MAS6.x Handbook

0 Table of Contents

1 Story Summaries

1.1 Summary of MAS4.5 ~ The Origin Story

courtesy Gloochi

Alright, here we go.

It starts with Yasuke Fusou and Shina sending out invites to people to come to the opening ceremony of Kyoukataka Laboratories. Among those invited were Jeremiah, a certain Mirai Moto, and some others. As it turns out, he needed them all here for an experiment to understand how different people make different decisions, and that just so happened to be a death game. Just glancing about at the people who showed up, he picked out Mirai as someone to help oversee it all 'cuz he supposedly didn't have someone picked already. In reality, it was probably just part of the experiment, now that I think about it.

Anyways, people obviously rebelled, but Mirai had time powers, so that kinda made rebellion efforts very obviously useless, and since everyone was trapped, they had no choice but to play along. Early on, Thrynn, one of the competitors, came up with a plan. Using her magic, she could store the souls of the dead and revive them elsewhere, so long as she survived, so when rebellion basically failed, she took to "playing along."

At some point during all this, Jeremiah sneaks out and manages to get inside the building, which seems oddly empty, and ends up hearing a news alert about the kidnapping of Jenna Tachiyama by Yasuke and another about how Shina was seen with him, though it's unclear if she's a victim or an accomplice. Soon after this, Yasuke comes inside as well, just in time for a police raid. He does something in one of the labs and then gets shot to death pretty soon after, though they had to leave before finding Jenna due to an "urgent situation" cropping up pretty conveniently. In fact, after they leave, a cloaked figure, under the guise of Fusoya, leaves the lab Yasuke checked and heads out to the battlefield.

At some point before, during, or shortly after this, Thrynn talks with Isaac, another competitor, about her plan as his abilities would allow him to serve as a backup in case she dies. From here, the battle progresses mostly as normal, though after a bit, Mirai starts taking some potshots on Fusoya before eventually tearing into them for a short bit with the fury of 1000 suns, only to patch them up after. Mirai explains that Fusoya's actions in the future thrust her way into the past and ruined her life, so she acted carefully here to ensure she'd get invited to this clusterfuck to get revenge of sorts, though she knew she couldn't kill them as it would fuck the timeline. From there, Mirai was fired, and the game progressed pretty much as normal.

In the end, Isaac was the last one standing, so he was able to complete Thrynn's plan, and all those who died were revived elsewhere, leaving Mirai, Jeremiah, and Fusoya as the only ones left in the area. Around this time, Shina discovered the empty pod in the lab from earlier and started to run out in a bit of a panic. Fusoya shared a few final words with the duo, took some steps back onto the nearby train tracks, and removed their hood, revealing themselves to be Jenna. Shina then made it outside just in time to see the train arrive.

1.2 Summary of Tachiyama: A Multiplex Story, Part 1

Upon the train arriving and passing, Shina rushed up and collected Jenna, rushing her in to one of the medical labs, whereupon Shina discovers that Jenna is still alive; hanging on by a thread. She takes Jenna to a lab, containing a pod for the upcoming Project VES, and puts Jenna into the pod.

Mirai and Jeremiah were left behind, but eventually decided to follow and find where Shina was. They did, and after a back-and-forth explaining what happened, Mirai and Jeremiah are recruited for jobs: Mirai as a project subject (later becoming Shina's right-hand), Jeremiah as the project coordinator and named the host of the first public exhibition.

When Mirai started, she met with Shina at the lab. However, they encounter Zaechariaern Zapskam, the new Director of Operations. After those formalities were out of the way, Zach asks Shina a personal favor of telling Corrianna that Yasuke had passed. Mirai inquired about the room numbering, which led Shina into a rather lengthy rant on the system used. When Mirai interrupted her, Shina showed her the terminal in the lab and an animated figure on the screen. Afterwards, they schedule a time for performance testing of the Project, and Mirai left.

