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Homestuck inspired troll related b/c 

Tags: homestuck, troll, breedables, mspa, alternia 

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=>[INFO]Battle RPs

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Hivestuck
Captain

Alien Datemate

PostPosted: Sat Oct 08, 2011 9:06 am
Two Trolls Enter, One Troll Leaves

      While trolls can have scraps and scuffles in normal roleplays, Battle RPs are trolls going head to head in some kind of combative situation, either between players or players vs npcs. Battle roleplays are done using a combination of dice rolling and rp. While one side always comes out on top, losing may not be as bad as it seems. Even when your character is on the losing side, your troll gains experience in life and can claim the battle rp as complete, which counts towards their growth.
      Battle roleplay will take place with two users or more rolling dice in their posts, then editing the post to write a rp description of their troll fighting, with their attacks depending on the numbers rolled. For regular user vs user, the format is the same as standard roleplay, where each character in the fight takes a turn to post in order. The same turn order is used in mini boss battles, and slightly changed for full boss battles.
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Table of Contents
1] You Are Here
2] Rules and Regulations
3] Important Numbers, Terms, and Dice
4] Special Conditions
5] Abilities: Powers, Trinkets and Artifacts
6] Mini Bosses
7] Bosses
8] Injury and Death in Combat
9] Alternative Combat
 
PostPosted: Thu Nov 17, 2011 9:51 am
Rules and Regulations

      To ensure combat happens fairly, and no one ... massages the dice in their favor, players may never delete their posts in combat threads. If you rolled the wrong dice, or forgot to roll, do not delete the post, instead, note in it that it is faulty, and post a new attack roll. If you think someone you are battling against deleted a post, please send a pm to the mule and we will work things out from there.

      If caught deleting posts, players will receive a temporary suspension from combat RPs and shop events, as well as risk losing any collected event points.

      Also remember players are not allowed to kill/dismember/seriously maim other players trolls without written permission from the owner! Even if you have a violent troll, removing another trolls arm 'because it is in character' will not fly. Always rp with respect for your partner and what their wishes for their characters are.


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Hivestuck
Captain

Alien Datemate


Hivestuck
Captain

Alien Datemate

PostPosted: Thu Nov 17, 2011 9:52 am
Important Numbers, Terms, and Dice

      Troll battles are two or more sides struggling against each other to become victorious in a combative and competitive situation. As all troll society is built on aggression and dominance, your trolls need to have experience in struggling against others to mature and grow. A battle rp is one of those experiences. When all trolls on one side of the fight reach zero hit points, the battle is over and can be counted towards growth.


User Image - Blocked by "Display Image" Settings. Click to show.Battle Types

      There are three types of battles in hivestuck. Regular battles between (usually) two to four trolls played by different users, mini-boss battles where a few trolls, usually two to six, fight against a stronger singular enemy in their own little threads, and boss battles, run during large shop events, where lots of trolls, usually an entire shop faction, fight against a dynamic boss controlled by the shop mule that has multiple different attacks and abilities. For regular battles, as soon as one character reaches 0 HP, the battle is finished. For mini-boss battles, the mini-boss or all player trolls much reach 0 HP for the battle to be over, and for large boss battles, the boss (or in a few rare events, all the player owned trolls) must reach 0 HP for the battle to be over.


Hit Points

      Hit points, often abbreviated as HP are a representation of your troll's will to continue the current confrontation. They don't represent their physical health, or damage taken, or anything like that unless you the player want them to. Once they hit zero, your troll is unable to continue the battle any further - for whatever reason, they can't bring themselves to continue. If you want, reaching zero can signify getting a debilitating wound that prevents them from continuing, or them running out of energy, or choosing to surrender, or straight up losing their nerve and fleeing the battlefield! If you and the other user want a specific troll to win for narrative convenience, feel free to have 0 signify the time that narrative takes over, and the predesignated winner ends the battle somehow.


