Your shield does not recharge on your next turn, even though you won't be using it.
Special: Bubble Shields, by default, can only block DEX-targeting attacks, and cannot block grapples. If an incoming attack uses your dodge roll as a factor in its mechanics, blocking it with your shield is treated as if you had rolled a 0.
Step By Step:
- State that you are using your bubble shield in your post in place of a dodge. You cannot both use your bubble shield AND make a dodge roll to dodge an attack.
- The damage of the attack is dealt to your bubble shield's durability instead of your Hit Points.
- If your bubble shield would be reduced to less than 0%, it is broken any extra damage spills over into your HP instead and you are vulnerable to any secondary effects that attack may have had, such as statuses. Otherwise, an attack fully blocked by a bubble shield afflicts no secondary effects on the target hit.
- At the end of your turn, subtract an additional 10% from your bubble shield. This is a one time activation fee paid on any turn you use it. It is only paid once, even if you block multiple attacks. The activation fee can never reduce your bubble shield below 0%, nor does it spill over into HP damage. If it reduces your bubble shield to 0%, that still counts as breaking it however.
GRAPPLING
Initiating: User makes a roll based on the type of grapple, ranged (WIS) or physical (STR). This will cost 1 Combat Action.
Outcome: The opponent may attempt to dodge or resist the grapple (this will not cost a Combat Action), if they fail though they only get one chance to break the grapple (this will cost a Combat Action). From this point forward, the opponent cannot dodge or use their Bubble Shield until the grapple is broken.
- The opponent is still capable of attacking the user and if they manage to land an INT targeting attack or an attack with knockback, the grapple will be broken.
- The user must make a grapple roll every turn in order to maintain the grapple, this will cost a Combat Action.
- After the first turn of grapple, the opponent can use all of their Combat Actions to attempt to break the grapple. Every roll that the opponent makes to break the grapple that is 10 or higher will give the user a -1 Modifier to their current and next grapple roll.
- If the opponent takes 40% damage or more while they are within the grapple, the grapple is broken.
- The damage done to an opponent takes priority in the opponent’s turn, thus they may not make an attempt to dodge or block if they break the grapple on their turn since the damage has already been done.
- The opponent may still be able to resist attacks that target specific stats such as INT, WIS, or CHR.
- The opponent’s move set can be limited based on the type of grapple (such as the opponent being limited to ranged attacks against the user when put into a ranged grapple).
USING FINAL SMASHES
You do not need to find a smash ball to use final smashes, but you can only use it once per topic unless you have a rare/unique item that specifically refreshes your FS; such as the Music Box. Even if your character has multiple FS's, either due to a special item gain, a Transformation, or because the character has several Pkmn/Minions, only 1 FS can be used in the topic.
Final Smashes that are direct attacks, as opposed to transformations/powerups, always hit. Aside from some truly outstanding logic errors, such as trying to target something securely out of the attack's range or without even knowing/being able to see where the target is, they cannot be mitigated in any way. This means they bypass damage reduction, invincibility, cannot be dodged, and cannot be bubble shielded. They also cannot crit. Therefore there is no need to make an accuracy roll for them. Attack Final Smashes consume three or all combat actions for the round, whichever is less.
NOTE: Final Smashes have a hard cap of 80% damage. The soft cap for final smashes without any downsides is 60% for single target attacks and 40% for AoE attacks. The rule of thumb for FS balancing is that for every 10% extra damage, 15% recoil is the appropriate balancing.
BOSS BATTLES
Like any good Smash Brothers game there are boss battles to partake in. If you're in a more dangerous area, which are the areas closer to the extraction point, there is a higher chance you'll hit a powerful boss. There can be boss encounters close to Life Sphere Central as well but they may not be infected and are likely not as powerful. It is always recommended that if you wish to go deep into an area you travel as a team and work together.