On the day of performance testing, Mirai and Shina go to the back room, where the first of the pods were built. Mirai hopped in and went into the virtual world. There, she ended up encountering the figure she saw on the screen in the lab, sitting near a translucent tree. Asking her questions about the place, eventually the figure glitched out and disappeared. The tree was also gone, replaced by the opening scene of MAS2 (see: MAS2: Circular Conditions), but where none of the other figures had faces or could talk. However, when the train leaves, Mirai was left alone, where she is encountered by a faced Jeremiah, who is confused as to where everybody went. They boarded the train.

When Mirai got out, she was stunned by how real it was.

1.3 Summary of MAS1 ~ Deception

Our project begins in the foyer of the convention center building that is the large setting. Six competitors and three staff met in the hall at the table of food: Blank, Scarf, TerraNova fuck that weird lookin X, Akira, Aqua, Nino, and our maid Daten-shi, Jeanette the secretary, and Jeremiah, the supervisor. As everybody got to know each other, Nino checked out from the project, and was promptly replaced by Violet, the Sexy Retributionist™. Eventually, Jeremiah explained the objective of the game: use what you can to be the Last Standing. He also mentioned the Win and Lose Conditions, as well as the precautions he took to make sure each competitor is safe. When the feast before the game began, everybody was whisked away to random spots, and the game began....

The game started slow; everybody wanted to find everybody else quickly, and prepare for battle, just like Terra with preparing her trap. Soon, though, Jeremiah put the two sides they distanced themselves to together..... And then he shuffled them around again. Scarf was charging something big, and released a FALCON PUNCH!!! on Terra, beginning to charge something else entirely. Meanwhile, the building accessibility split in two, trapping those in the auditorium. Then we had a mini montage, and things started to get good....

Blank had a switch, and she decided to flip it, turning off everybody's passives. Including Jeremiah's.... so he went ham, until a certain round that he reset things back a bit.

Blank had a switch, and she decided to flip if, turning off everybody's passives. Including Jeremiah's.... so he went ham a bit, flipping things around until BONG

Knock knock.... It's Scarf. And he's got a lazar..... an ultimate lazar....

The ULTIMATE LAZAR BEAMU OF TOTAL ANNIHILATION AND DESTRUCTION OF THE ENTIRE BUILDING AND EVERYTHING AROUND IT, INHALE WITH AN UNNECESSARILY LONG NAME THAT I’M MORE THAN SURE THE USER OF THIS IS GOING TO SIMPLY COPY AND PASTE AND NOT TYPE OUT.

And he fired it at most of everybody, since they were all in the WESTROOMS, except the two in the auditorium. Joker was eliminated. Blank was eliminated too but Violet said NAH and Blank wasn't eliminated. And she won. And Scarf won too. After having fired the fucking ultimate lazar, everybody and Scarf decided it was a good idea to get the fuck out of there. But Daten-shi was having none of that, and unloaded a Raging Maido on him. She actually did it again.... to Blank. Soon after Daten-shi's rage, Jeremiah had this extensive cheesy blinding light transformation sequence, becoming The Spectscrub. Jeanette lost as a result. It was boring for a while, until Terra set off all the traps she set earlier on everybody.

Then some players died.

Then a lot more players died.

Then--

The everchanging rooms led to the final room opening, the Spectscrub's Office. Instead of the final two--Scarf and Violet--finishing the job, the two cross into the North Hall, as Jeanette splits them up in the hall. The maid, still up somehow, warps around the collapsing building to finish her job. Meanwhile, the other two are met in the office by the Spectscrub, and after a lengthy conversation about keeping safety, he obliges to explain. Scrub explains that the arena is an experimental simulation on their memories, and that it's very fragile because of it. As they felt a rumbling, Scarf got worried, because Scarf x Daten-shi is a thing now.

On the other side of the crumbling building, Jeanette and Daten-shi run into each other, presumably trying to get out. Jeanette explains that the bulding was split in two and there was no way back; but that didn't stop Daten-shi, as she had a broken ass teleport. As Daten-shi tried getting out, though, Jeanette pierced and shattered Daten-shi's Band (tm) on her way out; and Jeanette fell into the void of the setting falling apart before her.

