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Tags: Goodkind, Sword of Truth, Role Play, Star Wars, Je'daii 

Reply Space, The Final Frontier (Sci-Fi RPs)
Star Wars: DoaNA battle system

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Raven Rahl
Captain

Desirable Wolf

14,050 Points
  • Tycoon 200
  • Perfect Attendance 400
  • The Perfect Setup 150
PostPosted: Thu Jul 19, 2012 4:26 pm
1) Please be as literate as possible.
2) No one-liners.
3) Do NOT kill off any PCs, only NPCs, unless you are on the crew.
4) MAKE SURE YOU PUT YOUR HP AND FIGHTING STYLE AT THE TOP OF YOUR RP POST FOR OTHERS TO KEEP TRACK
5) If your opponent does not respond to your last post within 48 hours, it is considered a forfeit and you are allowed to post winning the fight however you want as long as you do not kill your opponent.
6)DO NOT DELETE YOUR RP POST. If you screw up, edit it, don't delete. If you delete it we will assume you are cheating and trying to get a better die roll. You will be at best demoted, at worst banned.
7)One RP character per account please. If you want your mule to join, just tell us who your main is when it asks to join.

Not abiding by these rules will result in punishments up to and including banishment from the guild.

AGGRESSIVE Stav Kesh / Imperial Knights
**NO HEALING**
BONUS - RE-ROLL FAILED ATTACK
This can only be used once if you are of the bottom 2 ranks, the top 2 ranks can use it twice in a match. You can ONLY re-roll FAILED attacks and you have to use them before your opponent posts or else your opportunity is lost on that turn. Do not delete your post to re-roll, make a new post with the new die roll and post "re-roll".

Emperor/High Lord/Temple Master
weak (4-sided die) 1=miss, 2-4=hit 50HP damage
medium (8-sided die) 1-4=miss, 5-8=hit 75HP
strong (12-sided die) 1-9=miss, 10-12=hit 100HP

Lord/Master
weak (4-sided die) 1=miss, 2-4=hit 40HP
medium (8-sided die)1-4=miss, 5-8=hit 65HP
strong (12-sided die) 1-9=miss, 10-12=hit 90HP

Saber/Ranger
weak (4-sided die)1=miss, 2-4=hit 30HP
medium (8-sided die)1-4=miss, 5-8=hit 55HP
strong (12-sided die)1-9=miss, 10-12=hit 80HP

Apprentice/Journeyer
weak (4-sided die) 1=miss, 2-4=hit 20HP
medium (8-sided die) 1-4=miss, 5-8=hit 45HP
strong (12-sided die) 1-9=miss, 10-12=hit 70HP

DEFENSIVE Mahara Kesh / Division of Sith Alchemy
They will use the "block and counter" method where you have to roll the same die you were attacked with. A successful roll on your part negates the damage done by your attacker and deals it back to them based on your rank.

High Lord/Temple Master
Successful block/counter deals 100% damage back to the attacker.
For example: An aggressive Master uses a D12. Even if he misses, you must roll a D12. If your roll is successful, you take no damage and deal 90HP to him.

Lord/Master
Successful block/counter deals 75% damage back to the attacker.
For those of you bad at math, take the damage that would've been dealt to you and multiply it by .75. Example 90 x .75 = 67.5, so 68HP to them.

Saber/Ranger
Success deals 50% damage back to the attacker (that's half) biggrin

Apprentice/Journeyer
Success deals 25% damage back (that's 1/4, or x .25) biggrin

HEALING - 1-50=miss, 51-99=heals 75% of starting health, natural 100 heals 100% of starting health.

BALANCED Kaleth / Imperial Intelligence
**combination of the first 2 styles with no strong attack, but can heal**

High Lord/Temple Master
weak (4-sided die) 1=miss, 2-4=hit 50HP damage
medium (8-sided die) 1-4=miss, 5-8=hit 75HP damage
block/counter (roll whatever die you were attacked with) = no damage to you, but 75% damage returned if successful

Lord/Master
weak (4-sided) 1=miss, 2-4=hit 40HP damage
medium (8-sided) 1-4=miss, 5-8=hit 65HP damage
block/counter (roll whatever die you were attacked with) take no damage, 50% damage returned with success.

Saber/Ranger
weak (4-sided) 1=miss, 2-4=hit 30HP damage
medium (8-sided)1-4=miss, 5-8=hit 55HP damage
block/counter (roll whatever die you were attacked with) no damage to you, 25% damage returned if successful

Apprentice/Journeyer
weak ( 4-sided) 1=miss, 2-4=hit 20HP damage
medium ( 8-sided) 1-4=miss, 5-8=hit 45HP damage
block/counter (roll whatever die you were attacked with) no damage to you, 10% damage returned if successful

HEAL (for all ranks)(100-sided die) 1-75=no heal, 76-99 heals 50% of starting health, natural 100 heals 75%

PADAWAN KESH / SITH ACADEMY

The Temple Master or High Lord will choose upon promotion from the three styles available and will stick with that one for as long as they are in their position.
Padawans/Tyros will use the following until they can be promoted and sent to one of the three temples.

Padawans/Tyros
weak (4-sided) 1=miss, 2-4=hit 10HP damage
medium( 8-sided) 1-4=miss, 5-8=hit 20HP damage
strong( 12-sided) 1-9=miss, 10-12=hit 35HP damage

If you are a non-force user allied to either the Je'daii or Sith, you use the Non-force user system WITH the bonus for allegiance. If you are a fringe character with no allegiances, you use the same system WITHOUT the bonuses  
PostPosted: Sun Nov 04, 2012 11:57 am
HP per RANK

Padawan / Tyro - 50 HP

Journeyer / Apprentice - 100 HP

Ranger / Saber - 150 HP

Master / Lord - 200 HP

Temple Master / High Lord - 250 HP

Emperor - 300 HP

EDIT - You do not have to be at zero HP to end a fight, you can retreat at any time.  

Gia the Queen of Mars

Tipsy Pyromaniac


Gia the Queen of Mars

Tipsy Pyromaniac

PostPosted: Sun Nov 04, 2012 11:58 am
NON-FORCE USERS/FRINGE CHARACTERS


Nonforce;
Beginner- 50HP


Light side allegiance: +10 health
Dark side allegiance: +10 damage on first successful strike

Weak Attack - 4 sided die: 1=miss 2-4=hit. 10HP

Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 20HP

Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 35HP

Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 25 damage

Experienced - 100HP
Light side allegiance: +15 health
Dark side allegiance: +15 damage on first successful strike

Weak Attack - 4 sided die: 1=miss 2-4=hit. 20HP

Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 45HP

Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 70HP

Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 50 damage


Professional - 150HP

Light side allegiance: +20 health
Dark side allegiance: +20 damage on first successful strike

Weak Attack - 4 sided die: 1=miss 2-4=hit. 30HP

Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 55HP

Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 80HP

Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 60 damage

Assassin - 200 health
Light side allegiance: +25 health
Dark side allegiance: +25 damage on first successful strike

Weak Attack - 4 sided die: 1=miss 2-4=hit. 40HP

Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 65HP

Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 90HP

Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 75 damage

Master Assassin - 250 health
Light side allegiance: +30 health
Dark side allegiance: +30 damage on first successful strike

Weak Attack - 4 sided die: 1=miss 2-4=hit. 50HP

Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 75HP

Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 100HP

Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 85 damage  
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Space, The Final Frontier (Sci-Fi RPs)

 
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