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Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue May 14, 2019 6:59 pm


Quote:


For currant Information go here
Starting Guide for Battle System








Official Battle System

(IF the official battle system is to confusing, look at alternate battle systems on the last post. They also apply and have a diceless or semi diceless system and simpler to use)

Battling can be an important part of a Meta's development, whether it be out of defense or to stick up for something they believe in. Regardless, this thread is where all information about how to engage in battles with Metas is stored.

(Forum battle is listed here. Discord battle is the same except the dice are automated with a bot command to make it simpler though it follows the same principles; That can be found here How to battle using Discord, Simple Version)

Table of Contents
  1. What is a battle?: Charges, Attacking, Defending, using powers, not using powers, Weakness, Resistance, Sub power, Passive power, Weapons(Powered), Weapons(Enchanted Item), Escaping, NPC
  2. Defining Powers: Restricted powers
  3. How to engage in 1v1 battles: Battle, Knockout
  4. How to engage in group battles
  5. How to modify powers for the official system: Power Growth, Power Restrictions, Template.
  6. Enchanted Items: Enchanted Weapons, Creating enchanted weapons, regular items.
  7. Weapon and Items
  8. Hacking and Security
  9. Alternate Battle Systems With Visuals
PostPosted: Tue May 14, 2019 7:01 pm


In-depth detail guide to the battle system. For a simplified visual version(of if the bottom is just confusing) go here


What is a battle?


A battle can be defined as two or more Metas using their powers to defeat one another, or a mutual enemy. Not all battles have to be for competition's sake, or to defeat an enemy. Friendly spars or just wanting to practice one's power can be a battle as well.


Quote:
For a Visual Simplified version of nearly everything posted here(official system) go to
Visual: Simplified Official Battle


Alternate and diceless battle systems(with visuals) can be found on the last post here.




For the basics, you will need to know the following:

Only Child, Teens, Adults, and Elders can battle.
Quote:
All Metas have 50HP. ((100 Hp in group battle))
All Metas roll 5d6 (Basic) to attack, defend, or even investigate.


Using a power will give your attack or defense roll a bonus depending on age.

It is possible to engage in battle without using powers. Using them takes up a lot of energy, and when your Meta is out of energy for their specific power they may continue fighting until they reach 0HP. HP is just a will to fight, it does not dictate the overall health of your Meta and whether or not they die during a fight. When a Meta hits 0HP, it just means they no longer have the will to fight. What this means for you as the player can vary depending on the scene.

It is important to note that you may only Attack or Defend once per turn. You must choose what you would like to use your turn on, so pick wisely!


Charges


How many charges a power has depends on age. Once a character is accepted they are locked at that age until they complete growth requirements for the next one.(Exception: Toddler and Child. While the growth requirement isn't heavy, if a player realizes they wanted to play a child instead of a toddler then they are allowed to change assuming no official art has been drawn for that character. For any other, talk to the mods)

Child: 2 Charge
Teen: 2 Charge
Adult: 4 Charges
Elder: 6 Charges


Attacking

To Attack, simply roll 5d6 either using Gaia's dice rolling function, or the dice rolling bot in Discord if your fight takes place there. Your resulting amount is your base attack for that roll. That's how much damage your Meta does without using a power. This can look like a few different things- perhaps your Meta is just punching the opponent, or maybe they are using a simple elemental manipulation but aren't putting an extra push behind it that would define it as using a power. The flavor text of your post is up to you.

In example:
Miss Fire is Attacking. She rolls 5d6... it results in 21. She sends 21 damage to the opponent as a Basic Attack(punch), so long as she does not use one of her powers to boost the damage.



Defending

Defending works the same way as Attacking, but you must be on the receiving end of an Attack to defend. To Defend against someone else's attack, you roll 5d6. The resulting number is your base defense, before any powers are used.

For example:
Mr Water is receiving an Attack from Miss Fire for 21 damage. He rolls 5d6 to defend... it results in 15. Mr Water still takes 6 damage from Miss Fire's Attack.



