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Post by The great Sage on Sept 9, 2005 20:18:04 GMT -5
Contents
1. Posting Rules 2. Character Creation 3. Races 4. Stats 5. Houses 6. Battles 7. Blocking and Dodging 8. Distraction 9. Close Combat
Page 2
10. Damage 11. Dying 12. Basic Styles 13. Advanced Styles 14. Weapon Styles 15. Transformation and Arcane Styles 16. Training
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Post by The great Sage on Sept 9, 2005 20:24:14 GMT -5
General rules for Forum...
1. No spaming or flaming unless the topic is directly for that...
2. No abusive language...
3. No Godmodding, metagaming or anything of that nature... 4. Adult topics must be mark with Red colour in the Topic.
5. Dont bring grudges to the game. If you don't like a person that's playing the game make sure that your character has a reason for not liking them... Write up a history in the history topic...
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Post by The great Sage on Sept 9, 2005 20:27:34 GMT -5
New Character's must post in this form...
Name: Age: Can be unknown Race: Fighting style: Look at the race section for which style type your intitled to. Description: Special features: Thes may not be oked by the admin. History: Basic, if you want a more indepth history create a post in the history section.
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Post by The great Sage on Sept 9, 2005 20:28:28 GMT -5
There are four races for now... Half-breeds can be unlocked through RPing...
Human: The basic type of character, Begins with 2 Basic styles.
Outcast: Physically the same as Humans these are men or women who have turned away from the true goal of martial arts. 1 basic style to begin with, gains a weapon style automatically when becoming a Journeyman.
Angel: Winged Human's there are also elemental variety of these that can be gained through RP. 1 basic Style, 1 magic Style.
Demon: Demons can have whichever physical traits that they want (Admin have final say about what is ok and what is not) they are humanoid. 1 basic style, and one Transformation style.
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Post by The great Sage on Sept 9, 2005 20:33:13 GMT -5
Your stats will be rolled by an admin and you will be assigned a house when your character is Created...
Strength: The Damage you do is a direct result of this...
Speed: The amount of actions you can do is determined by this. Also when giving chase in an RP situation Speed is a factor.
Battle Sense: Your avoiding and blocking is effected by this.
Stealth: Ninja's and other characters that have mastered the arts of the shadows rely on stealth. But this also allows the character to see those attempting stealth.
Arcane: This is related to the art of magic or demon spells or anything like that. Includes damage and speed of casting. ANd of course MP.
Stamina: This determines HP and endurance.
Martial Skill: This determines the level of mastery that you have over each Style.
Growth potential: this number is always between 2 and 8. Determines how many styles can be learnt. Also this can be raised passed 8 through RPing...
Stats for each Rank.
Student: 0 - 50 Journeyman: 50 - 150 Pilgrim: 150 - 250 Master 250 - 350 God: 350 +
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Post by The great Sage on Sept 9, 2005 20:36:00 GMT -5
When you create a character the admin will decide which House you are aligned to. This doesn't mean your stuck in that house, unless your pure Angel or pure Demon. The first poster's of each race will become leaders of their respective Houses.
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Post by The great Sage on Sept 9, 2005 20:36:36 GMT -5
Rules for battle are simple. For each 10 a character has in speed, that character can perform another action in battle. At the beginning of each post you must state Which style you are in, and any modifiers that the style gives you. The dice Rolls will be included in a section exclusive for those who are mods. All spells, attacks, item use or other actions take a set number of actions, generally one unless stated elsewhere. It takes on action to change stances. This includes, drawing a weapon if it's a weapon style...
HP is calculated as Stamina X 50 Mp is calculated as Arcane X 50
Actions are limited by Rank: Student - no maximum Journeyman - 15 maximum Pilgrim - 20 maximum Master - 35 maximum God - 40 maximum
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Post by The great Sage on Sept 9, 2005 20:53:38 GMT -5
When you are posting a round for a battle you can give a certain amount of your actions for Dodging, countering or Blocking, this is what affects each of these actions.
Countering
The Roll for countering is simple. Here is and example: Jin Speed 145 Battle Sense 165 Total 310
Yoh Speed 130 Battle Sense 150 Total 280
So when a Mod is rolling for your countering the take your total in this case 310, and minus the attackers total 280. This leaves 30 so a roll must be below 30 to be succesfully countered.
Dodging/Blocking Your speed in relation to your opponents speed is what makes the difference between blocking and dodging. If your speed is less than your opponents by 10 or more then you can only block.
90 Less Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 5 or lower; success
80 Less Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 10 or lower; success
70 Less Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 15 or lower; success
60 Less Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 20 or lower; success
50 Less Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 25 or lower; success
40 Less Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 30 or lower; success
30 Less Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 35 or lower; success
20 Less Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 40 or lower; success
10 Less Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 45 or lower; success
0 More Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 50 or lower; success
10 More Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 55 or lower; success
20 More Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 60 or lower; success
30 More Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 65 or lower; success
40 More Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 70 or lower; success
50 More Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 75 or lower; success
60 More Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 80 or lower; success
70 More Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 85 or lower; success
80 More Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 90 or lower; success
90 More Battle Sense: You can Dodge/blocking an attack. If roll 1-100, 95 or lower; success
You take a standard 20 damage for each block not counting for style modifications.
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Post by The great Sage on Sept 9, 2005 22:32:59 GMT -5
In battle it is possible to be distracted by something that happens... When something happens that could distract an opponent the Mod will roll a d100. It is up to the Mod the level of Distraction... These are some basic models for rolling...
When you have been distracted you have half as much chance to avoid or counter as normal and your chance of hitting is -10%...
Weak distraction: under 15 on a d100 Examples are any conversation, any sounds of wildlife etc... If your battle sense is over 100 this has no effect...
Medium distraction: under 25 on a d100 Any explosion, throwing of objects, attack by another character etc... If you Battle Sense is over 175 this has no effect...
Excellent Distraction: Under 40 on a d100 Tree's falling, stampedes, Damage being done to a property that the character's in etc... If you have battle sense over 300 this has no effect.
Unavoidable Distraction This is impossible to escape... Even battle hardened veteran's are shaken by these things. Sneak attacks using stealth, Death of a companion, Hostage taken by opponent etc...
Demons are immune to distraction...
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Post by The great Sage on Sept 9, 2005 22:34:22 GMT -5
Certain fighting styles use elbow's, knee's, headbutt's or grapples. For these to work the attacker must be in close combat range. If their attack takes them into that range it is up to the mod to decide if the close combat attack hits.
But if one miss out of a chain then none of the others can hit. They also have a negative to hit roll -10%... But remember they also do more damage...
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