The System is not perfect, and changes were made for this RP's Combat to be not only fast but easily understandable.
The Battle System will use Roll20 to show everything in the battle easily.
Before you begin combat, You'll have quite a bit of info you'll have to check about your character.
These are:
HP - Self-Explanatory, Whenever it goes to 0, Your Character will die and be brought out of Battle.
Stagger - This Bar indicates your "Armor", Whenever it goes to 0 you'll be "Staggered".
Whenever you are Staggered, You will not be able to act, and all your resistances will become Fragile.
Light - The "Stamina" of the Character, It dictates how much energy they can use to do their action, They recover 1 each Turn.
Speed Dices - These determine how many actions you may do during your turn.
Resistances - These indicate how much damage you will take from certain attacks, They divide in:
Normal Resistances and Stagger Resistances.
These two then are divided in Blunt/Slashing/Piercing Resistance.
Deck - This is the list of cards that you'll be able to use during battle.
Passives - These are abilities that will give you extra bonuses during battle, Each one of them is unique so make sure to check them whenever you gain a new one.
You can change all of these during any time before battle, through equipping a new "Key Page."
Each Key Page will have a unique value for all of these Information, with the exception of the Deck, which you'll manually choose and modify at will.
When initiating combat, You'll start by rolling your Speed Dice.
You'll only roll once, and if you possess multiple dices, You'll have that many actions during your turn.
Example:
Naoya - 3 Dices = Rolls a 6
Jester - 2 Dices = Rolls a 2
Binah - 4 Dices = Rolls a 4
Turn Order: Naoya (3 Actions)>Binah (4 Actions) > Jester (2 Actions)
Once the Turn Order has been decided, the GM will go from fastest to slowest to ask the actions of each Fighter.
The Only exception to this ruling of the Speed Dices are Bosses, where each of their Speed Dice will be rolled individually, giving them multiple placings in the initiative.
After that has been determined, The First Act will begin.
On each of your Speed Dice, You'll be able to use one of the cards which will compose your Deck.
This Deck will be composed of 9 Cards.
You will begin the Combat with 4 Combat Cards in hand and you will draw 1 each turn.
Each Combat Card that you will use will return to the Deck once exhausted, unless stated otherwise.
Each Combat Card will have an action which can be composed of multiple dices, These can be:
Attack Dices - Which Are Blunt/Slashing/Piercing.
Whenever you attack someone, these will determine whether you win a clash roll against them or not as well as the damage inflicted, This Damage will apply both against HP and Stagger.
They exhaust after being used.
Evade Dices
These will determine whether you can dodge someone's attack in a clash roll or not, avoiding all damage altogether.
Whenever an Evade Dice wins a clash, the User regains Stagger equal to their roll.
These will not exhaust they lose a clash is lost.
Defense Dices
These will determine how much you can reduce the damage of an enemy's attack.
If the Defense Roll is Higher than the enemy's roll, The Enemy will take Stagger Damage equal to the Difference.
They exhaust after being used.
By now, You may wonder: "What are Clashes?"
They are quite simple, This term refers to whenever an enemy and you compete against eachother with your cards.
Clashes work in a very simple way, The Higher value beats the Lower value.
Example:
Two Attacks Clash!
Attack 1 - Rolls a 4
Attack 2 - Rolls a 5
Attack 1 vs Attack 2 = Attack 2 beats it by one, The First Attacker takes 5 Damages! The Dice is exhausted.
An Attack and an Evade Clash!
Attack 1 - Rolls a 3
Evade 1 - Rolls a 4
Attack 1 vs Evade 1 = The Attack is dodged and the Damage is negated, The Dice is NOT exhausted.
The Evader regains 4 Stagger.
Attack 1 - Rolls a 4
Evade 1 - Rolls a 2
Attack 1 vs Evade 1 = The Attack hits for 4 Damages, Both Dices are exhausted.
An Attack and a Defense Clash!
Attack 1 - Rolls a 4
Defense 1 - Rolls a 3
Attack 1 vs Defense 1 = The Attack hits but its damage is reduce by 3.
It hits for only 1 damage, The Dice is exhausted.
Attack 1 - Rolls a 2
Defense 1 - Rolls a 5
Attack 1 vs Defense 1 = The Attack deals no damage and the Attacker takes 3 Stagger Damage.
An Evade and a Defense Clash!
Evade 1 - Rolls a 2
Defense 1 - Rolls a 5
Evade 1 vs Defense 1 = The Defender blocks the Evader, making them take 3 Stagger Damage.
When all of the actions have been determined, The First Round of Combat will begin.
Starting from the fastest person, all of the action will begin in order.
All of the Action will go for their intended target.
However, if an enemy and a player aimed against eachother with one of their actions, then a clash will happen.