Using Powers

Power usage changes things up a little bit. All powers have a charge limit depending on the age of the Meta. That dictates how many times per battle a power can be used before the Meta is no longer able to muster the energy required to use a powered attack... or a powered defense!

When Attacking or Defending with a power, you still roll 5d6. The applicable bonus to your Attack or Defense depends on age.

If Child: +1
If Teen: +3
If Adult: +7
If Elder: +10

In Example:
Miss Fire is Attacking using Light Manipulation. She rolls 5d6 plus 7 (from adult modifier)... It results in 22 + 7 = 29 (total attack).

Mr Water is Defending using a coral shield power. He rolls 5d6 plus 7 (from adult modifier)... It results in 17+7 = 24(total defense).



Not using Powers

Everything that does not take a power uses a plain 5d6. Use your judgement when doing so, a nerf gun is not going to cause 5d6 damage nor is a plastic bag going to be good defense. Other wise normal things from punching to kicking to a basic mental defense roll or observation, etc can use a 5d6.

Weaknesses and Resistances

Metas have ups and downs that depend on their Item. Sometimes this makes them harder to damage when using certain attacks, or makes them especially vulnerable toward others. When attacking a Meta with a power they are weak to, the other person automatically add 5 damage to the roll. Likewise, when attacking a Meta with a power they are resistant to, the other player subtracts 5 damage from your attack.

Resistances and weaknesses are found in the character's profiles.

Weakness:
Miss Fire uses flame on Mr Water, she rolled 20 for damage + 7 (for using a power)= 27 total damage. Mr Water is weak to fire so he adds +5 to the damage turning the 27 damage to 32 total damage. Mr Water defends normally.

Resistance:
Mr Water uses Air on Miss Fire for 22 damage. Miss Fire is resistant against air(in profile) so she subtracts 5 damage from 22 making it 17 total damage. Miss Fire then defends normally.


Sub-Power

Metas will have extra powers related to their main power. These powers are usually non-combat abilities but not always(So yes you could have a lightning attack in there) but only one of them can be used at the start of the character's first turn in battle, as a combat ability. This is to allow for powers that are considered *for fun* or do not fit as a main power. Exception are passive auras/powers below.



Passive Powers

Passive Powers are powers that are always on and can not be turned off, even if they are sub-powers. They can not be used as a defense or attack on their own unless they are a main skill. Limit of four passive sub-powers per character.

In the rare instance where they are used in battle actively against another character, they will have a charge based on that character's age level.



Ex:
-Spirit sight: Ability to see spirits all the time (Charges enter here if trying to pick someone out in a group of spirits)

-Enhanced Olfactory: Keen sense of smell. ( Charges enter here if used to sniff someone out. In-character explanation is that it requires concentration to weed out the correct smell )

-Intimidation: Shadows(Race) and a few others have this. Other players can choose to have their character react or not so there are no charges.



Passive Power(Permanent):
Some passive powers are due to physical changes in a meta's body. A person with multiple arms, metal bones. These would be excepted from many things that block powers. Downside is if these structures are supported by magic, then if the powers are block the structures might work against or sicken the meta. (optional).



Co-Support(Powers)

These are restricted powers that can be used with an attack or defense, usually they have a strong limti of how often they can be used. Artifacts and Raising modifier are two of the okayed ones so far, more information under Power Restrictions.



Weapons(Powers)

Weapons summoned by powers can be used as an elemental tainted basic attacks or part of a power attack(takes up a charge). They disappear if the owner loses hold of it or dispels it.

Ex: (Basic attack)
Mr Water attacks Miss Fire with a water sword using a basic attack.
Miss Fire blocked the water sword with a shield of fire...causing steam.

(Powered)
Miss Fire activates her flame sword and attacks while flames circles and rushed along the length of her weapon. (::roll for power attack and takes off charge)




Weapons(Enchanted Item)

Enchanted Weapons/Items gained from the rp shop have different rules. They boost the basic attack, only. They do not boost a powered attack.