Scarf and Violet, though, they were negotiating terms of exit with the Spectscrub. Scrub, of course, told them the easiest way out was for there to be a Last Standing. This led to more banter, but eventually it.... was actually fairly underwhelming. Violet got the last shot and became the Last Standing--But, Daten-shi warped in just in time to see Scarf go, by the straw on her broom. Of course, they left almost together. It was a sort of comedic ending, those two. Although it was a bit too close for comfort, Scrub was satisfied and finally exited the simulation with Violet.

Waking up in what appeared to be a lab, everybody regathered their bearings. Some of them left immediately, others socialized a bit about the happenings. Daten-shi had already made a postgame feast before the simulation began. Jeremiah.... well, he invited Violet to the production event: "Mini-Arena Series II: Circular Conditions". Of course, Violet didn't pass the offer up. The food was about to get cold though, so the last of the eight of them left for the Foyer.... the real Foyer, for a real feast. But something was still off in that lab.....

crack

ksh!

1.4 Summary of MAS2 ~ Circular Conditions

MAS2 takes place on a train.

No, seriously.

So, players begin to arrive at the station to board to go to Multiplex Industries' Kyoukataka Laboratories. However, when they board and are on their way, it's realised that the train was hijacked by a rather busty woman named "Christ". Christ organises them to fight to the death, right there on the train. With little in the way of retaliation, the invitees decide to comply.

Fighting on a train ensues. The train goes through a void, taking one of the invitees, Taima Knight, with it. Eventually, with a significant amount of people dead, the right-hand woman, Trend, fights Christ to the end.

1.5 Summary of MAS2.5 ~ After The Ride

MAS2.5 (technically) introduces us to Shina Tachiyama, one of the project leads for Project VES. Violet gets hired by Jeremiah due to his right-hand, Kiori Kiaru, dying by murder on the train. Trend lived, bitch.

1.6 Summary of MAS3 ~ Lost References

MAS3 introduces Imari Otshe, a figure who supposedly lives in the simworld. Throughout the exhibition, which was a team exhibition, the invitees encounter a few other items of note: specifically, MPX-907 and MPX-807, who are former alumni of Multiplex Industries.

Meanwhile, in the real world, Viola stalks Shina and ends up getting a position at Multiplex Industries as a result.

1.a See also

Fusou: A Multiplex Story

2 Arena Rules

2.1 Opening Statement and Basic Rules

MAS6.7's Arena Component features mostly an incremental improvement over the feature engine in MAS3. Thus, a lot of the details below were pretty much plagiarised from MAS3's handbook. Sue me.

Damage is no longer handled by a modifier. Instead, it is handled move to move as a static or dynamic value; which allows for much more diverse and complex damage methods. Additionally, this allows for a much broader range of damage, instead of being capped up top at 350 or down low at 20. And it makes it easier to balance at a fine tune to be honest.

2.2 Summary on Properties

Properties are returning, but players and moves are not statically locked at all three properties, and can be a low as one. Basically, any moves can have one, two, or three properties from the set. Players can also have one, two, or three properties as their Base Properties.

Also returning are the property triangles. Although, they are a bit revamped for MAS7. Below is the triangle chart for MAS3's properties, which are returning for MAS7.

🗡 Blade 🔫 Firearm 🔨 Blunt // 🔥 Fire 🌊 Water 🌎 Earth // ✨ Magical 🌌 Kinetical 👊🏻 Physical

New to MAS7 though are Property Immunities. Property Immunities is a collection of three Properties which are immune to each other (deal 0 damage); one from each of the first triangles. To get this out of the way: Gun, Fire, and Kinetical are all immune to each other in one way, and Hyper Weak in the other (equal to 1.5 weaks). Specifically, Gun < Fire < Kinetical < Gun. An immunity will only proc if the net property interaction is -1 (counting weak as +1, resist as -1, immune as -1.5, and hyper weak as +1.5)

Weaknesses and resistances are the same from MAS3: Weaknesses scale by 1.3x, resistances scale by 0.75x. Immunities will make the attacks deal 0 damage, regardless of how many properties a Skill has or the target player possesses.

