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Kharne Sunar
Captain

Lonely Hunter

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PostPosted: Thu Jun 01, 2017 12:30 pm


Hand 2 Hand - Boosts chances of Hand to hand strikes and throws connecting by 10%
Swordsmanship - Boosts chances of Weapon Combat Strikes and Throws Connecting by 10%
Marksmanship - Boosts chances of Projectiles and thrown weapons connecting by 10%

Element Effects:

Burn, Paralysis, Poison, Bleed, Freeze, Charmed

Burn - Lowers physical attack accuracy by 10%
Paralysis - Grants the opponent 10% chance of next attack hitting due to drop in speed.
Poison - Lowers Range and Weapon accuracy by 10%
Bleed - deals Dot, slowly lowering accuracy with each post until loss of conciousness
Freeze - Grants a chance for 1 free fatal attack
Charmed - Creates immunity from opposing attacks Dice roll must occur first
Discord - The application of 2 ailments at once.

Ailments are straight forward accept Bleed, Freeze and Charmed, all will be explained below.

For Burn, Paralysis and Poison. When an attack is cast that will cause an ailment there is a 30% chance of ailment occuring. 2 dice rolls must run. The first is for the accuracy of the attack while the second is for the ailment applied. If attack misses, second roll is null.

Bleed, Freeze and Charmed fighters must roll a 20 sided di as opposed to a 10 sided dice. To allow for a 15% chance of Charm, 15% chance of bleed and 5% chance of freeze. Attacks still have a 50% chance of hitting but have a lower chance of inflicting critical ailments.

Do note: Charm and Bleed have chances to stack depending on how many times the effect is when charming an already charmed opponent or bleeding an already bleeding opponent. the chances of ailment increase by 10% for each application, this makes it difficult to avoid or escape once caught.

In any ailment, a dice roll must be run in parallel with your attack there is a 50% chance to shake off the ailment except bleed and charmed. Bleeding foes must take 1 turn to heal. Charmed foes must dice roll to get free of charms before rolling for an attack. when rolling 2 dice the charm chance is first, followed by the attack, if the person is charmed then the attack dice is null. As long as the affect of charm is applied, the next charm affect that is attempted is increased to 25% then 35% and keeps climbing until 100%

Discord occurs when any 2 ailments are applied at the same time. On top of the original 10% loss from both ailments an additional 10% is lost due to discord. Example:

Burn = -1 physical attack
Poison = - 1 projectile attack
Discord = ANOTHER -1 physical attack + -1 Projectile attack

This allows for great diversity, and team ups to apply discord to foes and really put the hurting on them
PostPosted: Thu Jun 08, 2017 10:35 am


Part 2: Environment Advantage

Air: Characters who can fly maintain aerial normal dice rolls against other flyers.
Air to Ground/Air platform: If an opponent is launched or suspended in the air with no sense of mobility against a flyer or an opponent who launched them into the air. The accuracy of the defender is lowered by 10% for 1 turn and the offense of the attacker is increased by 10% for 1 turn. A Pure Flyer will always maintain a 60% accuracy against all other characters not ADEPT at flying.

Swimming: Characters who can swim maintain underwater normal dice rolls against other swimmers.
Simmer to Land/Floating Platform: If an opponent is not an advanced swimming character or suspended helplessly on a platform with no sense of mobility against a swimmer or an opponent who plummeted them underwater. The accuracy of the defender is lowered by 10% for 1 turn and the offense of the attacker is increased by 10% for 1 turn. A Pure swimmer character will maintain 60% accuracy against a character not ADEPT at swimming.

Forest: Attacks utilizing kicking off of trees for diving attacks. Trickshooting branches to fall on someone for ambushes/surprise attacks overall utility of the forest can be utilized. A dive from kicking off of a tree grants a 10% chance to accuracy bonus however if the attack misses, the opponent has a 20% chance of retaliation success.

Fighting Indoors:
Accuracy and bonus’s may vary. Based on environment. Ask the fight master to describe the area to the best of their ability to help understand what in the area can be utilized as a weapon or shield. Ultimately, feel free to ask the quest master to be as descriptive as possible, as this can help with figuring out what can be used in your environment to aid you.

Take note of Terrains and areas, Hell gives strength to Devils and weaken angels and vice versa for heaven.

Traps:
This is a tricky application of the element. If an attack attempt misses but leaves behind a residue then if the opposing character fails to acknowledge the residue the next attack can become a trap attack.

E.G. Nightwing and Shadow fight. Nightwing throws a glass bottle of alcohol at Shadow, Shadow dodges and it hits a wall. Nightwing ignites his lighter and throws it at Shadows face. If it hits… he takes a sharp burn, if it misses, Nightwing’s lighter hits the alcohol spot on the wall and causes a flame to belch out from it to burn Shadows Back.