Bosses are allowed to be stated beyond the normal restrictions for Players & Normal Enemies due to their nature of often squaring up alone against multiple player characters. If you would like a boss to appear in your thread you could either request an Admin or Life Mod to insert & run the encounter of a random boss appropriate to the area of the mission, or you may create your own and run it as you normally would as a Mission Creator. Note that typically Boss Stats cap at 30 in any discipline and their Base Stats start at 12 with 12 Pts to distribute. This is a rough outline that you are more than welcome to deviate from as you deem appropriate for your mission/boss; though it is recommended to let no stat go above 30. Bosses also typically do not follow the same HP rules as Players, instead getting a flat amount somewhere in the 250% - 300% range. They also get a bubble shield and may have unique abilities to aid them in battles.
CHARACTER 'DEATH'
Characters in the SSB Univers usually don't 'die' outright. Upon sustaining damage up to their HP threshold (see Character Stats) or reaching Zero HP, however you prefer to keep tack, they revert into a trophy form that is a sort of stasis preventing them from suffering further harm. Trophified characters cannot bring themselves back, unless otherwise permitted by special items such as the Dedede Brooch.
A characer who remains trophied by the end of a mission or thread outside of a stadium match is unable to post IC anywhere until healed, or until they are rescued and/or brought to the Lightweather Hospital. Note that this just prevents new missions from being joined, existing missions may still be posted in with the character. Since different timeline.
This means that if your character is trapped in a collapsed cave, swallowed by a monster, kidnapped, or there's some reason the party is unable to bring the trophified character back home upon mission completion/failure, then that character will require a follow-up mission to be rescued for no coins, then appropriately healed if the rescuer(s) do not have any resurrecting magic or items on hand or you can spend some serious coinage to get healed almost instantly at Lightweather Hospital via their newfound healing tech. You can post that you want healing or rescuing here: The Lightweather ER
STATUS ALTERATIONS
If a status ailment is not guaranteed (100% chance), you must make a % roll (d100) first in order to determine whether your character is afflicted. If that roll is equal to or lower than the % chance listed on the move then the character becomes affected by the status alteration. You cannot be afflicted by a status if you are already afflicted by that status at the time of affliction unless stated otherwise. Most statuses have their durations determined by a d20 roll using an appropriate status listed in the status description. See the table below.
Status Duration Roll References
Roll Total | 1 - 4 | 5 - 9 | 10 - 14 | 15 - 18 | 19+ |
---|---|---|---|---|---|
# Turns | 5 | 4 | 3 | 2 | 1 |
Lesser StatusBerserk
The victim loses control over their actions. They are forced to spend at least two actions each turn attacking, even if they are entirely alone, and must roll a natural 7+ on a d20 when making attacks to avoid mistaking one of their allies (if they have one) for an enemy and having their attack target that ally instead. While berserk, the victim suffers a -2 to perception rolls and gains a +3% to damage rolls. Duration determined by INT roll.Varies by DurationBlind
The victim cannot see anything around them properly. Every turn they must roll a 14+ wisdom check against each enemy they're either attacking or getting attacked by. If they fail this roll, they must roll twice for every dodge and attack roll against the target, taking the lower roll. Duration determined by afflicting move.Lesser StatusBurned
Causes damage (4%) over time and their STR modifier decreases by 2 for its duration. Can be cured by spending an action applying water to the burned area. Duration determined by CON roll.Greater StatusDigestion/Swallowed Whole
For when your character finds themselves inside a belly. While eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to the creature they're inside offset by any healing the creature receives. Always calculate that turns digestion damage prior to determining whether they escape. The creature that did the eating rolls to reduce the damage of all physical attacks from the victim instead of say dodging. Mental attacks do not contribute to escape. This roll has sides equal to half the damage of the offending attack plus their con mod, and uses their con mod again as its modifier. You then make a digestion/draining damage attack as a free action that deals damage equal to 10 + a die with sides equal to half the damage directed at it from within that turn, healing for half the damage done. If they rolled the maximum natural number for a resistance roll, they add that attack's full damage instead of half its damage to their digestion/draining die. Each turn the victim attempts to escape and fails, the creature's damage resistance roll gains a stacking +2 bonus and their digestion damage gains a stacking +4 bonus. If the victim is KO'd, the creature continues healing for 1d10+10 each turn for 3 turns.Greater StatusDisabled