See the see also section for a link to a chart which does all the hard work for you.

2.3 Extra MAS6.x-specific Rules

The winning player shall be the first player that wins.

Status effects were mostly tossed. They were literally just Arakune's mechanic. They might come back if a player requires it.

Block is still a base 50% reduction of net damage, and Dodge is still a base 50% chance per dodge unit.

Rest is also back, but it's called Regen instead. Regen allows you to regen 50 VP instead of the normal 25 at the end of the Chapter.

If you slide into the private channel and say you can't post an action before the round, I will void penalties on you. Additionally, if a Duel begins when you're away, the Duel will be delayed until you return.

Like literally every MAS ever, the spreadsheet is in the vastly superior Excel format.

AP, VP, and DP are still a thing and work very similarly to installations after MAS1. VP is equivalent to Mana, and AP is equivalent to PP in Pokemon. DP works exactly the same as in MAS2 and 3 in that you'll gain DP after Duels, but like in MAS3, DP can only be gained by Dueling, even though skills can be used outside of Duels.

25 VP will be restored at the beginning of every Chapter, except if you are already at max VP. If you participated in a Duel, this value is 50 VP instead. To be considered a valid Duel, damage must be dealt at least once.

1 AP to all moves will be restored at the beginning of every four Chapters. If you participated in a Duel, the restoration is within the next three Chapters instead. The exception to this is the Strong Move, which will not refresh until after an Intermission (when 3 players are eliminated). Additionally, during intermission, 3 AP and 50% VP will be restored.

During the Free Phase, actions are determined by the Timestamp.

The format for Duels changes slightly from MAS2/3. Rather than a turn comprising actions from both characters, only one action is considered a turn. Duel length is increased to anywhere between 4 and 10 turns as a result, and the half-turns are removed. Successful defenses are instead awarded the following turn.

After a Duel ends, you'll be given an amount of Duel Points. Specifically, in the formula DP = Total Turn Count((Dmg dealt + (Dmg taken/2))/11 + 1), with decimals always rounded up and floored at 0, and the total divided 2/3rds in Double Duels. Think of DP as XP, but with a different name. Except you don't level up.... well, y'kinda do. Gaining enough DP will give you access to stronger tools in your kit.

2.4 Areas and Connections

The areas system is quite unique in MAS7. There are light MAS1 undertones in that the map morphs as the arena progresses. Unlike MAS1, the four areas that are available are static and won't increase or decrease. Instead, they move around, along with those inside. In a matter of a single area movement, a great escape can be made or distance closed.

Actually, that third line is a lie. The area count will decrease as players are eliminated. But don't worry about that.

Connections are very similar to Crossing Paths in MAS2, in which players cross-moving between areas have a chance (30%) of entering a Duel. When a Connection Duel is initiated, the player with the closest colour frequency to a roll will go first, and the Duel will proceed as normal.

Connection Duels will always last 3 turns; a Duel length is not rolled for them.

Given the rarity of Connection Duels, DP gained will be increased by 15% after calculations.

2.5 The Overdrive Mechanic

Overdrive is a brand new mechanic exclusive to MAS6.3/6.7 (partially because this is the first and last installation of Future Chronology. maybe it'll appear in MASX). Overdrive allows for players to push the limits on what their characters can do in play. Activating Overdrive is as easy as declaring it in your Chapter's Action.

When you activate Overdrive, all of these will happen/take effect:

  • You will gain an amount of VP which is between 15% to 40% of your VP cap, which is dependent on your HP in 20% intervals.
  • The amount of VP gained can also give you more VP than your cap.
  • Skills used have a 3% damage/negative damage buff.
  • You will get two actions per Chapter. The first action costs 0 AP; however, your skill's current AP still needs to be greater than 0 for it to be used. No free passes here.
  • Along with gaining 15 Actual VP at the end of the Chapter, you'll lose 10 Overdrive VP until the effect ends (net gain will be +5 VP instead of +15 VP).
  • A character-specific effect which will be listed on your character sheet.

