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(wip) Battle dice mechanics

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cibarium

Noob

PostPosted: Thu Mar 31, 2022 7:53 am
Hi! Here's my attempt to make some battle dice mechanics for events or ORPs I may run. Posting here so I can get feedback on the Discord server.  
PostPosted: Thu Mar 31, 2022 7:54 am
POST FORMATTING

Use the code provided below to create post headers for your character. It includes their name, faction/rank with a journal link, a space for their HP and a space to briefly describe their mood, action (if any) and target (if any). The header can be given a color you associate with your character, but please use a color that contrasts well with a white background (no yellow, cyan or super light gray, please).

HP breakdown:
    Stage I: 40 HP
    Stage II: 50 HP
    Stage III: 60 HP
    Stage IV: 75 HP

Mauvians count as stage I, II, and III for cat form, humanoid form, and Mauvian Senshi form, respectively. For Chibi senshi, subtract 10HP from the appropriate rank.

When it's all put together, your post header will look something like this:


= DEMONSTRITE =
NEGAVERSE CAPTAIN || HP: 50

MOOD: Irritated
ACTION: Dodging Commander Glynd
TARGET: N/A


Header code:
[color=][align=center][size=22][b]= NAME =[/b][/size]
[url=journal link]TITLE[/url] || HP:

[b]MOOD:[/b]
[b]ACTION:[/b]
[b]TARGET:[/b][/align][/color]
 

cibarium

Noob


cibarium

Noob

PostPosted: Thu Mar 31, 2022 7:54 am
BATTLE ACTIONS

There are 7 different action types. Each ability in your character sheet, including faction-specific abilities like Summons and extra abilities gained through Enhancements, can be assigned one of these types. The type you assign to each ability should remain consistent between uses.

    Attack: deals damage.
    Defend: reduces damage from someone's attack.
    Boost: increases someone's attack damage.
    Heal: restores HP.
    Trap: causes a target to lose a turn.
    Refresh: grants someone an extra turn.
    Dodge: escapes an Attack or Trap.


The usage limitations in your character sheet apply. If your basic senshi has a healing spell described as being usable three times a battle, that's how many uses you have. Please keep track of how many uses of a given ability you have left!

You may only perform one action per round! This is with the exception of a Refresh or a successful Dodge, which grant an extra action.

Please specify your action and target (if any) in your post header! If you're taking no action or have no target, use N/A. It's recommended to edit in your calculated total (or success/fail) from dice roll actions as well.


===

SPECIAL CONSIDERATIONS

Chibi Senshi: For all roll types, Chibi senshi will deal half the total calculated, rounded up. Rank bonuses remain the same.

Enhancements: Extra senshi magic, forgotten spells and mutations can be used as rank II actions. Ethereal Armor can be used as a rank II Defend action twice in one battle.

Court / Brigade Strikes: Court and Brigade Strikes are equivalent to a stage IV ability in power, but count as that turn's action for every character who participated in the strike. Strikes can be conducted in one post by one player if they include contributions from the players of all characters involved.


===

ITEMS

You may have up to 2 items on hand, including personal items, IC RP items and Permanent Accessories. Accessories with bonuses work as described, while the function of RP items and personal items will be determined as they're brought into play. Along with this, it's possible to have faction-specific items that can be used as specific action types:

  • A Negaverse agent may have 1 star seed and/or 1 energy pearl. Star seeds are single-use Boost items, while energy pearls are single-use Refresh items.
  • A Dark Mirror senshi may use a Mirrorshard as a single-use Refresh item. They are allowed 1 per rank; each one fills 1 item slot.
  • A Vanguardian may use their Source Stone as permanent Heal item.


Lastly, any human character can have a first-aid kit as a permanent Heal item.
 
PostPosted: Thu Mar 31, 2022 7:56 am
ATTACK
Inflict damage to one or more target using weapons, magic or your fists. Abilities that overwhelm the senses or inflict mental/emotional pain can be used to attack.

Single target: Roll 1d8 per stage.

Multiple targets / AoE: Roll 1d4 per stage to determine damage to all targets.
    Stage I: can hit 2 targets.
    Stage II: can hit 3 targets.
    Stage III: can hit 4 targets.
    Stage IV: can hit 8 targets.


===

DEFEND
Reduce an Attack's damage with magic, weapons, items or other abilities. Debuffs, illusions, shields, or whatever else seems appropriate can be used to Defend.