The target is crippled, preventing them from making the most of their abilities. A single stat is 'disabled' by this status, applying a -3 penalty to that stats modifier and reducing damage done with attacks using that stat for accuracy by 5%. Duration determined by CON roll with a +4 bonus. Some moves disable a specific stat, some can disable a stat of choice from the character inflicting it. Dependent on move. It is up to the enemy/player inflicting ailment to decide what stat is affected.Greater StatusFear/Horrified
The victim's courage and resolve waver as the result of extreme fear, shock or disgust. Usually as the result of failing an intelligence based bravery check. The victim suffers a 5% damage penalty and -2 roll penalty to their intelligence, wisdom and charisma reflecting the deterioration of their mental states. A 14+ Int check can be made each turn to cure the status.Lesser StatusFlower
Causes a daisy to grow on a character's head and drains the life out of them slowly, inflicting minor damage over time. Does 2% damage per turn. However, unlike most statuses, flower stacks with itself, refreshing its flat duration of 3 turns each time it is afflicted and afflicting 2% additional damage for each stack.Greater StatusFrozen
Encases a character in a large chunk of ice, immobilizing them. In order to break free they must succeed a Strength roll of 14+. However, if they are hit by a fire attack or can use a fire attack without moving their body, they can free themselves automatically. If all else fails, the ice encasing them will shatter after they have taken 25% damage. In Sunshine Stadium PVP, you are automatically freed from frozen if you are still frozen when it comes time to attack.Lesser StatusGagged/Silenced
The victim cannot speak or take any action that would require them to speak. Persuasion rolls will be assumed to fail unless the GM is satisfied with the victim's attempt at getting around their condition. Duration determined by afflicting move.Greater StatusHealing Suppressed
This represents wounds that are particularly difficult to heal, or perhaps by a curse that interferes with the body's ability to heal, reducing all healing received by 15 and disabling bubble shield regeneration. Duration determined by CON roll or INT roll depending on whether the source is physical or magical.Greater StatusInfatuation/Charmed
The target is charmed, making it more difficult to fight properly. They suffer a -5 damage penalty when attacking the source, and the source is treated as having a charisma modifier +3 higher when interacting with the afflicted individual. Duration determined by INT roll.Greater StatusMega
The target's size increases dramatically, allowing them to launch bigger, stronger attacks but also making them easier to hit. They suffer a -2 to all dodge rolls, however they also take -3 damage from all attacks and all knockback against them is quartered. The character's STR stat increases by 10 within the boundaries of the stat cap (max:20) and their damage done is increased by 1.5x. Lasts for 3 turns, though if they get a Mini infliction on them they return to normal.Greater StatusMetal
The character in question becomes solid metal for a time, granting them +5 damage done and -5 damage taken. Boosts CON mod by +3 and STR mod by +1. However, dodge rolls suffer a -1 penalty. Additionally, all knockback against them is halved. Lasts for 4 turns, however if they are hit by a fire attack during their turn, the duration is reduced by exactly 1 turn--regardless of multiple hits.Lesser StatusMind-Melted
This is a status effect dealing with when a character's mind is being suppressed, such as by psychic attack or perhaps certain varieties of poisons, or even just being intoxicated. The practical effect is that it impairs the victim's ability to think straight and react to the world around them, reducing their DEX modifier by 1 and their INT modifier by 2. Duration determined by INT roll.Greater StatusMini
Mini is the term used for when the character shrinks in size when using items such as the Poison Mushroom or hit by the Lightning Bolt. This makes the user slightly harder to hit, granting them a +1 to their dodge rolls. However, they take +5 damage from all sources and do -5 damage. Additionally, their strength stat is halved and they take double the amount of knockback. Lasts for 3 turns, however, if they are affected a Mega infliction onto them they return to normal size.Varies by Curing ThresholdMortal Wound