HP and Age Modifiers:
Kid: 40hp OR 1hp* see Lusus Naturae and Kids below
Teen: 20hp
Adult: 40hp +1 damage dealt
Ancestor/Special: 60hp +2 damage dealt






Dealing Damage

      To deal damage in a battle, your troll can use trinkets, artifacts, weapons or abilities to damage their opponent. Trinkets and artifacts are special objects that mimic the inherent powers trolls get with naturally imbued abilities, and all three have limited uses per battle. Weapons are your basic troll's attack, and make up the majority of combat. Weapon attacks are your troll using whatever they have on their hands to fight back against their opponent. For the majority of attacks, we use 'XdX' to refer to how many dice you roll of what dice number - that you can do via gaia's post action.

      To use a basic weapon attack against another troll, roll 2d6 or 2 6-sided die in the post you attack with. The first number signifies your troll's accuracy and is called their accuracy roll, the second is the amount of damage they do, and is called their damage roll. To hit another troll, your accuracy must be 3 or higher. If you hit, the other troll will remove the second number from their hit points. A 3 does not signify a near-miss, nor does a 6 signify a critical hit. The strength of the attack is based on the second number, the first one is just to see if your troll made contact. Certain powers and weapons will change these numbers, remove the accuracy roll, or do a plethora of other things, but this is the basic formula.


Modifiers

      At times, terms like +1 to damage dealt, +1 to accuracy, -1 to accuracy, and the like will show up in combat. These are known/referred to as modifiers, and change the basic formula of whatever is happening. All modifiers should be added on at the end of calculating damage dealt, though they should not be applied on a miss. If your troll has weapons that grant them modifiers, but are not using that specific weapon in the fight, they do not get the modifier. However, if they are using those weapons in the battle, their modifiers carry over to any trinkets and powers used.

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Common Modifiers:

      "+X to attack" - You can add that much on to the final score of your attack value.
      "+X to accuracy" - You can add that much on to the number rolled for your accuracy.
      "+X to hit" - The accuracy you have to roll for your attack to hit is raised over 3 by that amount.


Weapon Types

      As your troll goes through life, they will receive, one way or another, higher quality weapons. All trolls receive a simple starter weapon when they grow to teen stage, that has no special power or name. It is one of a million, common, and low-grade. When a troll becomes an adult and enters the military, they are given a new, higher-grade version of their weapon, aka a military-grade weapon. These weapons can also be gotten through special events as a teen, allowing them a slight edge in combat over opponents. If an attack hits, it does +1 damage to the number rolled from the second d6. If your troll does not enter the military when they age up, they will have to find another way to get their hands on one of these. Masterwork weapons can be gotten through special events or from outstanding services. Wielding one of these, if an attack hits, it does +2 damage to the number rolled from the second d6. Legendary weapons have only ever been seen in the hands of ancestors. These weapons have unique names, and most likely some kind of special design and/or power that sets them apart from regular weapons. If your troll uses one of these weapons in combat, it does +3 damage to the number rolled from the second d6. Weapon bonuses carry over to all trinkets/artifacts/ability powers.


Weapon Table:
Kid: 1d4 * see Lusus Naturae and Kids below
Starter weapon: 2d6
Military-grade weapon: 2d6 +1
Masterwork weapon: 2d6 +2
Legendary weapon: 2d6 +3


An example battle:

      Troll A is an adult wielding daggers. As an adult, she has 40 hp, and always deals +1 damage on any attack she makes. She has a military-grade set that add +1 to her damage dealt, so she always adds +2 to her attack.

      Troll B is an adult with the power of invisibility. He has a starter-grade staff, so he only gets his natural adult's +1 to all damage, and has 40 hp.

      To attack, troll A rolls 2d6 and gets 3,2. The first number, 3, is her accuracy, and is high enough for her to hit. Normally that would mean she hits for (2 +2 bonus) damage.

      However! Troll B is using his invisibility (novice stealth power, +1 to hit for opponents next attack), which means that opponents must roll a 4 on their accuracy, makes him harder to hit. Troll A has to roll a 4 or higher to hit him now, and she only got a 3, which means she misses and deals no damage.
 
