As proposed by Drak.
== GENERAL ABILITY USAGE ==
- TIMING OF ABILITIES -
1. Abilities resolve instantly when used.
(Mere use of the words "in battle" does NOT override this rule, without more specific language regarding timing.)
2. If multiple abilities are used that resolve at the start of battle, then they resolve in the order they were declared in (first come, first serve).
- TARGETING -
3. Only fighting Mercs, not Pure Supports, may be targets of abilities (whether random or preselected).
4. Percentage-based abilities round to the nearest whole merc. (If an ability hits 25% of the enemy team, and there are five enemy mercs, then only one is hit.) 0.5 rounds up.
- MISC -
5. If an ability cannot be used daily, then it is rechargeable.
== SPECIFIC TYPES OF ABILITIES ==
- KO/REMOVAL ABILITIES AND PROTECTION ABILITIES -
6. KO/removal protection applies equally to ally and enemy KOs/removals, whether the protection comes from innate immunity or from someone else's ability.
7. For Peacetime KOs/removals, or third-party KOs/removals during Wartime:
7a. KO/removal protection works as normal, whether it comes from innate immunity or from someone else's ability.
7b. KO/removal interception does not work.
7c. KO/removal retaliation (anything that would cause an adverse effect to the KOer) does not work.
7d. Non-retaliation abilities that trigger upon an ally being KOed/removed work as normal.
8. Summoned allies do not have automatic KO protection.
9. Any ability that converts an enemy merc to one's side (possession/manipulation/bribery/etc.) is ended with the death/removal of the merc who used the ability. (Example: Abe possesses Cloud; if Abe is KOed, Cloud goes back to his side.)
10. For abilities that resolve instantly: If a merc uses a rechargeable ability, and the merc is later KOed/removed, the ability still goes on recharge. Same is true of abilities that cause self-injury.
11. If an ability does not resolve until the start of battle:
11a. KOing/removing the merc before battle prevents the ability from taking effect.
11b. When the above happens, the ability does not go on recharge (since it was never actually used).
- HEALING/REVIVAL ABILITIES -
12. Healing/revival abilities are strictly limited to their terms. (For instance, if an ability states that it heals KOs but says nothing about healing injuries, then it cannot heal injuries.)
13. Self-caused KOs and injuries cannot be healed.
14. Ally-caused KOs and injuries can be healed.
- SEPARATE TOPIC ABILITIES -
15. Separate topic abilities are won when one side reaches seven votes, or when the topic has been up for 10 hours, whichever comes first. If the votes are tied at the 10-hour mark, then the next vote decides the winner.
16. Once a separate topic ability has been declared, no further abilities may be used by either side until the separate topic ability has been concluded.
17. Mid-battle abilities may not be used during separate topic abilities.
- ANTI-ABILITY ABILITIES -
18. If an ability "nulls" another ability, that means it reverses the effects of the ability as if it never happened.
18a. This includes reversing KOs/removals.
18b. Nulled abilities do not go on recharge (because it's as if they were never used in the first place).
19. Conversely, if an ability prevents or blocks another ability from being used, but the word "null" is not used, then effects that have already resolved (e.g., KOs/removals) are not reversed. If one side uses an ability, and the other side blocks it, it still goes on recharge.
20. Abilities that are used in Peacetime may not be nulled by abilities used in Wartime.
21. Abilities that were used on previous game days may not be nulled. (Example: A merc uses his ability on Day 20. Any lingering effects of that ability may not be nulled by an ability used on Day 21 or any later day.)
== OTHER ISSUES ==
- TEAM CAPS -
22. Summoned allies do not count toward team caps.
23. Converted enemies (through possession/manipulation/bribery/etc.) continue to count toward their original team's cap (not the team they were converted to).
- ECONOMY -
24. Daily RI is received at the beginning of Results.
25. GP gain/exchange from a special ability occurs as soon as the ability resolves.
26. Money can be spent as soon as it is acquired.
- MISC -
27. If a merc leader receives an item as a result of ability usage:
27a. The merc who produced the item does not have to be on the active roster for the item to be used.
27b. Removal of the merc who produced the item does not prevent the item from being used.
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