Hagoromo Ōtsutsuki Sage of the 6 Paths
Posts : 89 NG Points : 73 Join date : 2014-12-30 Location : Everywhere...
| Subject: Character Guidelines: (7 / 7) Dice-Fight Wed Jan 21, 2015 11:39 am | |
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CHARACTER GUIDE: (7 / 7) DICE-FIGHT ______________________________Any form of Combat is performed as a Dice Fight. This involves "Role-Playing" your actions prior to making any dice roll. Follow these rules and everyone comes out a winner. - DICE RULES:
ROLLING THE DICE: (In Game) - Dice Rolls are made only AFTER you Role-Play your actions. - Dice Rolls (IG) must be visible, Use Dice-Bag in your Inventory. - Dice Roll accidents (IE: Wrong Stat) keep the result and apply the correct Stat Modifier. - Dice Roll Actions with 1d20 Dice + Stat Mod + Bonuses (if applicable) - Dice Roll Effects, state each effect prior to Dice Roll (IE: "Duration") - DO NOT Spam Dice Rolls | ROLLING THE DICE: (In Forums) - Dice Rolls are made only AFTER you Role-Play your actions. - Dice Rolls (Forums) must be visible, Use Dice Roll Tab (Above Options) - Dice Roll accidents (IE: Wrong Stat) keep the result and apply the correct Stat Modifier. - Dice Roll Actions with 1d20 Dice + Stat Mod + Bonuses (if applicable) - Dice Roll Effects, state each effect and it's dice prior to Roll (IE: "Duration, 1d4") - DO NOT Spam Dice Rolls |
STEP 1) INITIATIVE _______________________ Initiative Roll, also called (Init), is rolled at the start of battle with 1d20 + DEX + Bonuses (Dex / Init if applicable) - Combatants are organized in Turn-Order from Highest Dexterity Roll going first to Lowest Dexterity Roll going last.STEP 2) TURN-ORDER _______________________Each Combatant has 1 Turn (Turn-order determined through Initiative Rolls). - In the case of Summons, they take their turn after the Summoner in turn-order. - In the case of outsiders joining a battle, they take their turn last in turn-order. STEP 3) ACTIONS _______________________ There are 3 main types of actions: - OFFENSIVE ACTIONS:
Performed on your turn generally.
ATTACK (BASIC): USE: No Limit (DEX / STR) EFFECT: (Short-Range) Hit 1 Target, Tai / Buki Rank Dmg.
ATTACK (JUTSU): USE: Cp Cost (Varied STAT) EFFECT: (Varied-Range) Varied Effects based on Cp Cost.
ATTACK (CRITICAL HIT): USE: Auto (1d20 Atk Roll of 20) EFFECT: An attack roll that Critically hits, deals maxed Rank Damage. (IE: 2d6 Tai Rank Dmg becomes 12 fixed Rank Dmg)
ATTACK (COUNTER): USE: x 3 / Battle (Varied STAT) EFFECT: Perform an Attack in response to an attack. This costs your next turn (Pass / Fail). Countering Vs AoE saves only you, Countering with AoE will affect only the attacker.
- DEFENSIVE ACTIONS:
Performed on an enemy's turn, in response to an attack.
RESIST (BASIC): USE: No Limit (Varied STAT) EFFECT: A defensive action against a (Gen) Attack. No turn loss to defend self per attack, and as a free-action can end a duration on self Vs Effect DC.
BLOCK (BASIC): USE: No Limit (STR) EFFECT: A defensive action against a (Tai / Buki) Attack. No turn loss to defend self per attack, and once per round can defend another within short-range.
DODGE (BASIC): USE: No Limit (DEX) EFFECT: A defensive action against (Tai / Buki / Nin) Attacks. No turn loss to defend self per attack.
BLOCK / DODGE (JUTSU): USE: Cp Cost (Varied Stat) EFFECT: A defensive action against a (Tai / Buki / Nin) Attack. No turn loss to defend self per attack.
- SUPPLEMENTARY ACTIONS:
Performed on your turn generally.
SKIP (BASIC): USE: No Limit (No Roll) EFFECT: No action taken, continue turn-order sequence.
DETECT (BASIC): USE: No Limit (WIS / INT) EFFECT: (Free-Action) Used Vs Hide / Set Trap actions.
HIDE (BASIC): USE: x 1 / Battle (DEX) EFFECT: Roll a Hide DC, for 3 Rounds user cannot be targeted. + 1d8 Burst Hp Dmg (Activation Cap) to a successful hidden attack. Performing Jutsu / Attacks will end this effect.
SET TRAP (BASIC): USE: x 1 / Battle (WIS / INT) EFFECT: Roll a Set Trap DC, for 3 Rounds user's next tool attack is a free action + 2 Atk Bonus (Activation Cap). Performing Jutsu / Attacks will end this effect.
ESCAPE (BASIC): USE: No Limit (DEX) EFFECT: Roll Escape DC, in 1 Round User can exit the battle unless they are hit. (Can be countered)
MOVE (BASIC): USE: No Limit (No Roll) EFFECT: (Free-Action) Move your character + or - 1 Range (Short / Medium / Long). All combatants start battle in Short-Range.
HEALING (JUTSU): USE: Cp Cost (INT) EFFECT: Will restore Hp or cure status effects, but user is easily susceptible to attacks and if hit the jutsu can be interrupted unless resilience beats damage.