PostPosted: Thu Nov 17, 2011 9:53 am
Special Conditions
There are three points that do not fit within the basic battle structure of weapons-abilities-trinkets-artifacts that can influence how things go. These are kids, their lusii, allies, and the second wind mechanic.

Kid Stage

      For kids, your Lusus will be pretty much fighting the battle for you. They will shield your troll from every attack, but also prevent you from getting close to the enemy to attack on your own. Each round, they will attack themselves, and do 1d4 automatically hitting damage - using the dice roll to determine the amount of damage they deal. Children can use support abilities on their turns, and if they do their Lusus will simply not attack that turn, and focus on guarding their child.

      While they are incredibly resilient creatures, once a Lusus has received 40pts of damage, they will force their charge to leave the battle, and retreat to a safe distance, until they and their troll are out of danger. They cannot be healed or have supportive powers used on them.

      If your kid does find themselves in a combat situation alone, they will have 1hp, and do 0 damage. If they find a willing teen or adult, that troll can protect them by serving as their shield in battle, effectively taking the damage for both trolls, however they will still be unable to attack. This is the default combat situation for mutantblood children!


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Lusus & Older Trolls

      A troll's Lusus does not have to battle with them after they have grown to teen. As their child is now strong enough to attack on their own, a lusus accompanying a teen or older troll's damage is strictly rp fluff. However, they will still be protective of their charge, and once per battle, if they are with your troll at the time, they can throw themselves in the way of an attack aimed at your troll. If you want your Lusus to take a hit, roleplay it in your reply post, and don't subtract the damage done by your opponent in their last attack from your hp. Your Lusus may only take one hit for you per battle.


Troll Romance in Combat

      When your troll takes up arms and goes into battle alongside their official moirail, matesprit, kismesis, or with any trolls they are auspiscing with, they will fight harder, for longer. After all, don't want to let your buddy down/let that b*****d upstage you/risk letting your loved one being hurt. When your troll drops to zero HP for the first time in the fight, they have a chance of continuing with second wind. Your troll can use as many second winds as partners they have with them in the rp, so if they are fighting with both a moirail and matesprit, they can multiply the dice rolled for it by two. However, they cannot save one use for if they hit 0 HP again, all uses must be done for the first time they hit 0. This ability can be used if they are fighting against the troll in question, but only if the fight contains three or more trolls.


Second Wind

      Second wind is gained in a few different situations and circumstances. Think of it as an ongoing status effect: your troll will have this ability, if specified, and it immediately becomes active when your troll hits 0hp. If not specified, it can only be used once per condition that qualifies your troll for it. When your troll reaches 0 HP and something allows them to use second wind, roll 1d4. on a 1 or 4, they regain half their hp and continue the fight. This ability is always only usable in battles where there are more than two trolls.
 

Hivestuck
Captain

Alien Datemate


Hivestuck
Captain

Alien Datemate

PostPosted: Thu Nov 17, 2011 9:59 am
Abilities: Powers, Trinkets and Artifacts

      While trolls can simply whack at each other with weapons and have the troll with the better aim win, some trolls can bring slightly more to the table, via abilities. Abilities are special mechanics that are attached to powers, trinkets, and artifacts. Powers are inherent abilities trolls possess that allow them to do something different on their turn, either via stronger attacks, a better defence, or something else entirely. Trinkets are devices created to give the same effects via artificial technology, although they have a maximum amount of times they can be used before they run out of charges, and artifacts are trinkets that will never run dry. All three of these options can be combined for your troll to truly shine on the field of battle.

      Abilities come in four different flavours, offensive, defensive, agility and support. While the sections they fall into define roughly what they are intended to be used for, how they are used in a rp setting is all up to the user's choice. Defensive abilities can be via quick regeneration, clashing via brute strength, dodging, or anything else that can be created to explain how the effect happens. Trinkets should be tech enhancements that assist your troll in combat, using electronic and bionic enhancements. Artifacts can be the same as trinkets, but can also feature ancient objects, unlimited supplies, extra weapons, etcetera.