The VP you gain when activating Overdrive is called, uncreatively, Overdrive VP. Your character sheet will show this special VP in blue.

When using Skills, at least 80% of the VP usage will be in Overdrive VP. However, you can specify in your private channel if you wish to use more (if you, say, want to keep your regular VP intact).

Overdrive will end when you have 0 Overdrive VP remaining, regardless of what your Actual VP stands at. When Overdrive ends, you cannot use it again until the next Intermission or when you reach the Damage Threshold; whichever comes first.

The Damage Threshold is a numerical value that will increase when a character's Overdrive is not available. It will start at a value of 0, and increase until 1500. When the Damage Threshold is 1500, Overdrive becomes available again. Below is a table that shows how much gets added to the Damage Threshold for each particular action.

+ 100
Start of Chapter
+   2
Gained for each damage dealt
+   1
Gained for each damage taken
+  50
Gained for each attack blocked
+  75
Gained for each attack dodged
+ 150
Gained for blocking a Strong Move
+ 225
Gained for dodging a Strong Move
+ 400
Gained for activating your own Strong Move
+  30
Using an offensive action
+  25
Using a defensive action
+   1
Gained for each 5 DP.
+  15
Doing your action first

2.6 The Timestamps Mechanic

Timestamps is also a brand new mechanic exclusive to MAS6.3/6.7. It adds to action formats, enhances time in gameplay, and in some instances will replace the priority system.

Every action in the Arena Component has a timestamp which dictates part of its effect.

  • For Skills, this is the amount of time it takes to use the Skill.
  • For defensive actions (dodge, block), it is the time frame in which the action will be active.
  • For Nothing and Regen, it is the entire length of the Chapter.
  • Primary Moves take 6 seconds.
  • Secondary Moves take 3 seconds.
  • Unique Moves have independent timestamps, like Skills.
  • Duel Targets and Duel Escapes take 0 seconds and last 0 seconds.

To prevent a "wait five minutes and dodge/attack", any blank space where no active timestamp is taking place will be removed, and actions after the gap will be adjusted to compensate. Additionally, waiting is limited to 30 seconds per action.

Timestamps is a powerful mechanic that allows for a much finer control over your attacks. Use it wisely to maximise the potential of the mechanic.

In Duels, Timestamps are ignored. However, Duel Targets and Duel Escapes do have Timestamps.

2.7 Formats for Actions

These are the various formats that have been standardised for the Arena Component. Please try to adhere to the general format as much as possible, as it will greatly help when parsing actions.

Free Phase
**Action Declaration Text** [This can honestly be whatever as long as it's bold and the first line]
Wait time length [0 - 30 seconds. Can be omitted if 0 seconds.]
Active [Only the name is needed, if applicable. Can be omitted if no active is being used]
          Targets, if necessary
Action [Name and Timestamp need to be included.]
          Targets, if necessary
Movement [Can be omitted if no movement is made.]

Claims, if desired.
					
Duel Phase
**Action Declaration Text** [Same gist]
Active [Only the name is needed, if applicable, etc.]
          Targets are only required if in a Double Duel.
Action [Only the name is needed in Duels, since Timestamps are ignored.]
          Targets are only required if in a Double Duel.
					

2.a See also

MAS6.x Property Chart

Section 7.3 - Sheet Content Publicification

3 Mafia Rules

3.1 Mafia Basic Rules

Mafia's rules are very simple and easy to follow and it can sum up like this:

  • Don’t talk about the game outside the section unless I give you permission to do so.
  • Don’t DIRECTLY quote anything I send to you. In fact, don’t even screenshot it. Paraphrasing is allowed.
  • Editing posts is absolutely forbidden.
  • Violation of any of these rules is subject to a Penalty or worse.

