Digital Devil Phalla: Rebirth
A MrBlarney Production
with scenario and writing support from cj iwakura;
special thanks to Infidel for page hosting and programming support.
Original games by ATLUS.
After the environmental shifts of a half-century past, humanity was forced to quickly adapt to a new world. Chaos spread throughout the land as countries fought to survive in a hostile Earth that could not possibly support everyone. The world burned under the cataclysmic struggle between powers, leaving few to carry on humanity's legacy. But life continued, and from these ashes, civilization reemerged. Among the survivors, a grand city was born.
For thirty years, the Heavenly City has been a beacon for how humanity can continue to survive. Its outward face is one of prosperity, with comfortable living conditions for those who are willing to work for it. But not all are happy with the operations of the Heavenly City. For all of the people who are cared for by the city, there are still those who fall below the attention of the city’s governors. In order for the city to operate smoothly, there are many rules and regulations in place; freedom is something in short supply. From time to time, resistance organizations have popped up in an attempt to overturn the ruling order, but each effort has been quickly squashed by the City's vast and powerful resources. If the resistance is to successfully carry out a revolution, drastic measures will need to be taken. One resistance cell, calling themselves the Dharmapala, is on the verge of a discovery that will revolutionize and irreparably change the world. What will the consequences of their actions be? Will the Heavenly City stand strong against the chaos, perpetuating its oppression but continuing to ensure humanity's survival? Or will the Dharmapala break down the law of the land, bringing humanity to a new era but uncertainty to its fate?
Genre: Traditional (Village vs. Mafia), Battle Mechanics w/ Personal Pages
This is a Phalla
game, Penny Arcade Forum's version of the party game Mafia. If this is your first game, it will be informative to visit the linked topic for some background information.
This game is inspired by the video game Digital Devil Saga 2
and other games in ATLUS' Shin Megami Tensei series. No knowledge of the source games are required to play in this game.
This Phalla is structured as a traditional game, with an uninformed majority, the Heavenly City guardians, pitted against an informed minority, the Dharmapala resistance. This game also features personal stat pages with which players may conduct additional actions outside of the thread discussion and vote.
Values and formulas for statistics and skills may be subject to change until the end of the signup period.
Personal Stat Pages
Many of this game’s features are conducted through personal stat pages:
On the left side of the page, you will see your vital statistics. At the top, you will see your name. Below that to the left are your level, amount of experience accumulated, and the amount of remaining experience needed to achieve the next level. On the right are your HP and MP. Next on the page are your base statistics (left) and your elemental resistances (right). Icons showing your current status conditions, both positive and negative fall in the area below. Finally, the bottom half of the left side is dedicated to showing the skills learned and learnable on the Mantra Grid. These game features will be explained in the sections below.
On the right side, you will be able to view information and make actions. At the top will be listed the game day as well as navigation for reviewing previous days. Below that are dropdowns allowing you to set the day's actions. The large portion of the right side is dedicated to a record of information including actions resolved at the previous day’s night phase as well as any activity resolved on the current day.
There are three major attributes, strength (ST), magic (MA), and agility (AG). ST governs a player's maximum HP, physical attack power, and physical defense. MA governs a player's maximum MP, magical attack power and magical defense. AG governs attack accuracy, evasion rate, and action order. At the start of the game, players may allocate 12 points between these attributes (minimum of 1 in each). For each level gained, one additional point may be allocated. If there are stat points that can be allocated, then the ST, MA, and AG letters will be colored in green. Click on the stat you wish to increase, and a point will be allocated.
Elements and Resistances
Derived from these, as well as player level, are secondary statistics of health points (HP) and magic points (MP). A player's life energy is indicated by HP; if HP reaches 0 or less, the player is eliminated from the game. HP also fuels abilities with the physical attribute. MP is used to power abilities with magical attributes. There is no penalty for reaching 0 MP, excepting the inability to cast spells until it is regenerated.
Max HP = 120 + 12*LV + 6*ST
Max MP = 60 + 6*LV + 3*MA
Attack = ST, Defense = ST
Magic Attack = MA, Magic Defense = MA
Accuracy = AG, Evade = AG
Level, Experience Points, Atma Points
At the start of the game, players also allocate their resistances and weaknesses to the attack elements
Earth. (There are additional elements of Expel, Death, and Almighty, but there are no natural ways to affect resistances to these elements.) The levels of resistance are as follows:
- Frail (Fr) - The player takes two times the normal damage from these-type attacks.
- Weak (Wk) - The player takes 50% more damage from these-type attacks.
- Neutral (-) - The player takes normal damage from these-type attacks.
- Strong (St) - The player takes half damage from these-type attacks.