Powers and Items in Combat

      For regular combat, attacks using abilities must replace your regular attack for your posting turn. These are
      offensive A,
      offensive B and
      agility B.

      Defending with abilities can be used in conjunction with a regular weapon attack.
      Agility A
      is applied to your opponent's next attack, while
      defensive A and
      defensive B
      apply to your opponent's previous attack.

      Using either support ability can only be on other trolls in battles of over 2 trolls, and must replace your attack for that turn.

      Trolls can only use one power/ability per turn, and their effects may not stack on top of each other. (If two trolls try and heal a target with support A, the target may only gain the hp recovered from one of those heals) For mini-boss and boss battles, please see the respective posts below.


Natural Powers

      Your troll needs to practice with any inherent powers they have (anything under powers on their character page) in order to become better at using them. A troll must first use their power in 7 different battles to be able to use the adept version of it, then 10 more battles to use the expert version. After they have completed the number of battles required, they automatically can begin using the next level of their ability. A total of 17 battles where they have used their power at least once are required for a troll to fully master their powers. Players cannot change power type/style once chosen.


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Trinkets and Artifacts

      Trinkets are small baubles that allow trolls to use abilities in combat, similar to the inherent powers luckier trolls are born with. However, most have a maximum usage amount before whatever powering them runs dry. Rarer but more powerful are Artifacts, trinkets made with such skill and talent that they never run out of uses. While trolls cannot practice with their trinkets and artifacts to become more skilled at them, they can acquire stronger ones, use multiple ones per battle, and trade/gift them to other trolls. Trolls who already have a power that has the same role as a trinket can use both in the same battle.

      Trolls may not use more than one trinket of a specific type per battle.
      Kids may only use a maximum of one support trinket per battle.
      Teens may only use a maximum of two trinkets per battle.
      Adults may only use a maximum of four trinkets per battle.
      Ancestors may use unlimited trinkets per battle.

      These rule counts artifacts as trinkets.

      A novice support trinket A is different from an adept support trinket A, is different from an adept attack trinket A, is different from an adept attack trinket B. A troll may use each of those in the same combat, but may not use two novice support trinket As, or two adept attack trinket Bs.


Abilities Tables

      The following damage/health modifiers are used in trinkets, artifacts, and natural powers.

offensive

      style A An accurate attack that strikes deep, and cannot be recovered from easily.
      Remove the number rolled from the maximum hp your target can have, as well as their current hp count. This overrides all defensive abilities. The change to the max hp wears off after the battle.
      style B A powerful attack that does two times as much damage as a normal one would and leaves a lingering wound - should it hit.
      Multiply damage dealt by two, then add age and weapon based multipliers after. Target takes 1 ongoing damage each turn that overrides all defensive abilities, until they hit 0 HP or have a support ability used on them.

      novice
      style A 1d6+1 auto hit on this attack, also removing from max hp count, 2x per battle.
      style B 2d6 Deal double damage on this attack, 1x per battle. 1 ongoing damage for all turns after.
      adept
      style A 1d6+1 auto hit on this attack, also removing from max hp count, 3x per battle.
      style B 2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
      expert
      style A 1d6+2 auto hit on this attack, also removing from max hp count, 4x per battle.
      style B 2d6 Deal double damage on this attack, 3x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.

defensive

      style A An attempt to defend yourself that, while not perfect, still blocks some of the incoming damage.
      Remove the damage modifier below, from the last attack that hit you, and only deduct the remaining damage.
      style B A completely successful defensive skill that blocks all incoming damage.
      Do not subtract the damage from the last attack that hit your troll. Feel good.

