Mastermind: Pokedude
Apr 23, 2015 20:00:02 GMT -8
Post by Pokedude12 on Apr 23, 2015 20:00:02 GMT -8
Mastermind Name: Pokedude
Mastermind Level: Star-1 MM Rank
Seasons Hosted: None
Mastermind Style: Anticipated Mysterious
Mastermind Difficulty: N/A
Mystery - Anticipated Minimal
Murder - Anticipated Moderate to Difficult
Mastermind Traits: N/A
Extra Info/Mechanics: The mechanics listed here will likely be out of the norm of MMG. Some may have been used by others, and could be used by others in the future. This will act as a list and description of the mechanics I use, possibly with examples.
Mastermind Level: Star-1 MM Rank
Seasons Hosted: None
Mastermind Style: Anticipated Mysterious
Mastermind Difficulty: N/A
Mystery - Anticipated Minimal
Murder - Anticipated Moderate to Difficult
Mastermind Traits: N/A
Extra Info/Mechanics: The mechanics listed here will likely be out of the norm of MMG. Some may have been used by others, and could be used by others in the future. This will act as a list and description of the mechanics I use, possibly with examples.
{Ability Bullet}
Ability Bullets are abilities with limited uses. These abilities' uses are often acquired at the start of a new phase (Investigation and Trial are the likeliest phases, though a few are acquired during Standard Phase), while the players will be informed of their abilities' effects prior to the game's start. The ABs have no physical forms (as they are treated as SHSL) and are unique to each player. ABs will be heard as gunshots by others in the same room (These sounds cannot be pinpointed, and no notable movements can be seen either). Most of these will pertain to the Investigation and Trial Phases. Some that are not used will convert into different bullets, known as Residual Bullets. Acquiring three of these "bullets" and preserving them will grant the chance to convert them into a stronger ability, Ability Revolver. Players will start with no ABs; and ABs of all types will remain unless they are specifically destroyed or used. However, there is no limit on storing ABs of any type.
Residual Bullet: Residual Bullets are basically a second ability that can be acquired mainly by preserving the original Ability Bullet to its expiration (which is generally the period they become irrelevant). Some Ability Bullets do not receive a Residual Bullet transformation, while others can revert after being transformed. Most of these will pertain to the Standard Phase. These qualify as materials to make an Ability Revolver.
Ability Revolver: Ability Revolvers are a third ability meant to be more powerful than their other counterparts; but not all Ability Bullets have this form. These abilities, when forged, are heard as a bullet being loaded; while using them makes gunshot sounds. Regardless, these actions are heard from anywhere in the entire map; but people won't be able to pinpoint the location of the action. These abilities cannot be used as material to create another Ability Revolver, nor can they be reverted post-creation. Also, Ability Revolvers can only be forged during the Standard Phase. Lastly, Ability Revolvers can be used only once per phase.
Ability Bullet Tree: The "family" line of an Ability Bullet. Some paths will branch as more seasons using this system are made, should people request new paths for used AB lines.
Gaining Extra Ability Bullets: Some powers will have less impact on the game than others; these ABs will have a greater gain than the ones seen as stronger (The MM has the final word on the balance of the powers and uses, though the player can bring it up with the MM to influence his decision). Alternatively, perform one murder and survive its respective Trial to gain one Ability Revolver pertaining to an Ability Bullet you have once unlocked in the respective season. Unlocking an AB is done by obtaining one by fulfilling its condition, or by being granted it as a primary ability at the start of the season. The culprit does not need to use (or even have) any ABs to gain this extra AR. If a player does not have a listed AR, that player will instead gain three extra uses of another AB or RB they have unlocked.
Disclaimer: Most, if not all, rulings made in each description can be bypassed if an ability states it in its effect. An encyclopedia will be made of all AB Trees that are made; and each new Tree will be added at the end of its respective season. The encyclopedia will be applied after a personal board has been acquired.