- Null (Nu) - The player takes no damage from these-type attacks.
The costs for taking each level of resistance are Fr (-2), Wk (-1), St (1), Nu (2), with costs doubled for the Physical element. Characters must be created so that they have at least one Weakness or Frailty and the total point cost for their resistances are 0 or less. Resistances may not be changed after the first day of play.
As the game proceeds, players will accumulate Experience points (XP) and Atma points (AP). At certain XP thresholds, players will level up, increasing their maximum HP, MP, and damage potential. AP is used to purchase skills on the Mantra Grid (see section below).
Perform any action: +(Player LV+1) XP
Target someone that has already been eliminated: +1 XP
Target someone (except self) with a healing, support, or non-death ailment ability: +(Target LV) XP
Hit a target with an ailment or direct-damage attack: +(Target LV+1) XP
Defeat a target with an action (via damage or death ability): +(Target LV+1) XP, +(Target LV+1) AP
Be hit by an ailment or direct-damage attack while using Guard: +(Attacker LV) XP
Survive to the end of a day: +3 XP, +2 AP
Gain a level up: +2 AP, +1 Stat Point
At level X, total XP for next level = 4*X*(X+2):
To Level 1 - Total XP: 0, XP to next level: 12
To Level 2 - Total XP: 12, XP to next level: 20
To Level 3 - Total XP: 32, XP to next level: 28
To Level 4 - Total XP: 60, XP to next level: 36
To Level 5 - Total XP: 96, XP to next level: 44
To Level 6 - Total XP: 140
Mantra Grid and Skills
Each day, players may perform an action from the pool of standard actions and any purchased skills. Actions are resolved in order of AG, with the exception of abilities marked <Priority>, which are all performed first in each game day. Players with the same AG will have their actions resolved in random order. Common actions are as follows:
- Attack - Deal a minor amount (base 18) of physical damage.
- Guard - Reduce the damage taken from attacks by 50% today. Gain XP if attacked while Guarding. <Priority, Self Only>
- Rest - Recover 20% Max HP and 20% Max MP (rounded up). <Priority, Self Only>
- Revert - Recover 40% Max HP and 40% Max MP (rounded up), but take 50% more damage from attacks today. <Priority, Self Only>
Status Ailments and Conditions
Atma points (AP) may be spent to learn additional abilities from the Mantra Grid. Skills gained from the Mantra Grid have a HP or MP cost requirement for use once unlocked. Each player starts with 5 AP and may freely purchase any abilities from the central two rings (Devour counting as the innermost ring). Abilities in the outer two rings may only be learned if an adjacent ability has already been learned.
- Body Rush (3 AP) (3% Max HP (rounded up)) - Deal a small amount (base 25) of physical damage.
- Hell Fang (6 AP) (6% Max HP (rounded up)) - Deal a medium amount (base 40) of physical damage.
- Executioner (9 AP) (12% Max HP (rounded up)) - Deal a large amount (base 60) of physical damage.
- Devour (2 AP) (3% Max HP (rounded up)) - Deal a minor amount (base 18) of physical damage. If this kills the target, gain 50% more AP (rounded up).
- Rend Asunder (5 AP) (6% Max HP (rounded up)) - Deal a small amount (base 25) of physical damage. If this kills the target, gain 50% more AP (rounded up).
- Consume (8 AP) (12% Max HP (rounded up)) - Deal a medium amount (base 40) of physical damage. If this kills the target, gain 50% more AP (rounded up).
- Devil Feast (7 AP) (9% Max HP (rounded up)) - Medium chance (base 35%) of instantly killing target. If this kills the target, gain 50% more AP (rounded up).
- Ingest (10 AP) (18% Max HP (rounded up)) - High chance (base 55%) of instantly killing target. If this kills the target, gain 50% more AP (rounded up).
- Agi (3 AP) (6 MP) - Deal a small amount (base 20) of fire damage.
- Agilao (6 AP) (12 MP) - Deal a medium amount (base 33) of fire damage.
- Agidyne (9 AP) (24 MP) - Deal a large amount (base 50) of fire damage.
- Bufu (3 AP) (6 MP) - Deal a small amount (base 20) of ice damage.
- Bufula (6 AP) (12 MP) - Deal a medium amount (base 33) of ice damage.
- Bufudyne (9 AP) (24 MP) - Deal a large amount (base 50) of ice damage.
- Zio (3 AP) (6 MP) - Deal a small amount (base 20) of electricity damage.
- Zionga (6 AP) (12 MP) - Deal a medium amount (base 33) of electricity damage.
- Ziodyne (9 AP) (24 MP) - Deal a large amount (base 50) of electricity damage.
- Zan (3 AP) (6 MP) - Deal a small amount (base 20) of force damage.