      novice
      style A -2 damage taken, 3x per battle.
      style B nullify the damage from the last hit, 1x per battle.
      adept
      style A -3 damage taken, 4x per battle.
      style B nullify the damage from the last hit, 2x per battle.
      expert
      style A -4 damage taken, 5x per battle.
      style B nullify the damage from the last hit, 3x per battle.

agility

      style A You manage to become a harder target to hit, making yourself a more challenging mark.
      Your opponent has to roll higher on their attempt to hit your troll on their next attack that requires accuracy.
      style B You can strike twice on your next turn, with improved accuracy on each attack.
      You can strike a target twice, or two targets once, on your turn. Apply modifiers to each attack separately. In addition, add 1 to your accuracy for each hit, and use all modifiers on both hits.

      novice
      style A opponents must roll a 4 on accuracy to hit, 1x per battle.
      style B 2 2d6 hits with +1 to accuracy to each on this attack, 1x per battle*.
      adept
      style A opponents must roll a 5 on accuracy to hit, 2x per battle.
      style B 2 2d6 hits with +1 to accuracy to each on this attack, 2x per battle*.
      expert
      style A opponents must roll a 6 on accuracy to hit, 3x per battle.
      style B 2 2d6 hits with +1 to accuracy to each on next attack, 3x per battle*.

      *roll 4d6, first two numbers are the 'hit or miss' determiners, second two are the damage done.

support

      style A You assist an ally with a firm hand in battle, giving them the strength to continue their fight.
      You can grant an ally recovery of half of their maximum hit points.
      style B You assist an ally in battle, with assistance that varies between helpful, and life saving.
      You can grant an ally recovery of one quarter, or all of their maximum hit points, depending on what your dice roll is.

      novice
      style A Heals another troll by half their maximum hp, 1x per battle.
      style B 1d4. On a 1, 2 or 3, heal another troll by a quarter of their max hp, on a 4 heal them by their max hp 1x per battle.
      adept
      style A Heals another troll that is over 0HP by half their maximum hp, 2x per battle.
      style B 1d4. On a 1, or 2, heal another troll by a quarter of their max hp, on a 3 or 4 heal them by their max hp 2x per battle.
      expert
      style A Heals another troll that is over 0HP by half their maximum hp, 3x per battle.
      style B 1d4. On a 1, or 2, heal another troll by a quarter of their max hp, on a 3 or 4 heal them by their max hp 3x per battle.

      All healing can only be given to a troll who is over 0HP.


An example power:

      A troll with commune with nature powers chooses to use it defensively in battle, able to call on their lusus to protect them against 1 extra hit per battle. (defensive style B) After using this power in seven battles, they are able to call on their lusus twice per battle to block hits for them.
 
PostPosted: Sat May 05, 2012 1:18 pm
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Mini-Bosses

      Mini-bosses are enemies that are not player controlled characters, that can (and usually must) be fought by more than one player, as they are stronger than a single troll. While bosses are run by the shop mule, and are one time fights during special shop meta events, mini bosses are often easier to access, are 'run' by the players who are fighting them, and are essentially small, self contained events.




Example Mini-Boss:

      Bettey Cookey
      The fearsome baking heiress - Bettey wields two massive rolling pins between her meaty hands, and is backed up by an arsenal of her own creations.
      STARTING HP: (total users fighting x 30)
      If you rolled a 1, Betty looms over you, and with a scream, slams an 8 tier cake down on your head. Take 5 dmg.
      If you rolled a 2, Betty clubs you in the stomach with a rolling pin. It's actually less painful than the cake, but you still take 3 dmg.
      If you rolled a 3, a cookie embeds itself in your shoulder, gripping with chocolate chunk spikes. Betty grunts in satisfaction, and you take 3 dmg.
      If you rolled a 4, you see Betty wind up like a pitcher, and find yourself violently assaulted with a flying muffin. Take 2 dmg.
      If you rolled a 5, you watch Betty pipe icing onto the walls, writing about how she is going to mess your s**t up. Unnerved, you take 1 dmg.
      If you rolled a 6, Betty howls and breaks a pie over her knee. You start to sweat slightly, at her wild uncontrolled violence. Take 1 dmg.