Examples (Ability Bullets that automatically convert to Residual Bullets):
1) [Ability Bullet - Guiltless Conscience): At the start of Trial, if the user has not performed an act of aggression against another character, that user will gain this ability as a Verbal Bullet. If this ability is used during Trial Phase, the user is deemed innocent and cannot be voted as the culprit. If this ability is not used by the end of Trial, this ability converts into a "Good Will" Residual Bullet.
>[Residual Bullet - Good Will): This ability is acquired by preserving the "Guiltless Conscience" Ability Bullet after its respective Trial. The user can completely heal any one wound within the room, and if applicable, the wound's cause or point of origin. If two or more merging wounds are determined by the MM to have two or more differing causes, then only one of the wounds can be healed by this effect.
>[Ability Revolver - Guardian Angel): This ability is acquired by preserving and combining three Ability Bullets related to the "Guiltless Conscience" Ability Bullet. The user can resurrect one dead player. The effect of resurrection takes place one hour after this ability has been activated and takes place in the room this ability was used in. The resurrected player is immune to all targeting and other effects for one hour after resurrection, and that player cannot perform aggressive actions during that hour. If the resurrected player is deemed AFK, that player will automatically be moved into hiding when the one-hour period has ended.
2) [Ability Bullet - Bullet Hunter): At the start of the Trial Phase, if the user has acquired at least one Verbal Bullet related to the on-going Trial, the user will gain this Ability Bullet. The user can target the last VB used in Trial. That targeted VB is negated and destroyed, then the user gains that negated VB and learns the method of obtaining that VB. VBs that the user already has cannot be targeted by this effect. If this ability is not used by the end of Trial, this ability converts into a "Barrier Shot" Residual Bullet.
> [Residual Bullet - Barrier Shot): This ability is acquired by preserving the "Bullet Hunter" Ability Bullet after its respective trial. If the user is targeted by an Ability Bullet (except Ability Revolver), the user will be notified of the targeting and that AB's effects. The user can negate the AB and lock its use for one hour (The user has a limited time to negate it). If the user is inactive, the "alert" effect becomes dormant.
> [Ability Revolver - Buried Weapon): This ability is acquired by preserving and combining three Ability Bullets related to the "Bullet Hunter" Ability Bullet. The user will be notified of any ABs of any type being used from anywhere on the map and the effects of the AB. The user can negate the AB and destroy it and all other copies of that AB (The user has a limited time to negate it). If the user is inactive, the "alert" effect becomes dormant.
3) [Ability Bullet - Decisive Fake): At the start of the Investigation Phase, if the user has created at least one "red herring" murder weapon, the user gains this ability. This ability can target any item unrelated to the current Trial. That item now has a Verbal Bullet titled as itself for the duration of the trial. If this ability is not used by the end of Investigation, this ability converts into a "Dominating Fear" Residual Bullet.
> [Residual Bullet - Dominating Fear): This ability is acquired by preserving the "Decisive Fake" Ability Bullet after its respective Investigation. This ability negates all aggressive actions targeting the user, as long as they are committed in the same room. The user cannot target any players in the room except if they've been in the room for at least ten minutes. This effect is negated after one hour OR if the user leaves the room.
> [Ability Revolver - Death's Force): This ability is acquired by preserving and combining three Ability Bullets related to the "Decisive Fake" Ability Bullet. The user can target one player in the same room. That target will be marked to die after twenty-four hours have passed. After the first hour has passed, the target will be notified that they will die in the remaining twenty-three hours. This effect is negated if the target correctly determines the user's identity OR if a player has been murdered before the time period ends. If the target correctly determines the user's identity, the user will be killed at the end of the twenty-four hour period instead. The target has only three guesses to correctly determine the identity of the user. If a player has been murdered by this effect, all players gain a Verbal Bullet labelled as this ability at the start of the respective Investigation.
Examples (Ability Bullets that can revert after being transformed into Residual Bullets):
1) [Ability Bullet - Dual Pistol): This abilty is automatically acquired at the start of Trial. During Trial, the user can combine two or more relevant Verbal Bullets to create an accurate time frame OR order of events of the crime; but those component VBs can no longer be used by the user. This resulting bullet can be used only when a character presents a false time frame OR false order of events of the crime (Must match the bullet created), but this bullet can be used multiple times during the on-going Trial. The user can attempt to forge this bullet up to five times per Trial and can succeed in forging only once per Trial. This bullet cannot be forged with false information (Even if VBs are absolute truths, they cannot be combined in the wrong manner). This ability can be converted into a "Pistol Manual" Residual Bullet.
