Battle Guide

Battles are a combination of tabletop/RPG elements, actual roleplaying, and the grace of online number generators. As this is a roleplay, have fun with battles! Some battles will be serious, but others will probably be very silly. It's what you make of it! Roleplaying it out will make things a lot more fun than if you're just like "/me uses x pin" over and over and over...

MODES:
Normal: Battles are designed to take approximately 30 minutes each by paying moderate-full attention to the battle room. Boss battles will typically take closer to an hour, mainly depending on how many Players are participating.
Rush: When activated, you have 2 minutes to perform your turn or you will be SKIPPED. This happens to help speed up battles because some of them end up taking a lot longer than they're planned to, and well, there are more important things to do!

CHATZY COMMANDS:
/me : for actions and such.
/flipcoin : Flips a coin. Can be your best friend or your worst enemy.
/rolldie # : Rolls a dice and generates the power of your attack. Also your best friend and worst enemy.
/choose x, x, x : Generates a choice among several options

PINS:
Unless specified, you must flip a coin to see if your attack will hit prior to being able to use a pin/psych.
To use a pin, say which one you are using and then input "/rolldie #" with the # being your pin's attack power, given by the (#) next to the pin's name.
Standard pins have a cooldown of 1 turn. (aka, you can NOT use the same pin twice in a row)
Multihit pins have a cooldown of 2 turns.
Maximum of 6 pins in your deck.
Healing pins heal for a certain percentage of your total possible HP. Does not require a coinflip! These can only be used once during battle.
Pins that you do not want can be sold at the shop.

ABILITY POINTS:
In each battle, you are given a certain amount of AP, which can be used to dodge attacks, inflict status effects, or heal for small amounts of HP without using pins! These are free actions, so they do not require a coinflip. AP resets for each battle. Increase AP by eating certain foods or wearing certain clothes!
1 AP = 1 effect, unless specified that it requires more.
1 AP = 1 turn.
In order to heal with AP, roll a dice for 50.

STATUS EFFECTS/ABILITIES:
Poison: -20 HP for 3 turns (-60 HP total) (Requires 1 AP)
HP Drain: -60 HP target. +60 HP caster. (Requires 3 AP)
ATK Break: Attacks hit for 0.5x power for one turn. (Requires 1 AP)
DEF Break: Take 1.5x the amount of damage for one turn. (Requires 1 AP)
Stun: Unable to move, skips next turn. Vulnerable to attacks. (Requires 2 AP)
Dodge: Skips next turn, but makes invulnerable to attacks. (Requires 1 AP)
Adrenaline: Health under 25% - Do not need to flip a coin before attacks; double attack rolls
Immunity %: Resists status effects. Depending on your percentage, roll a die for 100, and if you roll EQUAL OR UNDER that number, you will not be affected. (ie, Noise hits you with poison. 10% immunity. Roll dice, receive a 10 or lower = NOT POISONED. Receive an 11 or higher = POISONED)
Critical Fail: If an attack hits for 1, flip to attack again at half power.
Critical Bonus: If an attack hits for full power, flip to attack again at full power.

EXPERIENCE POINTS:
After each battle, players will receive experience proportionate to the difficulty of the Noise they defeated. After earning a certain amount of EXP, Players will level up, and will receive bonuses in either ATK, HP, BRV, or AP. Which bonus(es) occurs will be randomly generated.
2x of the EXP earned is PP, which is used to evolve your pins. Furthermore, players will gain 1 PP every single day just for the heck of it proportionate to the Day (ie, D1= 1 PP per day, D2= 2 PP per day, etc). After gaining a certain amount of PP, you can apply it to one of your pins in order to evolve it to a stronger form!
Beyond EXP and PP, Players will also receive yen which can be used to buy powerups in the form of food and threads, as well as new pins!
HP DOES NOT reset after battle. Resets each Day. (aka: down time days do NOT restore health) Restore HP by eating food!

PIN EVOLUTION:
In order to evolve your pin, please PM the Composer! Please state which pin you would like to evolve, and how much PP it will cost. Most attack pins will evolve.
1st Evolution: 50 PP
2nd Evolution: 150 PP
3rd Evolution: 300 PP
So... after evolving a pin once (50 PP), it will cost 150 PP to evolve it further! And so on.

End