Round Structure

      When players can fight mini bosses, they are given a large block of code to copy and paste into the start of a new thread, where the fight can take place. This contains the boss's name and illustration, a small bit of flavor text, the boss's HP, the boss's dodge roll table, and a section hidden by spoilers below, for when the fight is over. The mini boss has only one set of attacks, and players defeat it by each taking turns to attack it, until either side is at 0 HP.

      Each player must, in their turn, post a normal weapon attack using a slightly tweaked version of the standard 2d6 + any modifiers. This is called a new round attack. A new round attack is different from a regular attack although the same dice are used, the details of which can be seen below in Accuracy Rolls vs Dodge Rolls.

      If players also have special abilities via powers, trinkets, etc, they can either post that they are using their ability in their attack post, if it does not require a separate roll, or if it does, in a separate post below. Only one of these can be used per round, as in all battles. This is called a bonus attack. To see details on how each ability works in mini-boss battles, check the table at the bottom of this post.

      Each time every player in the battle has attacked the boss once with a new round attack, and optionally attacked once with a bonus attack, a new round begins. A new round can only begin once each and every troll who is currently active in the battle has posted their new round attack, as well as any optional bonus attack. For new rounds, simply re-use the instructions from the first round for all future rounds. Once either the mini-boss or every troll fighting against it has reached 0HP, the fight is over. At the end of a fight, players can check the spoilers at the bottom of the boss information post to see how the fight ends, depending on who won.


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Accuracy Rolls vs Dodge Rolls

      For new round attacks the first d6 from the 2d6 formula, rather than being an accuracy roll, is the player's dodge roll, as they try and avoid the mini-boss's attacks. Players do not use an accuracy roll for new round attacks, and their damage automatically hits their target. How much damage you take from the mini-boss, and if you gain any special conditions, is written in the boss text that should be in the first post, in the 'if you rolled a x' section. Unlike new round attacks, bonus attack abilities that require accuracy to hit do not turn into dodge rolls, and remain accuracy rolls.


Example Mini-Boss Battle:

      Troll A rolls 2,6 in their new round attack. They look at Bettey's chart and see that because they rolled a two, they take three damage. They have a military-grade weapon, so they deal 7 (6 +1) damage in return to Bettey. They then use their bonus attack post to use agility B, rolling 3,1,4,2. Their first attack hits (3+1 =4), their second attack misses (1+1 =2), and they do 4 damage.
      Troll B rolls 1,3 in their new round attack. On Bettey's chart, that means they should take 5 dmg, however they have a defensive ability, and completely mitigate the damage. They do 3 damage in return. This counts as their bonus attack, since it is an ability, and they cannot use more than one ability per turn.
      Both troll A and troll B have attacked, and there are no other trolls fighting Bettey. Troll A's turn to attack has come again, and the fight repeats.


Abilities in Mini-Boss Battles

      While some abilities can be directly transferred over, some give slightly different effects.

      Offensive A:
      Declare and use the attack in your bonus attack post.
      Offensive B:
      Declare and use the attack in your bonus attack post. Ongoing damage you calculate on each subsequent new round attack.
      Defensive:
      Declare your damage mitigation in your new round attack.
      Agility A:
      Declare in your new round attack, on the next new round attack, add 1/2/3 to your dodge roll.
      Agility B:
      Declare and use x2 attacks in your bonus attack post.
      Support A:
      Declare and use in your new round attack.
      Support B:
      Declare and use in your bonus attack.
 

Hivestuck
Captain

Alien Datemate


Hivestuck
Captain

Alien Datemate

PostPosted: Sat May 05, 2012 1:22 pm
User Image - Blocked by "Display Image" Settings. Click to show.Boss Battles

      Boss battles are large group events that are only seen during shop-wide events, and are run by the shop mule. They consist of a large amount of shop characters fighting against one much stronger opponent, usually for high stakes. As the name suggests, these and mini-boss battles are similar in a number of ways, while also being different in others.