> [Residual Bullet - Pistol Manual): This ability is automatically acquired at the start of Trial. During Trial, the user can examine one Verbal Bullet in his possession. That VB's intended use and relevance to the crime in now known to the user. This ability can be converted into a "Dual Pistol" Ability Bullet.
2) [Ability Bullet - Active Curse): This ability is automatically acquired after Trial. The user can target one player. That target's next PM'd action (excluding examinations) will fail and wound the target. The wound will not be fatal, but may be slightly crippling or may have no relevant effect (The extent of the effect depends on the action in question, as well as the circumstances around it). This ability is converted into a "Mental Curse" Residual Bullet at the start of Trial.
> [Residual Bullet - Mental Curse): At the start of Trial, the user can target one player. That target will lose one random Verbal Bullet relevant to the on-going Trial. This ability is converted into an "Active Curse" Ability Bullet at the end of Trial.
> [Ability Revolver - Cursed Plague): This ability is acquired by preserving and combining three Ability Bullets related to the "Active Curse" Ability Bullet. The user can target any one player. That target is now physically weak and can be more easily KO'd and killed. Also, that target cannot acquire any more Verbal Bullets pertaining to Trials. These effects remain until the next Trial has passed. If another player kills the target, the identity of the user will be revealed to all players; and the user will be executed along with the culprit, if the culprit has been correctly identified. The user cannot be voted as the culprit in that respective Trial if this ability reveals the user's identity.
3) [Ability Bullet - Flipside Torch): This ability is automatically acquired after Trial. The user must remain in a room for one hour before this ability can be used. This ability brings permanent light to one dark room, or permanent darkness to one lit room. Rooms that are altered by this effect cannot be dimmed or lit by other means. This effect lasts until the the start of Investigation. The user cannot perform actions (except examinations) for fifteen minutes after using this ability. This ability can be converted into a "Flipside Beacon" Residual Bullet.
> [Residual Bullet - Flipside Beacon): This ability either conceals the presence of the user or draws attention to the user. When the user is concealed, the user cannot be targeted by others' actions; and the user cannot target others with actions (Actions performed with the knowledge of affecting players will be denied). When the user is drawing attention, all players in the map will be alerted of an event occurring in the user's present room. The user cannot move for ten minutes after using the attention-drawing effect of this ability. The effects of this ability last only one hour. This ability can be converted into a "Flipside Torch" Ability Bullet.
Ability Bullets are abilities with limited uses. These abilities' uses are often acquired at the start of a new phase (Investigation and Trial are the likeliest phases, though a few are acquired during Standard Phase), while the players will be informed of their abilities' effects prior to the game's start. The ABs have no physical forms (as they are treated as SHSL) and are unique to each player. ABs will be heard as gunshots by others in the same room (These sounds cannot be pinpointed, and no notable movements can be seen either). Most of these will pertain to the Investigation and Trial Phases. Some that are not used will convert into different bullets, known as Residual Bullets. Acquiring three of these "bullets" and preserving them will grant the chance to convert them into a stronger ability, Ability Revolver. Players will start with no ABs; and ABs of all types will remain unless they are specifically destroyed or used. However, there is no limit on storing ABs of any type.
Residual Bullet: Residual Bullets are basically a second ability that can be acquired mainly by preserving the original Ability Bullet to its expiration (which is generally the period they become irrelevant). Some Ability Bullets do not receive a Residual Bullet transformation, while others can revert after being transformed. Most of these will pertain to the Standard Phase. These qualify as materials to make an Ability Revolver.