- Zanma (6 AP) (12 MP) - Deal a medium amount (base 33) of force damage.
- Zandyne (9 AP) (24 MP) - Deal a large amount (base 50) of force damage.
- Tera (3 AP) (6 MP) - Deal a small amount (base 20) of earth damage.
- Terazi (6 AP) (12 MP) - Deal a medium amount (base 33) of earth damage.
- Teradyne (9 AP) (24 MP) - Deal a large amount (base 50) of earth damage.
- Megido (7 AP) (16 MP) - Deal a medium amount (base 40) of almighty damage.
- Megidola (10 AP) (32 MP) - Deal a large amount (base 60) of almighty damage.
- Hama (7 AP) (16 MP) - Deal damage to an enemy equal to ~40% of their Maximum HP.
- Hamaon (10 AP) (32 MP) - Deal damage to an enemy equal to ~60% of their Maximum HP.
- Mudo (7 AP) (16 MP) - Medium chance (base 40%) of instantly killing target.
- Mudoon (10 AP) (32 MP) - Large chance (base 60%) of instantly killing target.
- Poisma (4 AP) (5 MP) - Medium chance (base 40%) of inflicting target with Poison.
- Pulinpa (5 AP) (5 MP) - Medium chance (base 40%) of inflicting target with Panic.
- Stun Sphere (5 AP) (5 MP) - Medium chance (base 40%) of inflicting target with Stun.
- Dream Haze (5 AP) (10 MP) - Medium chance (base 40%) of inflicting target with Sleep.
- Makajam (5 AP) (10 MP) - Medium chance (base 40%) of inflicting target with Silence.
- Curse (6 AP) (10 MP) - Medium chance (base 40%) of inflicting target with Curse.
- Foul Breath (5 AP) (6 MP) - Target's chance of contracting bad status ailments is multiplied by 1.5.
- Dia (4 AP) (8 MP) - Heal a small amount (base 30) of damage.
- Diarama (6 AP) (16 MP) - Heal a medium amount (base 50) of damage.
- Diarahan (10 AP) (32 MP) - Heal all damage on target.
- Amrita (6 AP) (10 MP) - Cure target of all bad status ailments.
- Tarukaja (5 AP) (8 MP) - Increase target Attack and Magic Attack by 2. (Maximum 3 levels/+6)
- Rakukaja (5 AP) (8 MP) - Increase target Defense and Magic Defense by 2. (Maximum 3 levels/+6)
- Sukukaja (4 AP) (8 MP) - Increase target Accuracy and Evade by 2. (Maximum 3 levels/+6)
- Dekaja (6 AP) (8 MP) - Eliminate all -kaja effects on the target.
- Power Charge (6 AP) (12 MP) - The user's next physical attack will deal 2.5 times the normal damage. <Self Only>
- Magic Charge (6 AP) (12 MP) - The user's next magical attack will deal 2.5 times the normal damage. <Self Only>
On personal pages, learned skills in the Mantra Grid will be highlighted in blue
. Skills that can be learned will have a dim brown shading
, with a brighter color and internal border if there is sufficient AP to learn
. To learn a skill, click on the hex corresponding with that skill and confirm the selection.
Hit and Damage Formulas
Certain abilities gained from the Mantra Grid inflict negative and positive status conditions. Players may have any number of status conditions. Negative status ailments stay in effect for at least three days (including the day it was inflicted); there is a 50% chance of recovering naturally from a status effect each turn after the third. Positive conditions remain in play until exhausted or dispelled.
Poison: Player loses health equal to 15% Max HP (rounded up) at the end of each day.
Panic: Player’s actions are randomized each turn, using a random mantra grid ability on a random target, or making a random attack if such action is impossible.
Stun: Player accuracy and evasion are halved (round up). Physical attacks against the player have twice the critical hit rate (stacks with Sleep effect).
Sleep: Player may take no actions (supercedes Panic effects). Physical attacks against the player have twice the critical hit rate (stacks with Stun effect). Sleep condition is removed if hit by a physical attack.
Silence: Player may not use abilities that incur an MP cost.
Curse: Player receives damage equal to half the damage they deal (rounded up).
Foul Breath: Increases likelihood of contracting a bad status ailment by 50%.
Power Charge: Next physical attack deals 2.5 times damage. Lasts until a physical attack is performed.
Magic Charge: Next magical attack deals 2.5 times damage. Lasts until a magical attack is performed.
Attack Up (Tarukaja): Attack and Magic Attack +2 per level, up to three levels. Lasts until dispelled by Dekaja.
Defense Up (Rakukaja): Defense and Magic Defense +2 per level, up to three levels. Lasts until dispelled by Dekaja.