Each player is given a Role. You already have this Role. These Roles have special abilities during this phase that will be outlined in your player sheet.

Mafia has two phases: Day and Night. During the Day, the players vote to lynch who they feel is part of the Mafia, and during the night, the Mafia kills a player who is not a part of the Mafia.

During Day Phase, it takes 50%+1 votes to execute a person, rounded down to the nearest whole number. For example, if there are 6 people alive, it takes 4 votes to execute. If there are 5 people alive, it takes 3 people to execute. You are allowed to abstain, which has the same rules.

After an execution is confirmed, unvotes are forbidden (even if I am not free) and the game will shift to post-trial until I start the Night phase.

Please bold your votes, and place them in the form Vote: Doq. It'll be easier for me to find them.

Once you’re dead, you’re dead. One ‘Bah’ post is allowed (NO GAME CONTENT WHATSOEVER), but then please don’t post in the component.

Each Day Phase will last 48 hours, or until a Lynch is decided, whichever comes first. It can be extended by 24 hours if requested by 50% of the players + 1.

If you do not post for 24 hours and do not declare V/LA, you will be pinged. After that, you must post in the remaining 24 hours or you will risk a Penalty. If you Penalty out, I will remove your player from the remainder of the event. Please be active.

Players may request pings on other players if I've forgotten to ping them. I'm human; I might forget.

If you post after a deadline ends but before I begin to write up a post or DM regarding it, I'll probably accept it. Do so at your own risk, though.

If you will be away for a while, please declare V/LA in the component. During this time, you will not be pinged, but you won't be immune to kills either.

If no player has been executed by deadline, there will be no execution and Night Phase will immediately begin.

3.2 List of Possible Mafia Roles

This is an exhaustive list of every role you can get in this component. If it's not here, you can't get it. Red roles are Mafia, Green roles are Town, Grey roles are Neutral, and Blue roles can be any alignment.

  • Absorber
  • Actor
  • Arsonist
  • Assassin
  • Bodyguard
  • Cop
  • Cult Leader
  • Cultist
  • Deflector
  • Detective
  • Developer
  • Doctor
  • Dreamer
  • Executioner
  • Framer
  • Godfather
  • Inquisitor
  • Jailkeeper
  • Janitor
  • Jester
  • King/Queen
  • Mafioso
  • Mayor
  • Multiple User Personality
  • Ninja
  • Roleblocker
  • Serial Killer
  • Survivor
  • The Flying Pumpkin That Shoots Laser Beams Out Of Its Ass
  • Townie
  • Unjester
  • Vengeful
  • Vigilante
  • Werewolf

3.a See also

Terms and rules and stuff. An invaluable resource for any player. Provided by Mafiascum: https://wiki.mafiascum.net/index.php?title=Main_Page

4 Dungeon Rules

4.1 Dungeon Primer

I'll front real quick. I've never ever done a dungeon before. And the only examples of dungeons I've seen are the ones in TPA5e, the TM dungeon, and DA. So if it ends up being a trainwreck..... well everything's been a trainwreck so it's fine.

The dungeon component of MAS6.3 carefully blends logic from dice-rolling dungeons (DnD like, TPA5e, TMd) and PvE-style arenas (srpg like, DA). Some parts will make calls to what will be referred to as Dice-Logic, and others will make calls to Arena-Logic.

You are given a Companion Unit at the beginning of the dungeon. The Companion Unit adds Skills to the existing moveset you possess for Arena-Logic events, and a special ability for Dice-Logic events. Like yourself, your Companion Unit has health and thus can die. If your Companion Unit is eliminated

  • You lose access to their extended moveset and special ability.
  • Dice-Logic checks are +1 against you, and -1 for you.
  • In Arena-Logic checks, effectiveness is reduced by 5%.

tl;dr: do not lose your Companion Unit.