Ability Revolver: Ability Revolvers are a third ability meant to be more powerful than their other counterparts; but not all Ability Bullets have this form. These abilities, when forged, are heard as a bullet being loaded; while using them makes gunshot sounds. Regardless, these actions are heard from anywhere in the entire map; but people won't be able to pinpoint the location of the action. These abilities cannot be used as material to create another Ability Revolver, nor can they be reverted post-creation. Also, Ability Revolvers can only be forged during the Standard Phase. Lastly, Ability Revolvers can be used only once per phase.
Ability Bullet Tree: The "family" line of an Ability Bullet. Some paths will branch as more seasons using this system are made, should people request new paths for used AB lines.
Gaining Extra Ability Bullets: Some powers will have less impact on the game than others; these ABs will have a greater gain than the ones seen as stronger (The MM has the final word on the balance of the powers and uses, though the player can bring it up with the MM to influence his decision). Alternatively, perform one murder and survive its respective Trial to gain one Ability Revolver pertaining to an Ability Bullet you have once unlocked in the respective season. Unlocking an AB is done by obtaining one by fulfilling its condition, or by being granted it as a primary ability at the start of the season. The culprit does not need to use (or even have) any ABs to gain this extra AR. If a player does not have a listed AR, that player will instead gain three extra uses of another AB or RB they have unlocked.
Disclaimer: Most, if not all, rulings made in each description can be bypassed if an ability states it in its effect. An encyclopedia will be made of all AB Trees that are made; and each new Tree will be added at the end of its respective season. The encyclopedia will be applied after a personal board has been acquired.
Examples (Ability Bullets that automatically convert to Residual Bullets):
1) [Ability Bullet - Guiltless Conscience): At the start of Trial, if the user has not performed an act of aggression against another character, that user will gain this ability as a Verbal Bullet. If this ability is used during Trial Phase, the user is deemed innocent and cannot be voted as the culprit. If this ability is not used by the end of Trial, this ability converts into a "Good Will" Residual Bullet.
>[Residual Bullet - Good Will): This ability is acquired by preserving the "Guiltless Conscience" Ability Bullet after its respective Trial. The user can completely heal any one wound within the room, and if applicable, the wound's cause or point of origin. If two or more merging wounds are determined by the MM to have two or more differing causes, then only one of the wounds can be healed by this effect.
>[Ability Revolver - Guardian Angel): This ability is acquired by preserving and combining three Ability Bullets related to the "Guiltless Conscience" Ability Bullet. The user can resurrect one dead player. The effect of resurrection takes place one hour after this ability has been activated and takes place in the room this ability was used in. The resurrected player is immune to all targeting and other effects for one hour after resurrection, and that player cannot perform aggressive actions during that hour. If the resurrected player is deemed AFK, that player will automatically be moved into hiding when the one-hour period has ended.
2) [Ability Bullet - Bullet Hunter): At the start of the Trial Phase, if the user has acquired at least one Verbal Bullet related to the on-going Trial, the user will gain this Ability Bullet. The user can target the last VB used in Trial. That targeted VB is negated and destroyed, then the user gains that negated VB and learns the method of obtaining that VB. VBs that the user already has cannot be targeted by this effect. If this ability is not used by the end of Trial, this ability converts into a "Barrier Shot" Residual Bullet.
> [Residual Bullet - Barrier Shot): This ability is acquired by preserving the "Bullet Hunter" Ability Bullet after its respective trial. If the user is targeted by an Ability Bullet (except Ability Revolver), the user will be notified of the targeting and that AB's effects. The user can negate the AB and lock its use for one hour (The user has a limited time to negate it). If the user is inactive, the "alert" effect becomes dormant.
> [Ability Revolver - Buried Weapon): This ability is acquired by preserving and combining three Ability Bullets related to the "Bullet Hunter" Ability Bullet. The user will be notified of any ABs of any type being used from anywhere on the map and the effects of the AB. The user can negate the AB and destroy it and all other copies of that AB (The user has a limited time to negate it). If the user is inactive, the "alert" effect becomes dormant.
3) [Ability Bullet - Decisive Fake): At the start of the Investigation Phase, if the user has created at least one "red herring" murder weapon, the user gains this ability. This ability can target any item unrelated to the current Trial. That item now has a Verbal Bullet titled as itself for the duration of the trial. If this ability is not used by the end of Investigation, this ability converts into a "Dominating Fear" Residual Bullet.