Speed Up (Sukukaja): Accuracy and Evade +2 per level, up to three levels. Lasts until dispelled by Dekaja.
Attack = ST, Defense = ST
Magic Attack = MA, Magic Defense = MA
Accuracy = AG, Evade = AG
Offensive Skill Formulas
(direct-damage and status effect skills alike make a primary hit roll before checking damage or making a second effect roll, respectively)
Hit% = 0.95^(hit base + D – A) (rounded down), where A = attacker accuracy, D = defender evade, maximum 100%
base + D - A | <=0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
hit % | 100 | 95 | 90 | 85 | 81 | 77 | 73 | 69 | 66 | 63 | 59
Damage = k * (1+LV/10) * S^(A-D) (rounded up), where k = base damage, LV = user's level, S = damage increment, A = attack/magic attack, D = defense/magic defense.
Effect% = k * (6+4(1.5)^(D-A)) / (5+5(1.5)^(D-A)) (rounded up), where k = base effect%, A = attack/magic attack, D = defense/magic defense.
For physical attacks
Damage Increment S = 1.07
Hit base modifier = 5
Critical Hit% = 10% (double damage)
For magic attacks
Damage Increment S = 1.10
Hit base modifier = 3
Critical Hit% = 0%
(healing and beneficial support spells always hit their targets):
Dia heals 30 + 3*(LV+MA) HP. Diarama heals 50 + 5*(LV+MA) HP. Healing amount will not bring target above their maximum HP. Values are not affected by other stat values or buff status.
The Heavenly City has a large military force at its disposal, enough to take down any threat no matter the size. Vote for the player who you find most suspicious in bold red
with "!vote for <player name>
" or similar phrase. You may retract a vote by posting "!retract vote for <player name>
" or similar phrase in bold limegreen
or change your vote by making another one in bold red
. Do not, under any circumstance, edit a post that has a vote. If an edit is necessary, make a new post instead.
The player who receives the most votes will be eliminated from the game. Should there be a tie in the vote, then only the first person to hit the tied value will be eliminated. The vote acts first in each day's resolution, before any player actions are resolved.
At the start of the game, voting will normally close each day at 8PM PDT / 11PM EDT / 3AM UTC; any actions before the hour (x:59) will count, any actions on the hour and later (x:00) will not. If this game is still in progress when Daylight Saving Time expires in the United States on Sunday, November 3, the vote close will shift to 8PM PST / 12AM EST / 4AM UTC.
Sign up with the phrase "I !sign up
" or similar phrase in bold limegreen
or other bright, easily visible color to ensure that your intent to play is acknowledged. Signups will be open for a minimum of 72 hours, closing at earliest on Tuesday, October 22, 8PM PDT / 11PM EDT / Wednesday, October 23, 3AM UTC. Depending on signup numbers and page testing progress, there may be a 24-hour or longer extension to the signup period. There is no maximum cap for signups for this game.
It is expected that players do at least two of the following three things each day to be considered sufficiently active: make at least two posts, make a vote, submit private actions. A warning will be sent on the first day that this requirement is not met, and a replacement will be made on the second consecutive day of inactivity or third day overall. If there are no replacements available, then the player will be eliminated from the game.
Any questions about the general game rules may be made by highlighting the question in bold darkorange text
. Answers will be posted in the thread and collected in the below section. Player-specific inquiries that are not addressed in the general rules may be asked via PM to the host.
Standard Phalla rules apply: no sharing of host-provided PMs via screenshots or direct quotation. However, information may be shared indirectly, such as through rephrasing. You may not add new players to preexisting private conversations after the first message - start a new conversation instead. No anonymous contact is allowed. All messages must be traceable to a player in the game. Once you are eliminated, you may not make any more game conversation with players remaining in the game.
If any players create "proboards" for private communication or interesting conversations including more than two players, please send links for them to the host.
Questions and Answers
Q. Are there any advanced Phalla mechanics in play, including conversions, unreliable masons, unreliable seers, thralls, and vote manipulation?
Q. Do elemental resistances protect against instant kill abilities at all?
A. Under normal circumstances, elemental resistances do not affect the probability of effect for skills with an instant-kill effect.
Q. What information will I be able to see on other players? What information will I see from combat?
A. You will only be able to see a player's name, but not their health and resistances. In combat, you will know how much damage you have dealt to your target, and if attacked, how much damage you took, but not who targeted you.
Q. Regarding status effects, is the % given in their descriptions the base chance to hit
, or the chance to apply the status effect after
A. Ailment skills must first hit using a standard hit% formula before applying a second roll for the effect hit using the base% as listed in the skill description (which may be slightly modified by stat differences).