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Ringmaster of Nightmares rolled 2 4-sided dice:
3, 2
Total: 5 (2-8)
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Ringmaster of Nightmares Vice Captain
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Posted: Sun May 05, 2013 9:18 pm
Due to the continuously changing poison gases, cures are extremely low and difficult to get. Here are rules that you MUST follow in order to keep up with the diseases. In order for us (mods) to know your status against each gas, you MUST roll or generate a random number every time a new gas comes out. If you do not, we will do it for you. You cannot regenerate rolls or numbers. We will check the logs and if it says you have deleted your post, mods will personally roll or generate numbers for you.
Immunity against sickness
Generate Random Number between 1 and 10
1 - 2 = Immune to that poison
3 - 5 = Healthy, but still showing signs of sickness
6 - 8 = Unhealthy, more sick than everyone else. Pretty weak
9 - 10 = Fatal, will probably die.
Time until death (only for fatal and unhealthy)
Roll 4 sided dice, 2 die.
Rolling a 2 - 5 = You'll live
Rolling a 6 - 8 = You'll die
If you do not kill off your character, we will do it for you.
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Posted: Sun May 05, 2013 9:24 pm
Ways to get cures
Fights = Physically fight someone and steal their cure.
Planned fight = Find a ringmaster who runs fights in the underground. You must have a cure in order to fight. These fights are if you need more than one cure. The battles are extremely bloody because everyone is desperate. You wage cures. If you lose, you lose your cure. If you win, you get the other person's cure. You also earn 1000 dollars per fight, if you win. Deaths are common. Fight at your own risk.
You MUST fight against another RPer for cures.
Purchases = Few underground brokers sell cures. However, they are sold for extremely high prices because they are hard to get. (only brokers are Hans and Snow (owned by House Chor). Talk to Ringmaster if you want to be a broker)
The common route = Bring in a child, or young teenager (under 15 years old) in exchange for a cure. You may also submit yourself to the army to get cures. Soldiers are given cures against the "disease". It is impossible to escape from the army, so don't try. However, training is extremely difficult and rigorous.
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Ringmaster of Nightmares Vice Captain
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Ringmaster of Nightmares Vice Captain
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Posted: Sun May 05, 2013 9:29 pm
HP system for fights
Each player will start with a maximum of 4000 health.
getting in fights will lower your HP, and if you reach 0 your character will die.
Damages:
Swords: Swords are strong weapons, and they are fast, but they are never guaranteed a hit, even with skilled characters. Damages: Small Cut: -5 HP Slice: -50 HP each post. Stab: -150 HP each post. Loss of Limb: -1000 HP each post.
Bow & Arrow: Bow and Arrows are great long distance weapons, but only for the trained. They may be good for long distance, but they do little damage. *can only carry 12 arrows at a time* Damages: Small Cut: -5 HP Impalement on limbs: -50 HP Impalement in chest: -200 HP each post
Daggers: Daggers are faster and much lighter than swords. They are made for close, and swift encounters. Though they are much weaker than swords, you can hold more than one. *can only carry 2, 3-4 with a back pack.* Damages: Cut: -5 HP Slice: -30 HP Stab: -80 HP each post
Throwing Daggers: These are smaller than regular daggers, and usually sharper. They are meant to be carried in multitude, but they are easily lost. *Can carry up to 5 at a time, 10 with a back pack.* Damages: Cut: -5 HP Impalement in Limb: -30 HP Impalement in Chest: -80 HP from each post
Mace: Maces are pretty much a ball in a stick with very sharp nails sticking out of them. They're top heavy, and it makes it fairly easy to swing, but if your character isn't strong enough they will lose control of it. Damages: Graze: -10 HP Strike: -100 HP each post
Axe: Axes are very strong weapons, They are heavy, sharp, and aerodynamic. They are rather strong weapons, but slow. Damages: Cut: -20 HP Slice: -100 HP each post Impalement: -200 HP each post Loss of Limb: -1000 HP each post
Spear: Spears are long aerodynamic weapons. They are strong weapons, though they aren't long distance weapons. A character can only carry few at a time *three max* Damages: Graze: -10 HP Impalement of limb: -80 each post Impalement of Chest: -400 each post *if you impale the chest, you must leave the spear with them*
Blow Darts: Darts are rather useful for skilled characters. They are fast, near invisible in motion, and can be very dangerous. *Can only carry 10 darts, 20 with back pack.* Damages: Regular Darts: -20 HP Poison Darts: -30 HP increasingly in each post. *poison dart's damage increase by 5 each time, therefore it would be -30, -35, -40, -45, etc.* ((Darts are tricky, they must poison the darts themselves, and you must post for the poison yourself.))