Example Boss:

      Grammy Cookey
      The terrifying baking mogul - Grammy wields two massive rolling pins between her meaty hands as well as two more via robotic arms. She is backed up by an arsenal of her own creations, as well as a squad of fierce baking bots.
      STARTING HP: 1000/1000

      ROUND 1
      Grammy begins to pirouette and twirl around the room, her clubs whirring in a deadly circle. Wherever she runs, she leaves behind a trail of delicious and deadly baked products, that leave a trail of chaos behind her.

      If you rolled a 1, Grammy looms over you, and with a scream, beats a samba beat into your skull with all four rolling pins. Take 5 dmg.
      If you rolled a 2, Grammy leaps through the air, raining a barrage of explosive muffins down around you. You take a direct hit, take 3 dmg.
      If you rolled a 3, you duck a ticking pastry as it hits the wall and detonates. The blast is so powerful that it scrambles your senses, 3 dmg.
      If you rolled a 4, you take a glancing blow with a rolling pin which knocks you staggering. Take 2 dmg.
      If you rolled a 5, you duck and cover, keeping out of the line of fire - both of muffins and rolling pins. Take 0 dmg.
      If you rolled a 6, you swing wildly with your weapon, feeling contact as you knock a pastry back towards Grammy and deflecting it away from yourself. Take 0 dmg and deal double damage with your attack.




Boss Battle Differences

      As you can see, there are a few differences between the example boss and the example mini-boss. Firstly, the amount of hp is greatly increased. Secondly, there is a descriptor given for what the boss is doing for the current round. Thirdly, while not visible in the example, each round the damage table changes, in terms of descriptors, and how much damage you take. There can also be ongoing effects (increased or decreased accuracy for the remainder of that round, etc) or bonus damage dealt by your character if they roll well enough.


New Round Structure

      Each time a boss attacks, a new round begins. In their attacking post, the boss will give a description of what they are doing, and a table showing what kind of damage your troll will take depending on what their dodge roll is. In return, your troll will post a normal weapon attack using a slightly tweaked version of the standard 2d6 + any modifiers. This is called a new round attack. These are usually put up by the mule every 2 hours of a boss battle, for a few hours each evening. Battles will usually take place over a weekend, with pauses during the night, morning, and day.

      For new round attacks in boss battles, the first d6 from the 2d6 formula, rather than being an accuracy roll, is the player's dodge roll, as they try and avoid the boss's attacks. Players do not use an accuracy roll for new round attacks, and their damage automatically hits their target. How much damage you take from that, and if you gain any special conditions, is written in the boss text that should be in the first post, in the 'if you rolled a x' section.

      Be sure to subtract or add any effects from the table, then add any bonuses that your weapon/troll stage might have and post the total number in bold, centred, at the bottom of your post. This must be done within the current round, or your damage will 1) not be calculated into how much hp the boss lost that round and 2) run the risk of not being counted at the end of the meta for activity rewards. Even if you do not have time to fill the post with rp and have to do that later, damage needs to be posted.

      Like this. Mule did 6 damage.


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Half-Hour Activity

      After you've posted your new round attack, your troll doesn't have to stand idle until the boss starts the next round. Every half hour after you did your previous post, you can take a half hour attack at the boss. This is a standard 2d6 weapon attack, or using a power, or a trinket. You can also use these to help other trolls with supportive powers, but you can't do both in the same half hour. This is a 'regular' attack like you would do in a player vs player post, and the only damage you take would be from any ongoing effects the boss has applied to your character.

      If you have posted a half hour attack, then a new round starts, you can roll your new round attack without worrying. Half hour attacks are always calculated off when you made your last new round attack, but new round attacks can simply be done whenever a new round starts.


Abilities

      Attacking abilities (offensive A, offensive B, agility B) must replace a half-hour attack.
      Defensive abilities (defensive A & B) must be used in the new round attack that they are mitigating damage from.
      Dodging (agility A) must be declared sometime during the previous round, and allows your troll to add 1/2/3 to your dodge roll on your new round attack.
      Support abilities (support A & B) must replace a half-hour attack.