> [Residual Bullet - Dominating Fear): This ability is acquired by preserving the "Decisive Fake" Ability Bullet after its respective Investigation. This ability negates all aggressive actions targeting the user, as long as they are committed in the same room. The user cannot target any players in the room except if they've been in the room for at least ten minutes. This effect is negated after one hour OR if the user leaves the room.
> [Ability Revolver - Death's Force): This ability is acquired by preserving and combining three Ability Bullets related to the "Decisive Fake" Ability Bullet. The user can target one player in the same room. That target will be marked to die after twenty-four hours have passed. After the first hour has passed, the target will be notified that they will die in the remaining twenty-three hours. This effect is negated if the target correctly determines the user's identity OR if a player has been murdered before the time period ends. If the target correctly determines the user's identity, the user will be killed at the end of the twenty-four hour period instead. The target has only three guesses to correctly determine the identity of the user. If a player has been murdered by this effect, all players gain a Verbal Bullet labelled as this ability at the start of the respective Investigation.
Examples (Ability Bullets that can revert after being transformed into Residual Bullets):
1) [Ability Bullet - Dual Pistol): This abilty is automatically acquired at the start of Trial. During Trial, the user can combine two or more relevant Verbal Bullets to create an accurate time frame OR order of events of the crime; but those component VBs can no longer be used by the user. This resulting bullet can be used only when a character presents a false time frame OR false order of events of the crime (Must match the bullet created), but this bullet can be used multiple times during the on-going Trial. The user can attempt to forge this bullet up to five times per Trial and can succeed in forging only once per Trial. This bullet cannot be forged with false information (Even if VBs are absolute truths, they cannot be combined in the wrong manner). This ability can be converted into a "Pistol Manual" Residual Bullet.
> [Residual Bullet - Pistol Manual): This ability is automatically acquired at the start of Trial. During Trial, the user can examine one Verbal Bullet in his possession. That VB's intended use and relevance to the crime in now known to the user. This ability can be converted into a "Dual Pistol" Ability Bullet.
2) [Ability Bullet - Active Curse): This ability is automatically acquired after Trial. The user can target one player. That target's next PM'd action (excluding examinations) will fail and wound the target. The wound will not be fatal, but may be slightly crippling or may have no relevant effect (The extent of the effect depends on the action in question, as well as the circumstances around it). This ability is converted into a "Mental Curse" Residual Bullet at the start of Trial.
> [Residual Bullet - Mental Curse): At the start of Trial, the user can target one player. That target will lose one random Verbal Bullet relevant to the on-going Trial. This ability is converted into an "Active Curse" Ability Bullet at the end of Trial.
> [Ability Revolver - Cursed Plague): This ability is acquired by preserving and combining three Ability Bullets related to the "Active Curse" Ability Bullet. The user can target any one player. That target is now physically weak and can be more easily KO'd and killed. Also, that target cannot acquire any more Verbal Bullets pertaining to Trials. These effects remain until the next Trial has passed. If another player kills the target, the identity of the user will be revealed to all players; and the user will be executed along with the culprit, if the culprit has been correctly identified. The user cannot be voted as the culprit in that respective Trial if this ability reveals the user's identity.
3) [Ability Bullet - Flipside Torch): This ability is automatically acquired after Trial. The user must remain in a room for one hour before this ability can be used. This ability brings permanent light to one dark room, or permanent darkness to one lit room. Rooms that are altered by this effect cannot be dimmed or lit by other means. This effect lasts until the the start of Investigation. The user cannot perform actions (except examinations) for fifteen minutes after using this ability. This ability can be converted into a "Flipside Beacon" Residual Bullet.
> [Residual Bullet - Flipside Beacon): This ability either conceals the presence of the user or draws attention to the user. When the user is concealed, the user cannot be targeted by others' actions; and the user cannot target others with actions (Actions performed with the knowledge of affecting players will be denied). When the user is drawing attention, all players in the map will be alerted of an event occurring in the user's present room. The user cannot move for ten minutes after using the attention-drawing effect of this ability. The effects of this ability last only one hour. This ability can be converted into a "Flipside Torch" Ability Bullet.