Sickle: This weapon is a small handed curved blade. It is fairly light weapon, but tricky. Damages: Cut: -10 HP Slice: -50 HP each post Hack: -100 HP each post
Hatchet: Hatchets are much smaller than axes, and you can carry up to two to them, three with a backpack. They are easy to throw if you throw them right. Damages: Cut: -5 HP Slice: -50 HP each post Impalement: -200 HP each post
Mallet: Mallets are heavy, large weapons. They take up a lot of room, but can deal heavy blows. Damages: Smash: -80 HP each post.
Whip: Whips are very tricky, only the trained can successfully perform tricks other than a strike. Damages: Smack: -50 HP Offensive trick: -100 HP each post Strangle: -200 HP
Morning Star: Morning stars are rather easy to handle, but aren't the most deadly. They aren't to heavy and take up a bit of room. Damages: slam: -100 HP
Trident: Tridents aren't for the untrained. Much like Spears they are usually made for throwing, only these have three blades and are quite a bit heavier. Damages: Slice: -50 HP Stab: -100 HP each post Impalement: -200 HP each post
Hand to hand: Sometimes you left without any weapons, and you have fight hand to hand. It isn't very effective, but you do what you must. Slap: -10 HP Punch: -50 HP Kick: -100 HP Tackle: -120 HP
*if you would like me to add onto the arsenal, please let me know.*
After cleaning the wound with water, and wrapping it, it will stop continuous damage, Unless you have lost a limb and after you get a tourniquet, it will only half the damage.
Burns: Burns are continuous, and fairly common if against a magic or fire user. Unless soothed by burn cream, the burn will do continuous damage until it reaches zero. Burn cream can heal your character up to 100 health, If they have had 2nd degree burns, or worse. It will have no effect on 1st degree burns or less. A character that receive second or third burns must roll for infection.
1st degree: This is the minimal burn, no more harmful than a sun burn. first post -20 hp, then -10, then 0. (or just -30 damage)
2nd degree: This is a pretty painful burn. It blisters the skin and can cause damage to the muscles, though rare. It won't handicap a tribute, but it can cause serious damage. First post -50 hp, then -40 hp, then -30 hp, then -20 hp, then -10 hp, then 0. (or just -150 damage)
3rd degree: This burn is very serious, and can be deadly. This burn literally melts flesh, and will handicap a character for the entire fight if they don't get burn cream. Even with the burn cream, it doesn't completely heal the burn, just stops continuous damage, and will stop it's infection, but the character may still be handicapped, to a point. First post 120 hp, then 110 hp, then 100 hp, then 90 hp, then -80 hp, then 70 hp, then -60 hp, then -50 hp, then -40 hp, then -30 hp, then -20, then -10 hp, then 0. (or just -780 damage)
There will be more, but these would be the basic expectations. If your character isn't skilled in the weapon, it doesn't mean you cannot get it, that just means they would be sloppy and unskilled at it, naturally. Your character cannot be a master at all weapons.
The damage is up to the character your attacking. They decide where it hits or if it hits. If you feel that the character is being unfair, or cheating, please please please let me know.
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Posted: Sun May 05, 2013 9:45 pm
Infection: Infection is some nasty business. It can lead to the death of a pretty much healthy character. There is a 25% chance that a character will get an infection. After your character gets injured, at least -50 HP from a weapon, you will have to roll a dice to see if they have received infection. After your character is safe and away from danger, you will roll a 20 sided dice, and if it lands on either 1, 2, 3, 4 or 5 your character will get an infection. After rolling, you will have 15 posts before the infection sets in and starts doing damage. In those 15 posts, you will have to find water, and clean the infection. If your character gets infected, the damage will start at -5 HP, then in the next post it will be -10 HP, then -15 HP, then -20 HP, Etc. and will continue until the character fixes it, or dies.
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