Single enemy: Roll 1d8 per stage to determine how much damage is negated.

Multiple enemies: Roll 1d4 per stage to determine how much damage is negated from each enemy.
    Stage I: Intercept up to 2 enemies.
    Stage II: Intercept up to 3 enemies.
    Stage III: Intercept up to 4 enemies.
    Stage IV: Intercept up to 8 enemies.
 

cibarium

Noob


cibarium

Noob

PostPosted: Thu Mar 31, 2022 7:57 am
BOOST
Increase Attack damage with specialized abilities or items. Support / buff magic or other appropriate abilities can be used to boost.

Single target: Apply the boost to your ally before they attack. The boost will multiply their HIGHEST attack roll.
    Stage I: multiplies by 2.
    Stage II: multiplies by 3.
    Stage III: multiplies by 4.
    Stage IV: multiplies by 6.

Self: Boosting yourself takes 2 rounds, whether you're eating a star seed or using another method. In the first round you invoke the boost, and in the next round you attack. Use the single target multiplier equivalent to your rank to calculate damage.

Multiple targets: Roll 1d6 per rank before your allies attack. Each ally's Attack total will be increased by that amount.
    Stage I: Boost up to 2 allies.
    Stage II: Boost up to 3 allies.
    Stage III: Boost up to 4 allies.
    Stage IV: Boost up to 8 allies.


===

HEAL
Restore HP in an ally with healing magic or items.

First-aid kit: A first-aid kit can heal 5HP in one turn.

Single-target: No dice are used to heal with abilities; simply specify your target.
    Stage I heals 10HP.
    Stage II heals 20HP.
    Stage III heals 30HP.
    Stage IV heals 50HP.

Multiple targets: No dice are used to heal with abilities; simply specify your targets.
    Stage I heals 5HP each, in up to 2 allies.
    Stage II heals 10HP each, in up to 3 allies.
    Stage III heals 15HP each, in up to 4 allies.
    Stage IV heals 25HP each, in up to 8 allies.

Source Stone: Vanguardians can heal specific amounts determined by the player. However, Source Stones have a limited charge that represents the total amount they can heal overall. You must keep track of how much energy your Source Stone has remaining every time you use it.
    Cadets have 25HP worth of energy.
    Corporals have 35.
    Commanders have 50.
    Commodores have 80.
 
PostPosted: Thu Mar 31, 2022 7:59 am
TRAP
Magic, items or other abilities that sabotage movement, thought, emotions or perception can restrict enemies of equal or lower rank, preventing them from taking 1 action. If the target has not posted yet, the trap applies in the current round; otherwise it applies in the next round.

Single target: Roll 1d6. The trap succeeds if you roll higher than 1.

Multiple targets: Roll 1d4. The trap succeeds if you roll higher than 1. Only stage II characters and above can trap multiple targets.
    Stage II: can trap 2 targets of equal or lower rank.
    Stage III: can trap 3.
    Stage IV: can trap 5.


===

REFRESH
Grant yourself or an ally 1 extra action with specialized abilities or items. Magic that restores or increases energy / stamina can be used to refresh, as can energy pearls, Mirrorshards, and Transcendence perks. A Refresh can be used to cancel a Trap.

Self: Take your extra action in the same post you're refreshing in. Just be sure to specify you used a refresh in that post!

Single target: Simply specify in your post who you're applying the Refresh to.

Multiple targets: Only stage II characters and above can Refresh multiple targets.
    Stage II: up to 2.
    Stage III: up to 3.
    Stage IV: up to 5.


===

DODGE
Move out of the way to avoid Attacks and Traps. Teleportation, Knight Aspects and other appropriate magic can be used as a Dodge, as can mundane actions like trying to jump out of harm's way. If you are attacked by multiple enemies, a successful Dodge will escape every attack preceding your post. In addition, a successful Dodge allows you to post again and take another action.

Mundane dodge: Roll 1d6. The dodge succeeds if you roll greater than 3.

Powered dodge: Roll 1d6. The dodge succeeds if you roll greater than 2.

Teleportation: Teleportation can be used as a powered Dodge action.
    Captains: up to 2 times per battle.
    Generals: up to 3 times.
    General-Sovereigns: up to 5 times.
 

cibarium

Noob


cibarium

Noob

PostPosted: Thu Mar 31, 2022 8:03 am
extra poast  
Reply
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