Sometimes known as "Bleeding" or "Bleeding Out", but does not necessarily imply blood. The victim suffers 8% damage per turn. This status can only be removed by healing the victim for a cumulative amount greater than the attack that inflicted this status.Lesser StatusParalysis
A character is injured in such a way that movement becomes more difficult, whether it be inflicted by electric based attacks or alien spit. In any case, their DEX modifier is decreased by 2. Duration determined by CON roll.Lesser StatusPoison
When afflicted by poison the character will be dealt damage over time. The damage is slightly more effective than that of a burn (8%). Duration determined by CON roll.Greater StatusSevere Exhaustion
The victim is so exhausted that continued action is harmful to their health. During a turn, they take damage whenever they make an action. This starts at 2% damage, and doubles with each additional action spent during that turn. Duration determined by afflicting move.Lesser StatusSickness
Whenever an organic character is feeling ill. Not the same as being infected by the Starvia. Each turn, they must make a CON roll of 14+ or lose an action due to overwhelming feelings of dizziness or nausea or some other such symptom. Duration determined by CON roll.Greater StatusSleep
When a character has been put to sleep they become immobile. They awaken immediately if hit, however. If they are not attacked and are still asleep during their turn, they can roll 14+ INT to awaken on their own. They can also be woken by allies at the cost of an action. In Sunshine Stadium PVP, you automatically wake up if you are still asleep when it comes time to attack.Greater StatusSlowed
A character is slowed down, usually by supernatural means, halving their dexterity stat (rounded down). Duration determined by INT roll with a +4 bonus.Lesser StatusSoaked
The victim is soaked with water or some other water-like liquid. This lowers their DEX mod by 1 and gives them a 5% damage vulnerability to cold and electric attacks, but also grants a 10% damage resistance to heat based attack, which will cure this status. Duration determined by flat roll.Greater StatusStunned
The victim is hit by an attack strong enough to cripple their ability to react to a followup attack, preventing them from reacting to the next attack that comes their way. Cured automatically if they are hit or are still stunned when it comes time for them to attack. Characters with a positive CON modifier passively lower their chance of being stunned by 5% for every +1 in their modifier.Greater StatusSuffocation
Depending on the context of why they're suffocating, set a condition for their escape from this status. The victim takes 1d10-Con Mod damage each turn. This damage raises by +2 for every action used after the first each turn and +6 for every turn that has passed after the first. Duration determined by afflicting move.Lesser StatusVirus
Only applies to synthetic characters, in the same sense that sickness only applies to organic characters. Each turn, they must make an INT roll of 14+ or lose an action due to the virus interfering with their functions. Duration determined by INT roll.
GROUPS/CLUBS/GUILDS
The Life Sphere now allows you to create your own Groups, Clubs, Guilds, or Societies! Simply read the separate rule thread for it located here:
Group Creation Rules
And once the needed conditions are met, make your group official by licensing it in the Life Sphere Police HQ here:
Group Outline And Certification Dept
Similar to our Mission Claims thread, you just fill out a form and off you go!
THE ITEM / ASSIST TROPHY SYSTEM
You get items for completing missions, or other players may decide to give you an item while roleplaying a mission. Note that mission reward items should make sense in context of the area that is being explored. No mushrooms in the Meteor Field for example. You do not have to use items right away; you can save them for later. Items are single use unless specially indicated. If you have an overtime item like a beam sword or a blaster gun then you may use it several times, but it has to break at some point. For a complete list of items visit the Item Index.
Due to being able to claim characters that are, in the SSB series, assist trophies there is a new technology on Li thanks to Professor E. Gadd and Samus that allows a robotic duplicate of fighters and characters to be formed into assist trophies throughout the land. So potentially, someone like Shadow for example, can use an assist trophy of himself because the trophy version that is being summoned is a robotic replica with life essence that can perform an attack and then vanish after expending its energy.1d20+2·1d20+3·1d20+3·1d20+2·1d20+2·1d20+3·1d20+2·1d20+3·1d20+3·1d20+2·1d20+2·1d20+3·1d20+2_fBtAyNW
Last Edit:
Apr 7, 2022 10:58:19 GMT -8 by Mari