Kharne Sunar
Captain

Lonely Hunter

9,100 Points
  • Signature Look 250
  • Perfect Attendance 400
  • Forum Sophomore 300

Kharne Sunar
Captain

Lonely Hunter

9,100 Points
  • Signature Look 250
  • Perfect Attendance 400
  • Forum Sophomore 300
PostPosted: Thu Jun 08, 2017 10:36 am


Part 3: Defense

Action Defense: Action Defense is a blocking defensive action taken in response to a missed dice roll, this can be a block, a repel, etc…

Counter: One post is given up to brace for an oncoming attack. This does not decrease the accuracy of an opponent’s roll, however it makes it so that if your opponents roll fails, you gain a plus 1 accuracy counter strike against the foe. This stance can also be used to deflect projectiles if the weapon is strong enough to deflect them.

Barrier Defense: Barrier defense works on the same premise of attack roles. There is a 50% chance that a barrier will be erected at the casters command. If the barrier is erected, the attacker MUST acknowledge the barrier when attacking, and they have a 50% chance of breaking the barrier with their swing. If the attacker has a Barrier specific attack, then the strike against the barrier is increased by 20%. A barrier cannot be strengthened while it is being attacked. Meaning as long as the barrier is being struck, all rolls will be 50% chance. If the attacker stops, then the barrier has a turn to get stronger.

Resistance/Immunity/Absorption:

Being Resistant to a specific element means that the status ailment inflicted by said element has a lower chance of occurrence
Immunity means that’s the specific element can still damage the foe or knock them back. But the status ailment that follows has no chance of occurring.
Absorption means that the attack as well as the status element. Have no effect on the target, and raises the strength and accuracy of the targets next attack by 10%
PostPosted: Thu Jun 08, 2017 10:55 am


Part 4 Debuffs/Buffs:

Speed Buffs Augment your evasiveness. These buffs will increase your ability to avoid attacks.
Attack Buffs Augment your damage. These Buffs will grant a temporary accuracy boost.
Stat Buffs Augment your damage. These buffs will increase the chances of inflicting an ailment from an attack or causing a push back of desired effect for bonus damage.
Defense Buffs Augment your ability to defend against attacks and stat ailments.

Defending an attack and Evading attake are 2 separate concepts. Defending attacks have a chance to put an opponent in a favorable position. As well as set up for counter strikes and parries. Speed buffs DO NOT Boost counter strike chances or barriers. Defense Buffs DO boost these chances.

Buffs only last for as long as 3 turns. While casting a buff... YOU ARE LEFT 100% open for a direct attack. This makes it so that buffs cannot be cast in the middle of a fight, and should be cast while the opposition is stunned or while a character is hiding. Once a buff wears off there is a 2 post cool down before it can be applied again. This is done so that people don't apply buffs then vanish for 2 posts then apply them again.

Healing: Healing/regeneration can take place in a battle, however it costs 1 post of vulnerability to recover your wounds. Again, YOU ARE LEFT 100% open for a direct attack. It is best to heal someone or regenerate yourself while with someone who can cover you. The severity of the wounds determines how long it takes to heal. The deeper the wound, the longer the vulnerability.

Kharne Sunar
Captain

Lonely Hunter

9,100 Points
  • Signature Look 250
  • Perfect Attendance 400
  • Forum Sophomore 300

Kharne Sunar
Captain

Lonely Hunter

9,100 Points
  • Signature Look 250
  • Perfect Attendance 400
  • Forum Sophomore 300
PostPosted: Thu Jun 08, 2017 11:01 am


Part 5: Special Stipulations

Giants - If a character is noticeably taller than another character than the dice situations and roll rules are lower chance of success for larger character vs the smaller advisory. The trade off is that the taller character deals considerably more damage to the smaller character while more hits are needed to bring down the tall character. The smaller character will always stand on the circuit of having 10% more accuracy, vs the giant who will have 10% less accuracy.

Handicap – The person fighting alone may be allowed to roll one dice against one foe or a non-dice roll to strength a partner. In the case of multiple people fighting 1 person, everyone may pass energy to a single partner to increase the chance of hit, strength, defense, etc… so long as the posts happen before the attack is cast. All attacks must go in order established in the very beginning of the match and cannot change rotation unless someone drops out or comes in.

Transformations – Transformations (whether it be into giants, animals, demon forms, etc… is a permanent buff and debuff equal to the amount of turns it took to transform. If it takes a character 3 posts to power up their strength and transform, against un-transformed foes the dice rolls in that form will always be +30% accuracy and +30% chance to dodge/block attacks. If someone fights a transformed person on an equal transformation footing, dice rolls will remain as normal for the two beings that fight.
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Kharne's Character backgrounds.

 
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