{Floor Timer}This mechanic is a time limit that players can remain on a floor without negative consequences (i.e. dying). As a system, it is minor and can easily be managed by many hosts. Thus far, there are two ways this system can play out:
[Ex. for connected timers]: Floor 1 is to be hit with a nuke in five in-game days. Players survive to the next floor and are protected from the nuke. Floor 2 will be drenched in radioactive particles and will require players to escape further into the building within five days. The total time to escape to Floor 3 is ten days, assuming players arrive at Floor 2 quickly enough.
[Ex. for separate timers]: Floor 1 has ninjas infiltrating the building in three in-game days. Players survive to the next floor and block off Floor 1. Players trip a timed bomb that will explode in five days. The total time to escape from Floor 2 to Floor 3 will always be five days; and Floor 1 will have no impact on the timer, unless players fail to reach Floor 2.
[Ex. for connected timers]: Floor 1 is to be hit with a nuke in five in-game days. Players survive to the next floor and are protected from the nuke. Floor 2 will be drenched in radioactive particles and will require players to escape further into the building within five days. The total time to escape to Floor 3 is ten days, assuming players arrive at Floor 2 quickly enough.
[Ex. for separate timers]: Floor 1 has ninjas infiltrating the building in three in-game days. Players survive to the next floor and block off Floor 1. Players trip a timed bomb that will explode in five days. The total time to escape from Floor 2 to Floor 3 will always be five days; and Floor 1 will have no impact on the timer, unless players fail to reach Floor 2.
{Rumor}
Basically, the mechanic is a second way of passing info. This mechanic occurs naturally, as an automatic IC occurrence. Player characters will pass info around if enough of them find that info. Then that info will pass into a sort of database that will have its own thread. Naturally, this mechanic will be applied to plot; but murders will be excluded. The number of players that have to know info for this mechanic to work will vary, but will definitely be a low number compared to the number of participants. Otherwise the mechanic'll have no meaning. The maximum number will be one-third of the playerbase (for the on-going season). The minimum will be one-fifth.
The setup itself will be a mix between a numbers system and a timer system. If one player finds the info, a timer will start for a certain number of IRL days. If multiple people find that same info later on, the timer will be adjusted accordingly until enough players trigger the numbers condition or until the timer hits zero.
Base Formula: (X Days / Y Players) - Z Hours Passed = F Hours Remaining. The value of each player will always be equated to one day. Each day will be converted into hours when applicable. I will always rework the equation from the top when another player finds info. I cannot say how other MMs will use this.
[Ex.] Player A finds Plot A at the start of Day 1 at 7:00AM. Afterward, Player B finds that same plot at 12:00 PM on the same day. After that, Player C finds it at 8:00PM on the same day. Out of 20 players, with a base time of three days, the formula would become:
(3 days / 3 players) - 13 hours = 11 hours remaining, each player being equated to one day. Then if a fourth came along shortly after, the timer would automatically finish due to the passed hours, even if the number condition were five or greater. Yes, real life certainly works in strange ways, doesn't it?
Basically, the mechanic is a second way of passing info. This mechanic occurs naturally, as an automatic IC occurrence. Player characters will pass info around if enough of them find that info. Then that info will pass into a sort of database that will have its own thread. Naturally, this mechanic will be applied to plot; but murders will be excluded. The number of players that have to know info for this mechanic to work will vary, but will definitely be a low number compared to the number of participants. Otherwise the mechanic'll have no meaning. The maximum number will be one-third of the playerbase (for the on-going season). The minimum will be one-fifth.
The setup itself will be a mix between a numbers system and a timer system. If one player finds the info, a timer will start for a certain number of IRL days. If multiple people find that same info later on, the timer will be adjusted accordingly until enough players trigger the numbers condition or until the timer hits zero.