Children in Boss Battles

      For each new round attack, roll 2d4, only use the first 4 options of the damage chart, and deal the second number as damage. This is your lusus attacking the boss, and receiving damage in return. Remember, children with no lusus only have 1 hp and must either sit the battle out from the sidelines where they cannot participate in any battle mechanics and can only roleplay, or find a teen or adult to take the damage for them. If they are being defended by a teen or adult, they must still use the 2d4 and have it represent the teen or adult defending the child while being encumbered by having to look after another troll. The teen or adult will take the damage rolled, and may also still attack using their regular new round attacks and half hour attacks as well as defending the child.

      Kid trolls can use support powers and trinkets in combat, and unlike teens and adults, will be given unique tasks to complete for the half-hour posts between new rounds as a replacement to the attacks. These will usually be your troll directly aiding and supporting the older trolls in the fight, or doing other tasks that aren't directly related to combat, to help the flow of the battle. The timer rules for these are the same as the rules for half hour attacks.


Roleplaying

      If you want to just do standard roleplay during a battle, you do not need to wait for any timers or specific moments during battle to post. Your trolls can interact with each other at whatever pace you like, and it will not conform to the standard battle timers that the rest of the fight is structured around. When battles pause, as they usually do, during the night and morning, roleplay may be continued.
 
PostPosted: Sun Oct 28, 2012 4:35 pm
Injury and Death in Combat

      "My troll hit 0hp! Is he dead?"
      No, your troll is still alive and kicking. HP, or hit points, are not your trolls actual physical health and more their will to continue fighting. If you want, reaching zero can signify getting a debilitating wound that prevents them from continuing, or them running out of energy, or choosing to surrender, or straight up losing their nerve and fleeing the battlefield! If you and the other user want a specific troll to win for narrative convenience, feel free to have 0 signify the time that narrative takes over, and the predesignated winner ends the battle somehow.

      Again, and once more for clarity. HP do not have to equal physical health! Your troll doesn't have to have received a single cut during the battle, if you don't want them to. HP is their ability to continue a battle, be it their willpower, confidence, or energy. The only person who decides if your troll gets hurt is you.


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Death via Combat

      While it is possible to kill your troll in battle, if you want, it will prevent you from using them in roleplay and effectively take them out of the shop. Unless of course, you have event points to spare, and your troll is willing to do business at the Eternity Emporium, giving them a second chance at 'life', or the nearest closest thing. If you plan on killing your troll in a battle against another player, please notify your rp partner before the battle, and make sure they are ok with their troll killing yours!
 

Hivestuck
Captain

Alien Datemate


Hivestuck
Captain

Alien Datemate

PostPosted: Sun Dec 13, 2015 7:29 pm
Alternative Combat

      Alternative combat is ways your trolls can fight and compete against each other in ways other than swinging a sword. Any activity where there is tactical movement against another character, and threat of physical danger/damage can be counted as alternative combat.

      If you wish to try alternative combat to get battle points for growth, and it is not on the list below, please pm the mule with it and we will add it to the list of approved styles. To qualify, there must be a clear and visible way to put in the standard 2d6 (with the first d6 representing if the action succeeded or failed, and the second d6 representing the potency of the action) and for each troll to reach 0 hp. It must also work in the world setting, and generally not break any of the established rules we have for conduct (Ie, no riding enslaved lowblood npcs into a jousting tournament. Musclebeasts are fine though!).

      Purely intellectual clashes do not count as alternative combat (chess etc), nor do competitions that do not use skills that can be applied to a battle situation (sewing stuffed animals). Basically if it's 1) taxing/physically dangerous for the participants and 2) uses skills that can be applied to a real combat situation, then it's alternative combat!


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Methods of Alternate Combat:

      Contact Sports
      FLARP
 
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