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Boss Battles:

 

Boss Battles are battles are reserved for when the stats come into play and turn orders used, along with widdling down the enemy's HP to defeat them. It usually will take half to the entire session to complete such a battle. These rules will be updated as we continue to improve them but I will go over the basics of system now.

 

Battle Mode: Life / HP

HP/Life: If your life drops to 0, you will reach KO status instead of death.

While in KO status, they are unable to do anything and the players must use a healing spell/move to restore them before that enemy acts again, giving the players a full round essentially to restore them. Some enemies might give them two rounds to act. Final bosses of Acts might simply target the downed player ASAP, so beware. When the player is revived, their HP is halved and will not be restored until the fight ends.

A player may also opt to spend their turn attempting to take the injured player out of combat if the conditions are right (aka a teleporter if there are no jammers, etc) but this will take them out of the fight for 2-3 rounds.

HP Notes: You are KOed at 0. Your teammates have a turn or two to restore your life before the boss might target you. A player can also teleport a KOed person out of battle but will be gone for 2 or 3 turns.

 

 

Battle Mode: Armor

Armor: Your armor is your life blood. Depending on your Armor type (See (Click here for the 7 Armor Types) you can block damage given to you.

You can have up to 4 Armor Pieces (again see the link above) which will let you buffer damage. Depending on how much Defense each piece does, you will negate some damage given to you.

Say you have two pieces of Transcendent Armor (8 Def) and take a 10 Attack. You will basically take 2 Damage. However all pieces of armor that have been damaged OVER their Def number will drop by 1 until the armor breaks. Attacks that go through the armor now are more deadly with this new system.

Armor Notes: Armor buffers damage. Armor pieces add up to your over all Def. Whatever damage dealt over your Armor Def. will be done to you (Aka, Armor Def. Overall is 8; hit by 10, you are hurt by 2). Your two pieces of armor drop by 1 each.

 

 

Battle Mode: Status Effects

Status Effects: Status Effects can be the the difference between winning and losing a battle. They can be attached to a weapon - part of a movie, or be the result of a move. They inflict all sorts of things upon the boss. To learn more about Status Effects, go to (Status Effects List) to discover what all there is that can be done. The page is always being updated and adjusted.

Status Effects Notes: Will come back to this page after I tinker with Status Effects more.

 

 

Battle Mode: Battle Flow

Turn Order: Turn orders are determined by the Speed Stat, from highest to lowest. If one shares the same Speed Stat then the person with the highest Strength Stat will go next. (If you both share that too then too bad). The boss will go first on whatever matching Speed, because bosses cheat.

Turn Order Notes: Fastest Speed goes first. Bosses go first if they have a matching Speed as a Player. If a Player with the same Speed as another has a higher Strength Stat, they go.

 

 

Defend/Guard Mode: If during your turn in the round, you can opt just guard yourself, much like in a RPG. This means you are passing up the chance to attack during this round, but it will allow you to do the cut- in action during this round (see below). It also means that any damage done to you is halved.

On a side note, when being attacked by the boss. If you have a defensive move, you are allowed to use that move at any point regardless of turn order if you still have the points to activate it. If you have no defensive moves, then too bad.

Defend/Guard Notes: You can guard for your turn, halving damage done to you. This allows you to do the cut-in action at any time point until it is your action again.

If you have the points, you can use defensive moves if attacked if you wish.

 

 

Cut-In: Cutting in allows you to skip the line in Turn-Order. Even the bosses are allowed to do this by using special points only allowed to bosses, however players are able to do Cut- In. You can achieve this in three ways:

1) If your speed is 10 or higher. This is typically achieved by double speed. On the following turn, instead of moving to the front of the line on the turn order, this mean the turn actions will continue like normal until you Cut-In. When you do, your double speed is gone but you will get a second action that round and it will allow you to attack the boss, defend someone, or do any action that you want.

2) If a player is about to get attacked and you have a move set that is designed for defensive, you can jump in from the back of the line to defend them. You can only do this IF you have not taken your move yet - if you have taken your move for that round, then you cannot cut-in.

3) You can cut in if you are in defend mode, allowing you to jump in and defend someone. Even if you do not have a defend move, you can take the hit for someone at half damage to yourself instead.

Cut-In Notes: Bosses can Cut-In - beware.

You can do double actions per round if your Speed is 10 or higher, allowing you to hold onto the action until you wish to Cut-In then do a normal move on the next turn after your speed boost.

If you have a defensive move, you can Cut-In and defend that person if you have not used your turn up, but it will exhaust your turn.

If you are in Defend/Guard Mode, you can Cut-In and take a hit for someone at half damage.

 

(stuff being decided on I think)

Dice Rolls: We will test spending stat points to increase the odds of dice rolls to lower the odds if they are more than 1 in 2.

 

 

 

TAW is © 1997-2018 Kevin T. Bell

TAW6 Special Thanks: Sara
Special Thanks: In Memory of Ryan Cross