Welcome to Gaia! ::

Reply [OOC]~Library
Book of Battle

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 9:44 pm


Starting a fight//

First you must get a moderator to either watch over your PvP, or to NPC the monster and watch over your fighting.
once you have that the fight will be normal Rp setting with various dice rolling rules involved. Your first post will be an initiation post.
Fights can be ignitiated against your will(character death can not), see fleeing if your character doesn't fight.
 
PostPosted: Sat Jun 10, 2006 9:45 pm


Initiation Posts//

This is the place where you first decide it's going to be a fight. You will roll initiative, which will be a 4 sided dice roll. Highest number goes first.

UNLESS one of the characters is not expecting the fight, you will decide this through the posting before the fight. Say theres a drunken fighter, and a barmaid. if the figheter suddenlly jumps her she would be taken off guard, and therefore the fighter would have first round.

Mods may have a say in who goes first depending on before hand RP. (So if you roll a higher initiative, but showed no signs of knowing it would happen in RP, then the mod will step in and call the roll void.)

OOCly in this post you will include the following:
Character: (Obvious)
Status: (Drunk, depressed, poisoned, normal, ect)
Armor: (What you're currently wearing)
Weapon: (Wha tyou hav eon you, remember you can't change it out without 2 turn loss penalty)
Spells: (What spells you've readied that morning)
 

DestinyHQ
Vice Captain


DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 9:46 pm


Moderators//

A moderator must be around for any battle. Moderators are preapproved people that will monitor a fight. After each post you make a modorator will post the new stats.

For example:


Fighter 1: ~Roll action here d20: rolled a 15~
Sweat covered his brow as he edged ever so closer to the mage, it was a wonder her spells hadn't fried him before he could get into range... With each spell she had cast before he had gone just a bit closer with his dodge. And now he was close enough, with a loud shout he rushed foreward slashing towards his foe.

Mod: Mage's armor class-12
Hit!
Blade meets the flesh of the mage, sliding across the flesh of her stomach.


Fighter: ~ Roll action here d8: rolled a 5 ~
Success! A strange satisfaction came as finally the battle turned to his favor.

Mod: Mage's HP- 6 - 5 = 1
A strong hit expecially on one with little armor to defend herself. Mage now feels weak, and the world seems to be wobbling around her. But she's still concious.

Mage: ~Roll action here d20: Rolled a 2 ~
Staggering backwards, she mumbled another spell under her breath.. praying for the fire to end this, knowing whichever way this went that would determine the end of the battle... Her heart pounded in her chest as she felt the slipping from her body.

Mod: Spell Fails.
The mages concentration seems to be off from the shock of the hit, as her fingers glow faintly she stumbles once more, and the fire fizzles out.

Ectect...
 
PostPosted: Sat Jun 10, 2006 9:47 pm


Attacking//

First you must see if you hit. It's easy, and basically like D&D. XD
Players have an armor class. Say it's a 10.
You then roll a D20 using gaia's dice roll option, and if it's higher than a 10 you hit.

If you miss that's it... next turn.

If you hit, then you go on to roll damage. Which will be stated with your weapon.
 

DestinyHQ
Vice Captain


DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 9:48 pm


Spells//


 
PostPosted: Sat Jun 10, 2006 9:49 pm


Your Stats//

Stats are what makes up your character, each stat has it's own attribute to a characters abilities and personal features.
Stats range on a scale of 1-10, and can be added to as you gain experience.
0-5 the modifier is a negative.6-10 the modifier is positive.

00 = -5
01 = -4
02 = -3
03 = -2
04 = -1
05 = 0
06 = 1
07 = 2
08 = 3
09 = 4
10 = 5


Strength:
Strength is what makes up a characters ability to fight well, carry things, and move heavy objects.

It's modifier goes directly to Melee damage. So when fighting and you roll damage your strength mod will be added onto the damage you roll. This is portrayed because when you're stronger, you can swing your weapons harder.

Another good thing is that you can use items others may not. For example you find a rare waraxe of destruction or something, and it weighs a hefty 90lbs... you are still able to weild it, unlike that theif over there.

Strength will also affect your physical attributes. One who is stronger will have more muscle mass, and less fat.

Dexterity:
Dexterity is the ability to aim well, and to keep your balance.

Dex when used with a ranged weapon is added to the damage. And on any attack it is divided by 2, and then added to the attack roll. (The one that tells you if you hit or miss)

it is also highly important for any theif class, as one must be quick on their feet and able to sprint and roll around aglie-like.

Dexterity has no physical changes, though those who are smaller are more likely to have higher dexterity, it is not a cause and effect though.

Intellegence:
Int is the ability to figure things out, and think quickly. There are different kinds of intellegence varying from street smarts to book smarts. This is very important for magic users, healers, and anyone that casts a spell really...

Int is added directly onto the effects of a spell. Wether it be damage, or healing.

