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.
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==How do I use weapons?==
  
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Everyone has three weapon slots, though you can only have one weapon equipped at one time. Typically, weapons, like Personas, are selected before combat starts; check with the scene-runner if you need to switch a weapon mid-scene.
  
==Overview==
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To view your weapons, type +weapon/list. To activate a weapon, use +weapon # where # is the weapon slot being activated.
  
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.
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Weapons are set through +weapon/acquire or +weapon/set. You can see information on how to set a weapon through +help +weapon
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.
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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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==How do I get a weapon, ICly?==
Also, please don't set firearms as weapons unless they are your weapon class or you have received permission to do so from admin.
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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.
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There are a variety of resources to getting a weapon, depending. Maybe they already own it for whatever reason. Some factions have access to armories, but there's always people willing to sell weapons for whatever reason, be they eccentric artists (Daidara Metalworks) or a bartender with a fondness for lethal weapons and a willingness to sell (Sumaru is a little weird).
  
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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In short, the exact means doesn't matter -- assume that whatever your character uses, they can get ahold of, somehow.
  
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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==What weapons are acceptable ones?==
  
==Acquiring a Weapon==
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Given that canon weapons in Persona run from fists to swords to coins to flowers and fans, there's quite a range of possibilities. That said, makeshift or low-tech weapons are the most common. Guns and firearms are particularly restricted in Japan (though really no one should be caught by the authorities with something that they don't have a permit for), and weapons such as tanks or missiles are unacceptable player weapons for most practical daily use.
  
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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Weapons are almost always of the Strike, Slash, or Pierce elements, though there can be variants under special circumstances.
  
===Element===
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==What are weapon tags?==
  
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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There are a few weapon tags, these affect the weapon's damage output, the SP regeneration rate, and other variables. See +help +weapon for how to set these. None of these are mandatory; if your weapon reflects one of the below but you don't want to use that tag, then you aren't required to use it.
  
===Type===
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Heavy weapons reflect particularly heavy or unwieldy weapons. These do more damage, but are less accurate and return less SP.
  
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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Doublehit weapons reflect paired weapons. There are two chances to hit, but the damage output is lower, as is the SP return.
  
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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Light weapons reflect very light or quick weapons. These do less damage, but return more SP and are more accurate.
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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Ranged weapons reflect weapons used from a distance. They do less damage and are less accurate, but they return much more SP.
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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Additionally, certain ailments can be put on weapons, at the lowest odds. These are illusion, panic, fear, rage, charm, enervation, exhaustion, poison, and random.
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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These are reflected ICly as a weapon having a particular effect in the hands of a Persona-User or Shadow-Possessed. They may or may not demonstrate an outward sign or hint to their nature.
  
===Modifier===
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==What are special weapons?==
  
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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Special weapons reflect weapons with non-standard elements (not strike, pierce, or slash) or weapons using tags not listed before. These are subject to final admin review, and some tags are not acceptable for weapons, such as Swift or Dark DOT.
  
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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Special weapons return less SP than normal. Weapons of the Almighty element return even less SP than normal, and at high attacks, will even cost SP to use.
  
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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==How does my character get a special weapon?==
  
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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A character interested in a special weapon should submit a +request, detailing what they're doing to obtain it and what they want to obtain; staff will review the request at that time and make their decision. In the event of a particularly powerful special weapon, especially Almighty, staff may request that the player have their character go on a quest (i.e. RP) to receive the weapon.
 
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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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Enervation: A weapon with this effect has a chance of adding the Enervation status effect, lowering all their stats slightly.
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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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Panic: A weapon with this effect has a chance of adding the Panic status effect, raising their ability costs.
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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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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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None: This weapon does not have any added effect. A weapon with this modifier is raised to a power level of 4.
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[[category:Newsfiles]] [[Category:Combat]]
 
[[category:Newsfiles]] [[Category:Combat]]

Latest revision as of 01:55, 14 May 2014

Contents

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

[edit] How do I use weapons?

Everyone has three weapon slots, though you can only have one weapon equipped at one time. Typically, weapons, like Personas, are selected before combat starts; check with the scene-runner if you need to switch a weapon mid-scene.

To view your weapons, type +weapon/list. To activate a weapon, use +weapon # where # is the weapon slot being activated.

Weapons are set through +weapon/acquire or +weapon/set. You can see information on how to set a weapon through +help +weapon

[edit] How do I get a weapon, ICly?

There are a variety of resources to getting a weapon, depending. Maybe they already own it for whatever reason. Some factions have access to armories, but there's always people willing to sell weapons for whatever reason, be they eccentric artists (Daidara Metalworks) or a bartender with a fondness for lethal weapons and a willingness to sell (Sumaru is a little weird).

In short, the exact means doesn't matter -- assume that whatever your character uses, they can get ahold of, somehow.

[edit] What weapons are acceptable ones?

Given that canon weapons in Persona run from fists to swords to coins to flowers and fans, there's quite a range of possibilities. That said, makeshift or low-tech weapons are the most common. Guns and firearms are particularly restricted in Japan (though really no one should be caught by the authorities with something that they don't have a permit for), and weapons such as tanks or missiles are unacceptable player weapons for most practical daily use.

Weapons are almost always of the Strike, Slash, or Pierce elements, though there can be variants under special circumstances.

[edit] What are weapon tags?

There are a few weapon tags, these affect the weapon's damage output, the SP regeneration rate, and other variables. See +help +weapon for how to set these. None of these are mandatory; if your weapon reflects one of the below but you don't want to use that tag, then you aren't required to use it.

Heavy weapons reflect particularly heavy or unwieldy weapons. These do more damage, but are less accurate and return less SP.

Doublehit weapons reflect paired weapons. There are two chances to hit, but the damage output is lower, as is the SP return.

Light weapons reflect very light or quick weapons. These do less damage, but return more SP and are more accurate.

Ranged weapons reflect weapons used from a distance. They do less damage and are less accurate, but they return much more SP.

Additionally, certain ailments can be put on weapons, at the lowest odds. These are illusion, panic, fear, rage, charm, enervation, exhaustion, poison, and random.

These are reflected ICly as a weapon having a particular effect in the hands of a Persona-User or Shadow-Possessed. They may or may not demonstrate an outward sign or hint to their nature.

[edit] What are special weapons?

Special weapons reflect weapons with non-standard elements (not strike, pierce, or slash) or weapons using tags not listed before. These are subject to final admin review, and some tags are not acceptable for weapons, such as Swift or Dark DOT.

Special weapons return less SP than normal. Weapons of the Almighty element return even less SP than normal, and at high attacks, will even cost SP to use.

[edit] How does my character get a special weapon?

A character interested in a special weapon should submit a +request, detailing what they're doing to obtain it and what they want to obtain; staff will review the request at that time and make their decision. In the event of a particularly powerful special weapon, especially Almighty, staff may request that the player have their character go on a quest (i.e. RP) to receive the weapon.

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