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Posted: Thu Dec 04, 2008 12:42 pm
*Crosses out everything Blue wrote* Okay, Everyone! It's like this! The dice roll function doesn't seem to be working anymore, so we can't actually battle with the use of dice. So for the moment we're simply a regular RP guild. ...If there is such a thing. ANYWAY! I'm VERY busy at the moment (school work that's piled up) so I'm not here 24/7 like I used to be. So until further notice, we're stuck as a very inactive RP guild.
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Posted: Thu Dec 04, 2008 12:43 pm
This is what BDR would be like if the dice were working, but so as not to confuse people, I'm crossing it out, M'kay? In BDR battles are conducted in a different way to how other RPs may conduct them. To battle in BDR the following guidelines are used:
Once in a battle: 1. Both players roll 1D6. Take the total, and add your SPD to it. 2. The person with the highest number moves first. 3. Now you have a few options to choose from, each turn you may choose one until either player's HP is down to 0. Attack - Roll an 8 sided dice. Add your STR to the number rolled, and subtract the total (result + STR) from your opponents HP. Mage however use Spells instead of Attack. Defend - Roll a 6 sided dice. Add your DEF to the number rolled. The next time your opponent attacks or casts a spell, the amount you defended (die roll +DEF) is subtracted from the damage you would take. If your amount defended is higher than the damage, you are healed the remaining number. Additionally Mages heal 10 MP each time they defend. Heal - If the player is in possession of a healing potion (bought from the BattleDice marketplace) they may use that items affect in place of a turn. Spells - Mages cast magic instead of a normal attack. Roll an 8 sided dice, add your MAG to the result rolled. Subtract 10 MP from you, and subtract the total amount of damage (MAG + die roll) from your opponents HP.
Special Attack Wrote: Gunman- Big Bang - Gunman can use their weapons to an incredible extent of attack. Roll two 12 sided die and subtract the total from a single enemy's HP. Subtract 50 MP.
Laquri- Gale Blast - Laquri can use their wings to blind enemies. Roll two 6 sided die. If both dice are odd, one enemy's attack is lowered by the total. If both dice are even, two enemies' attack is lowered by the total. If one is odd and one is even, there is no effect. Subtract 15 MP.
Cleric- Healing Wind - Clerics can heal allies. Roll a 10 sided dice and multiply it times MAG. Heal one ally the total amount, or divide it up between several allies. Subtract 20 MP. Sleep - Put an enemy to sleep for three turns. Roll a 20 sided dice. If the number is 15 or up, it hits, if the number is 14 or below, it misses. Subtract 10 MP.
Archer- Charged Arrow [2 Turn Attack] - Archers can charge up an arrow's power from their bow. Roll a 12 sided dice and add on MAG. Your turn ends, add the amount (MAG + die roll) to your next attack's damage. Subtract 20 MP.
Thief- Shadow Clone [2 Turn Attack] - Ninjas can create a clone of themselves. Roll a 12 sided dice. Then end you turn. Add the previous result to your MAG and double. Use that number ( 2 times [result of die + Mag] ) as damage. Subtract 20 MP.
Warrior- Power Strike - Warriors can attack all enemies with this move. Roll a 12 sided dice, add your STR to the amount rolled. Use the total as damage. Subtract 10 MP for each person who receives damage.
Knight- Great Wall - Knights can defend all of their allies at once. Roll a 12 sided dice, add your DEF to that amount rolled. For all your team's next turn, that amount will be deducted from any damage your team receives. Subtract 10 MP for each person who was not defending themselves on the previous turn.
Mage- Wizard Blast - Wizards can strike a whole team with this blast of Mana. Roll a 12 sided dice, add on MAG and double the result of the roll and MAG added. For each player hit remove 30 MP.
Flee - Run from battle, role a 6 sided dice if 4, 5 or 6 you leave the battle but don't die. If 1, 2 or 3 your opponent gets a free attack on you.
Overdrive - Each character has a unique overdrive. They do many things like boost your attack for several turns, give you temporary invincibility, etc. There are a number of things that trigger Overdrive: 1. A character takes five turns of consecutive damage 2. An allied character is defeated (specify who will trigger your Overdrive at the start of the battle) 3. Charge for three turns in a row then roll a d10, anything other than a 1 succeeds 4. Try to activate Overdrive by rolling a d100, a result of 90 or more with strength (magic if one of the magic using classes) added succeeds PM Steel Cat 007 for making your individual Overdrive ability.
+ If a player rolls a maxed out amount on a die (12 on 1D12 for example) the effect is double and the MP used is halved.
+ The winner of the battle will increase their wins by 1 and will level up. The loser of the battle will increase their loses by 1.
+ Only the Game Moderator can control monsters and areas. You cannot state when any effect occurs or monster appears.
+ Keep track of your stats in the RP if you die you are removed from that chapter of the RP! Also remember that your HP and MP will be healed after you battle if you win.
Key: STR - Strength, DEF - Defense, SPD - Speed, MAG - Magic, 1D6 - Meaning 1 dice with 6 sides. 2TA - Two Turn Attack,
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