Base Formula: (X Days / Y Players) - Z Hours Passed = F Hours Remaining. The value of each player will always be equated to one day. Each day will be converted into hours when applicable. I will always rework the equation from the top when another player finds info. I cannot say how other MMs will use this.
[Ex.] Player A finds Plot A at the start of Day 1 at 7:00AM. Afterward, Player B finds that same plot at 12:00 PM on the same day. After that, Player C finds it at 8:00PM on the same day. Out of 20 players, with a base time of three days, the formula would become:
(3 days / 3 players) - 13 hours = 11 hours remaining, each player being equated to one day. Then if a fourth came along shortly after, the timer would automatically finish due to the passed hours, even if the number condition were five or greater. Yes, real life certainly works in strange ways, doesn't it?
{Battle Bullet}
A complementary system to the Ability Bullet system. These exist during battle. NPCs will generate their own BB abilities, and sometimes players will have access to opposing abilities for their respective fights. Each player will gain one BB at the end of a Phase, and all BBs in play in a fight will be removed at the end of that fight. For fights that include this system, a preparation sub-phase will be included to provide timing restrictions on some abilities.
Example:
-Magic Javelin: 2 BB. This effect plants a translucent spike into the target, preventing its movement this turn. This effect must be used in the Pre-Phase. The user cannot use other skills this turn, and can only perform one action this turn.
-Magic Barrier: 2 BB. This effect creates a circular, translucent barrier in front of the user, blocking physical attacks on both sides of it.
-Gravity Rise: 4 BB. This effect causes all items and obstacles in the room to rise to the ceiling until the end of the third turn after this effect's activation. This skill must be activated in the Pre-Phase. The user cannot use other skills this turn.
-Gravity Magnet: 5 BB. This effect either draws in all other characters in the ongoing fight, or repels them. This effect must be activated in the Pre-Phase.
-Gravity Force: 8 BB. This effect locks the target into a kneeling position, preventing its actions and movement this turn. This effect can be used in the Pre-Phase, or the user can use 10 BB to activate it at the start of the Phase. The user cannot activate other skills this turn.
-Magic Door: 10 BB. This effect creates a door that leads to any currently accessible location in the game. The door cannot be altered in any way, and items cannot be placed within five meters of it. This door lasts until the end of the day. This effect can be used only once per day and must be used in the Pre-Phase. The user cannot perform actions ten minutes after leaving the ongoing fight. Any character who leaves a room by using this door is treated as leaving any ongoing fights.
PLACEHOLDERA complementary system to the Ability Bullet system. These exist during battle. NPCs will generate their own BB abilities, and sometimes players will have access to opposing abilities for their respective fights. Each player will gain one BB at the end of a Phase, and all BBs in play in a fight will be removed at the end of that fight. For fights that include this system, a preparation sub-phase will be included to provide timing restrictions on some abilities.
Example:
-Magic Javelin: 2 BB. This effect plants a translucent spike into the target, preventing its movement this turn. This effect must be used in the Pre-Phase. The user cannot use other skills this turn, and can only perform one action this turn.
-Magic Barrier: 2 BB. This effect creates a circular, translucent barrier in front of the user, blocking physical attacks on both sides of it.
-Gravity Rise: 4 BB. This effect causes all items and obstacles in the room to rise to the ceiling until the end of the third turn after this effect's activation. This skill must be activated in the Pre-Phase. The user cannot use other skills this turn.
-Gravity Magnet: 5 BB. This effect either draws in all other characters in the ongoing fight, or repels them. This effect must be activated in the Pre-Phase.
-Gravity Force: 8 BB. This effect locks the target into a kneeling position, preventing its actions and movement this turn. This effect can be used in the Pre-Phase, or the user can use 10 BB to activate it at the start of the Phase. The user cannot activate other skills this turn.
-Magic Door: 10 BB. This effect creates a door that leads to any currently accessible location in the game. The door cannot be altered in any way, and items cannot be placed within five meters of it. This door lasts until the end of the day. This effect can be used only once per day and must be used in the Pre-Phase. The user cannot perform actions ten minutes after leaving the ongoing fight. Any character who leaves a room by using this door is treated as leaving any ongoing fights.