For Dice-Logic events, you are given six stats of which are one of Strength, Agility, Constitution, Dexterity, Intelligence, and Charisma. Each of these have a unique value between 5 and 10 and can be freely assigned by you when your sheet is received after signing up. These are also the buffs you receive on dice rolls (Instead of them being -1 to +4, they are +5 to +10).

When a Dice-Logic event is called for, the player called will roll some number of dice (this will usually be 1d15, but may be different), sometimes paired with one of their stats' buffs. The higher the result, the better the event will go. Simple as that.

For Arena-Logic events, most of Section 2 applies. However, with few exceptions, you cannot target your dungeonmates, and resistances are ignored (only weaknesses exist).

Additionally, there is a 1.5625% (1 in 64) chance of getting a critical hit, which will deal 50% more damage to the target.

If you are to die in the dungeon, your Companion Unit can be used to grant second life; however if you choose to do this, your Companion Unit will be sacrificed, and you will be subject to the above disadvantages that you'd receive if your Companion Unit dies.

If you choose not to use your Companion Unit to get a second life, or your Companion Unit is already eliminated, you will be blacked out and unable to post until either a checkpoint or the end of the dungeon is reached. If your Companion Unit is alive when you are blacked out, they will be in the protection of another player at random until the checkpoint or end of the dungeon. If you choose that, you will regain your Companion Unit on revival.

Speaking of checkpoints: throughout the dungeon, you may encounter a Checkpoint. When the checkpoint is reached, progress is confirmed to the checkpoint. Additionally, for each player to cross the checkpoint, they may choose to either revive an eliminated player or revive their Companion Unit. If all players and their Companion Unit are still alive, reaching the checkpoint will instead grant a +1 to all stats for the next use of each.

The next subsection contains the order in which actions are made for both Dice-Logic and Arena-Logic events.

The dungeon contains 15 floors, of which 9 can be reached in a given run.

4.2 Order of Actions

Dice-Logic

At the beginning of the dungeon and at every checkpoint, players will roll a 1d(-1). The value of their roll is saved until the next 1d(-1) roll is made.

In the event that multiple dice rolls need to be made in one event, the order is as follows:

  • Players roll, in the order of their saved value from lowest to highest.
  • Enemies and NPCs roll, in the order they first appeared in.
  • Any natural 15 results in a set 25, even if the stats wouldn't allow a roll to reach 25 naturally.
Arena-Logic

At the beginning of the dungeon and at every checkpoint, players will roll a 1d(-1). The value of their roll is saved until the next 1d(-1) roll is made.

When Arena-Logic events occur, actions are as follows:

  • Players act, in the order of their saved value from highest to lowest.
  • Enemies and NPCs act, in the order they first appeared in.

There are exceptions to this order. If you forget, there will be a ticker of next actions to be posted between actions to show whose action is next.

You may switch action spots freely in Arena-Logic events only.

5 Raid Boss Rules

No, the raid boss component is not part of the dungeon. Let's get this out of the way.

This section is left intentionally blank. More on this later. But it is an awful lot like Section 2: Arena Rules.

6 Spirit Summoner Rules

Objective of the game: To win, eliminate all other opponents' HP. Alternately, all alive players win if three Hosts are eliminated.

6.1 Game Format

Four decks comprise the centre of the board: Character, Assist, Item, and Fusion (the largest deck and that which contains the other three types)

Player boards consist of three card slots: the active character slot, two assist slots, and three active item slots. Each character slot and the player has a number of HP points listed on the card (or in the case of the player, 50).

An additional character card is played from a special "Host" deck to the top of the board. It becomes the host. The host does not have a turn, but can be targeted by items and battle like any other character. However; the host cannot be destroyed by a card's effect, only damage.

Players are dealt 3 cards from the Fusion deck at the beginning of the game and plays a character onto the active character slot. If none of the cards dealt are a character card, player draws from the Character deck and plays that character onto the active character slot.