The intellegence of a wizard can up his reading speed, allowing him to learn more spells quicker. People with high int can figure things out much faster, as long as it's in their area of knowlage.
A druid could be listning to someone speaking of a colorful bird, and quickly figure out what kind it is, then realize it shouldn't b ein this area.
A wizard can hear of a burn that won't heal, and realize it's magical sort and that no common medicine will fix it.
A healer could find a man covered in blood, and what to another person would just look like a big mess, the healer would figure out where the wound was and stop the bleeding. (If it's to a more major artery, then theres likely to be more blood... and if the blood is more on this side then it must be this major artery ectect)

Intellegence has no physical changes.

Defence:
Defence is the ability to defend yourself, guard against attacks, or be more resilliant when you are hit.

Def is added directly to one's AC.

Defence is also useful to people such as farmers. The tougher skin can be helpful to pulling weeds, or say a cow gets out and decideds to try and smack you around, you likely won't go down as easy.

High Defence can give someone a "gritty" look, with calluses and other tougher skin features. However it's nothing big.

Constitution:
Con is the ability to fight off poisons, diseases, and other things.

Con is directly added onto your saving throws for posions and whatnot.

If you have lower con, you're likely to catch common colds on your adventuring. Or you have a higher chance of getting allergies.

People with low con may have trouble with strength as well, bedrest can weaken your muscles. This, along with the general discomfort of problems can have a weak look to them, sniffling because of the pollen in the air, but by no means are as weak as they can look.

Charisma:
While most people confuse charisma with the ability of good looks, it's not quite... While they're generally important, they do not make up what Charisma is about. Charisma is fully the ability to BE sexy... A person with high charisma is the one that knows exactly how to make anything look good.
The most beautiful woman could be a "dumb blonde" can be unnattractive simply because she has no idea what to do. However a moderatly attractive woman with high charisma knows what to say, and while looks a bit worse they know how to use what they have to their fullest advantage. Thus making them more attractive, and more liable to get what they want.

Charisma isn't exactly a modifier, there are no rolls for persuasian... however, people playing with someone who has high charisma should respect the fact that they're generally attractive and your character will be more suseptable.

As for phsycial attributes, High charisma does not cause good looks in general, a person who looks horrible will have low charisma though... However, it does cause the ability to show off what is good, making them more attractive than they could be.
 

DestinyHQ
Vice Captain


DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 9:50 pm


Winning//

When your opponent falls theres really no need to stay, you'll leave them there normally unless you intend to have a change of heart and help them.

As for experience a mod will look over the RP and decide fromt hat. (See experience section for more information)
 
PostPosted: Sat Jun 10, 2006 9:51 pm


Losing//

Deaths must be preapproved with each play participating in the fight, and Arafel. If it's okayed then a normal fight will take place, and death can result.
Remember, full death means your character is dead. You can't return them in any way unless i've allready okayed the entire thing, and if you stray from what you told me you'll be blacklisted.

Things like zombiefication may occur to your character, depending on where he/she died. You won't have a choice in this once your character is dead.

Otherwise, losses just render you "fainted" in which someone will take you to a clinic. Sometimes the forest may help you return to a hometown. Theres also the slim chance of waking up on your own if no one shows, and staggering back to town yourself. You'll have 1 hp each time you awkaen, and may faint several times before you make it.
 

DestinyHQ
Vice Captain


DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 9:52 pm


Faited characters//

Fainted characters will be out for 24 hours real time, and will awaken in a clinic bed. There may be a small fee, in which you can pay or work off if you don't have it.

If no one finds you and you end up having to crawl back to a town, every faint will be another 24 hours.
 
PostPosted: Sat Jun 10, 2006 9:54 pm


Joining in the fray//

If a friend of yours is getting attacked you have every right to jump to his or her defence. The fight will go the same as before, starting with your initiation post (without the roll) and your turn will start last.
 

DestinyHQ
Vice Captain


DestinyHQ
Vice Captain

PostPosted: Sat Jun 10, 2006 9:56 pm


Fleeing//

Fleeing will initially be easy, you roll a single check (1d20) and if it's above 5 you manage to run.

If the other character gives chase is where you have problems, they roll the same check and if its above 5 then they've given chase.
Now is where a mod comes in and monitors your RP, the mod will tell you what you've run into and depending on how you use it you can hide, then the mod will decide if the other player (depending on his stats and skills) if he finds you.

Most flees will suceed unless you're in an open area without anyone around.
 
PostPosted: Wed Jun 14, 2006 3:24 am


Experience//


Experience is a bit different than your normal RPG, while fighting does help increase your experience it's not the only way. And it's not choice... Say you fight using alot of rolling or attempted dodges even if they fail, you will get experience in dexterity.
If your character takes up playing darts, that will also add onto dexterity.

So overall, your experience is directly related to your RP. Mods and other helpers I have hired will report on the RPs they have monitored and give me a list of what they saw used throughout the RP, and how/why, then i will decide which to add onto your main stats.
 

DestinyHQ
Vice Captain

Reply
[OOC]~Library

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum
//
//

// //

Have an account? Login Now!

//
//