BARRIER (JUTSU): USE: Cp Cost (INT) EFFECT: Create a barrier between target(s) in an area, those inside are protected from effects outside and vice-versa from effects inside protecting target(s) outside. Barriers are targets, that cannot defend itself.
SUMMONING: USE: Cp Cost (No Roll) EFFECT: Takes user's turn, summon Animals / Clones / other Temporaries as additional targets under user's control. They each have a turn after User (Max. 3 active at a time)
FREE-ACTION: USE: Varies in Cost / Use (Max. x 1 per Round) EFFECT: A free action is an extra action allowed on user's turn, it must state "Free-Action" to take effect.
RE-ROLL: USE: Varies in Cost / Use (Max. x 1 per Round) EFFECT: (Free-Action) if an Attack or Defense roll fails, you are allowed to reroll the 1d20 dice at no extra cost. It must state "Re-roll" to take effect. Attacks that are re-rolled cannot Critically hit.
STEP 4) ROUNDS _______________________Rounds measure the duration of a battle. A single round is measured from the start of the first person's turn in combat turn-order to the end of the last person's turn in turn-order. Each round repeat Step 2 & 3 until victory is achieved in combat. STATUS EFFECTS ______________________________ Status effects are applications of effects (IE: Buffs, Penalties, Stuns, etc.) applied on a character usually over a set period of time. - STUN:
Stun status effects are used to temporarily disable / incapacitate a character over a duration. There are one of two ways a character can break free from a Stun: RESIST) Resisting is a basic / free action, designated Stat Vs Stun DC. DAMAGE) Damage inflicted to a Stunned target must beat the effect's Rank Resilience + (Bonuses, if applicable)
- PHYSICAL STUN: (STR / DEX Vs Stun DC) DESCRIPTION: These types of stun are physical binds, restrictions, cages.
- MENTAL STUN: (WIS / INT Vs Stun DC) DESCRIPTION: These types of stun are mental disruptions, illusions, and control.
- NEURAL STUN: (CON / CHA Vs Stun DC) DESCRIPTION: These types of stun are internal chakra / neural disruptions and paralysis.
- POSSESSION: (CON / CHA Vs Possession DC) DESCRIPTION: User's character falls under the control of another character for a duration.
NOTE: After a Stun ends (broken or not) the character cannot be stunned again for at least a Minimum of 1 Round.
- DoT:
Damage-over-time (DoT) effects are damage that is applied periodically at the start of each round (IE: before first person has their turn) for a limited duration. In terms of Damage Reduction (Dr) / Stun effects, DoT is applied first before any other Damage this round. DoT is curable, but based on its type:
NOTE: Damage-over-time (DoT) does stack, but must follow Cap Rules.
GENJUTSU: CP Damage / Round CURE: Genjutsu Release Technique of equal Jutsu Rank or higher.
BLEED: HP Damage / Round CURE: Medical / Fire / Raiton Ninjutsu of equal Jutsu Rank or higher.
POISON: HP Damage / Round CURE: Medical Ninjutsu of equal Jutsu Rank or higher.
BURNS: HP Damage / Round CURE: Medical / Suiton Ninjutsu of equal Jutsu Rank or higher.
DEGEN: HP Damage / Round CURE: Fuinjutsu Barrier Technique of equal Jutsu Rank or higher.
- REDUCTION:
Damage / Cost / Maintenance Reduction effects are limited in application each Round: DAMAGE: once per round COST: twice per round MAINTENANCE: once per round
DR PIERCE: Once per round, Reduce a fixed amount of DR, before damage application. DR IGNORE: Once per round, Bypass a fixed amount of DR, leaving DR intact after damage application
- SEALING:
Sealing effects temporarily disable the use of certain actions for a duration. The different types of things that can be sealed away are: ITEMS: (Weapons, Tools, etc.) CHAKRA: (Any form of jutsu / activation powers / etc.) ONE ACTION TYPE: (Actions: Atk, Hide, Escape, Movement, Healing, Etc.)
- SUMMON:
Summons are temporary targets that are added to the battle-field, typically with a form of duration and / or maintenance cost associated with them. CLONES: Have their own turn, after user. Requires Maintenance. ANIMALS: Have their own turn / jutsu, after user. Requires Duration. PUPPETS: Uses user's turn, for user. Requires Maintenance.
- BONUS:
Bonuses are extra points applied to a score which have a wide array of uses. Bonuses can be applied innately via powers, or require maintenance / duration from activation & jutsu. COMMON: ATK / DEF, Stat, Cost, Dmg, Dr, Cr, Healing, Regen, Duration, Hide, Detect, Set Trap, Escale, Learning, DC MISC. : Temp Dr, Hp, Cp, Barriers, Clone Miss Chance, Reroll, Extra Atks, Extra Def, Etc.
- PENALTY:
Penalties are negative points applied to a score which have a wide array of uses. Penalties can be applied innately via powers, or require maintenance / duration from activation & jutsu. COMMON: ATK / DEF, Stat, Cost, Dmg, Dr, Cr, Healing, Regen, Duration, Hide, Detect, Set Trap, Escale, Learning, DC MISC.: Will vary, case by case basis.
- KO / DEATH / RECOVERY:
Characters that are led to near their limits are susceptible to the following effects: K.O.: Is a state which the character falls if Hp or Cp is too low, they are unconscious (Cannot perform any further actions) DEATH: Without immediate medical care death occurs at -10 lower Hp / Cp HOSPITALIZATION: Is a state which Characters must role-play, where they are in medical-care at the village's hospital for a set time.
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