When said clash is resolved, The Turn Order will continue as normal.
When all of actions are finished, ACT 0 will repeat once more.
This will continue until one of the two sides battling has no more fighters.
This is the Main Weapon each of you will use during your battles to have a step ahead against your opponents.
The Emotion Level is powered by the Emotions that will rise inside of the battle.
The Emotion Level starts at 0 and levels up, before the start of ACT 0, whenever enough emotion coins are gathered.
Whenever it does, the corresponding side regains all their Light.
The Emotion Coins needed to level up is the Average Value between all the Emotions Coins every Fighter has, at the moment, divided by every fighter that is still alive.
Example:
Emotion Level 0 - Requires 3 Emotions Coins.
Binah = 3 Emotion Coins, Daat = 4 Emotions Coins, Yesod = 6 Emotions Coins, Malkuth = 1 Emotion Coin.
14 Emotions Coins/4 = 3,5
The Emotion Level rises!
Do note that the Emotion Level only increases once before the ACT, even if enough coins are gathered for multiple level ups.
Whenever the Emotion Level rises, You'll be able to pick between 3 Abnormality Pages, which apply effects to all the allies or even all the enemies!
The Abnormality Pages can be either Green or Red Pages.
Green Pages have a rather not too impressive effects with no downside.
Red Pages have a great effects that, however, comes with a downside to it.
How many Green and Red Pages appear depend on the amount of Positive and Negative Emotion Coins.
If 1/3 of the Emotion Coins are Negative, Then you will receieve 1 Red Page and 2 Green Pages.
If 2/3 of the Emotion Coins are Negative, Then you will receieve 2 Red Pages and 1 Green Page.
If 3/3 of the Emotion Coins are Negative, Then you will receieve 3 Red Pages and no Green Pages.
If 3/3 of the Emotion Coins are Positive, Then you will receieve 3 Green Pages and no Red Pages.
These Pages are divided in Tiers ( I, II, III).
The Higher the Tier, The Better overall are the Effects, both Positive and Negative.
Emotion Coins are gained in quite a simple way:
You will gain 1 Positive Emotion Coin whenever you win a clash.
You will gain 1 Negative Emotion Coin whenever you lose a clash.
You will gain 3 Positive Emotion Coins whenever you finish off an enemy.
Both you and your allies will gain 3 Negative Emotion Coins whenever one of your allies is finished off.
Lastly, The Emotion Level also gives buffs to the respective side depending on how high it is:
Emotion Level 0 - 3 Emotion Coins Required for Level Up: No Buffs nor Abnormality Pages.
Emotion Level 1 - 3 Emotion Coins Required for Level Up: +1 Maximum Light , +1 Tier I Abnormality Page.
Emotion Level 2 - 5 Emotion Coins Required for Level Up: +1 Maximum Light , +1 Tier I Abnormality Page.
Emotion Level 3 - 7 Emotion Coins Required for Level Up: +1 Maximum Light , +1 Tier II Abnormality Page, +1 EGO Page.
Emotion Level 4 - 9 Emotion Coins Required for Level Up: +1 Maximum Light , +1 Speed Dice, +1 Tier II Abnormality Page, +1 Ego Page.
Emotion Level 5 - X Emotion Coins Required for Level Up: +1 Maximum Light , +1 Tier III Abnormality Page, +1 EGO Page.
Emotion Level 5 Special Effect:
Whenever you use two Cards during your actions, You will draw an additional card during the next ACT 0.
However, Beware that some of the Enemies can use EGO Pages and Abnormality Pages as well.
Each of you, at one point, will be able to access the Power of E.G.O. Trasformation and E.G.O. Combat Pages.
Starting with the first, Each E.G.O. Trasformation will have specific requirements for you to fulfill before you can access it in battle.
Along with that, You must be at Emotion Level 3 to get the E.G.O. Trasformation Combat Card to begin with.
Once you acquire it, Using it during the next ACT 0 will have you trasformed after the following ACT 1.
Once you trasform, You will acquire a 2 E.G.O. Combat Pages in your hand.
Each E.G.O. Transform will have requirements that you'll need to fulfill to keep the form active.
All of this applies for the Character Personal E.G.O. Trasformation.
Each Floor will have their own E.G.O. which the players will be able to access if they do not possess a Personal E.G.O. Trasformation already.
In case they do not possess it yet, They will instead acquire an E.G.O. Combat Page during their turn.
These Combat Pages can either be Attacks or Trasformation E.G.O.
In the latter, the Player's Personal Deck will be changed to the Abnormality's One.
This Trasformation will last for 3 Rounds.
E.G.O. Combat Pages have an Emotion Recharge System, where Personal E.G.O. will require their Single User to get enough Emotion Coins to recharge, while, Floor E.G.O. will consider the Emotion Coins of all the Players.