The active character slot must be filled at all times. If the active character is defeated, player will either move an Assist into the active character slot (if card is Assist-only and not Assist/Character, the card is forced into a similar Character card) or play a character card from their hand. If they cannot do either, player takes 4 damage directly for each turn until their own. On their turn, player will draw a card from the Character deck and play that Character onto the active character slot. Their turn also immediately ends. If an effect calls for a card to be placed in the player's hand upon the character's elimination, this occurs after the next active character is played.

When the active character is played, it gets one Overdrive to be used on the player turn. This does not regenerate naturally; however, an assist or an item can restore the active character's Overdrive.

Before the first turn, any players with more than 3 cards in hand must either play to field slots or discard until they are at 3 cards. Repeat this for all players between turns.

6.2 Player Turn

At the start of the player turn, draw a card from the Fusion deck.

Do any of these you desire:

  • Switch out active character with an assist, if both cards are character/assist fusion cards: limit once per turn
  • Play items: limit one active and one passive item per turn
  • Tap an active item: limit one per turn
  • Use an assist's active, if they have an active one: limit one per assist per turn
  • Activate your character's Overdrive, if the Overdrive is available for your character.

Do one of these:

  • Initiate battle with an opponent's board. Your active character can target either your opponent's active, either assist if any, or the player directly. When targeting the player directly, the player has the combined attack of the active character and the assists.
  • Initiate battle with the Host.

6.3 Doing Battle

When battle is initiated, the procedure is as follows:

  • The initiator attacks first. The defender goes second.
  • Attacker rolls a 1d15.
  • Defender will select to either Block or Dodge.
  • When selection is made, defender rolls a 1d15.
  • If selection is block, roll only needs to meet 2/3s of the attacker's roll to block. Block will block 1/2 of the attack damage on the attacker's card, rounded up.
  • If selection is dodge, roll needs to be entirely greater than that of the attacker's roll to dodge. Dodge will dodge all of the attack damage.
  • If roll requirements are not met, attacker deals all damage as shown on the card to the defender. If an elimination occurs, battle immediately ends.
  • After the first phase, repeat the process with the roles switched.

7 Extraneous Rules and Code of Conduct

7.1 The MAS Disclaimer

Over the course of MAS, the need for three critical disclaimers have arisen. These are those disclaimers:

At any point in the course of MAS6.x can mechanics be disregarded or adjusted for the purposes of getting or
enhancing a plot point.
Balancing for MAS6.x is not optimal. Thus, unbalances may slip through in final versions of mechanics or sheets.
If Doq says it's gonna be "just an hour", expect it to take much *much* longer than "just an hour".

7.2 Out of Character Conduct

As response to certain events, there is now a concrete conduct for Out of Character interactions. They are simple but consist of these points:

  1. Sharing sheet contents outright is forbidden. This is not a team arena. You do not have teammates. However, do check out Section 7.3 for the Publicification Mechanics.
  2. Discussion not pertaining to MAS6.x should stay out of the designated category.
  3. All salt and complaints stay in the designated channel. This will now result in Penalties if excessively ignored.
  4. Poor conduct OOC may result in penalties ingame.
  5. Excessive stalling, even if the Chapter time has not concluded, will result in Penalties.
  6. Omni shall know that any private interactions exist, even if the contents are not shared. They must also be archived for completeness.
  7. Alternately, don't say anything. Don't establish it exists. Don't hint at it. Don't nothing. I really don't recommend this way, but if you go this way, you are still required to archive following completion.
  8. Just don't be a dick. Kae?
  9. Ridley is still fucking banned, slay.

7.3 Sheet Content Publicification

Publicification is a new mechanic to MAS6.3 and 6.7. It may help with some of the components throughout the project. Publicification is not grounds for sheet sharing; however, pieces of the sheet can be shared by way of Publicification.

Here is how it works:

At any time during the project, you may ask me to have a part of your character sheet shared. It's that simple.

There are two catches to this, however:

  • You cannot unpublicificate any part you've already shared, and
  • Anything you opt to share is made public to everyone.

Publicificated sheet components will be listed near your public Excel sheet data.

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