Enchanted Weapons boost the basic attack of a weapon
Enchanted Items boost the basic attack of an elemental attack. Ex: basic wind attack ... instead of a fully powered up attack that takes a charge. The basic wind attack is boosted



Escaping

Depending on the situation escape may be possible.

Situation 1: If a character just wishes to avoid battle they may escape without penalties but it depends on the situation.

Situation 2: Character: kidnaps, steals, intrudes or starts a situation.

To escape a character must attempt to run away two rounds in a row without taking any damage. They will be unable to attack if they wish for it to count as an attempt, defending is allowed.

(Testing)


NPC


Npc(non-player characters) are not allowed to support PC(player characters) during battles. Exceptions can be made due to situations and settings. Ex:fraction bases

NPC are not allowed in official battles, so no ganging on PC with randomly appearing npcs unless they are brought up for story purposes and with some warning. ex:police.

A player can control a max of 2 PC characters in a battle if they are actively fighting on the same side.


Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue May 14, 2019 7:02 pm


Defining Powers

For the most part, the definition of powers is left up to the player and reviewed by the mods. Powers have limits per battle (ex:charges) and some powers even have limits beyond that. Said powers will be defined below.

When choosing how to define your power, think about what applications it might have. Many powers could be used in different ways than what is described and that's fine! It is up to you to decide how your Meta would utilize their ability while in combat. In regular RPs where combat is not a factor, powers are much more flexible but some might still require an extra limit to keep things fair.


Restricted Powers

Below is a list of powers that have special rules or restrictions to them. These are things to keep in mind when crafting your Meta's powers.

While the main power may have been accepted, moving it to official could possible change the meaning. Also be aware there is a chance the power may be denied in official, though this would likely be rare. If you are unsure if your power qualifies as one of these things, please reach out to a Staff member for assistance. (Broken_illumination or Midnightspirit ).

-Time: Permission must be given from staff to have this power. Jumping backwards or forwards in time is not allowed.

-Resurrection(self or others): Must have a heavy penalty.

-Speaking to Gaia(the goddess of Treterra): Must have permission from Broken_illumination

-Invincibility:Heavy penalty. Case by Case, good limits are a must.

-Healing: Healing below elder can not regrow limbs in other people.
PostPosted: Tue May 14, 2019 7:03 pm


How To Engage In 1v1 Battles


First thing when starting a battle is to post your character's Main powers, weakness and resistances and any limits. You can post one subpower but only if they will use it on their first turn. This is just done once so players know what is being played.

Quote:

Ex:
Gia

Darkness Manipulation:
Manipulates darkness (4/4)

Shadow :
Uses his shadow (4/4)

Light Manipulation:
Manipulates Light (4/4)

Light:
Manipulates Light (4/4)

Teleport:
Short teleport (4/4)

Lightning:
Lightning attack (4/4)

Darkness Flight: (4/4)
Using shadows to fly (Assumption is the character is of a non-flying race)

Light artifact:
+1 to one attack/defense. (1/1)

Subpower:
Bird Call:
Have any bird in the vicinity attack for one post. (Can only be used on that character's first post)

Passive Subpowers:
-Can see auras (On all the time, but to find someone in a group of people will need to use charges. Once charges are used up can still see auras but to tired to find the person hiding in a group)
-Can see through darkness


Resistance:
Darkness
Light
Electricity

Weakness:
Ground
Family
Sound


Profile example: Here (Near the bottom of this post)



Battle


Next figure out who will go first.In-character if someone is starting the attack they will usually go first, though not always.

That person rolls a 5d6 dice using the Gaia dice rolling system or Discord dice. The value is your attack or defense. (Add modifiers if using powers)

Modifiers:
If Child: +1
If Teen: +3
If Adult: +7
If Elder: +10

Ex:
Deskri is Attacking using Shadow Manipulation. He rolls 5d6... It results in 20. Add 7(from adult modifier) = 27 total attack

50/50Hp
Shadow Manipulation: 3/4 (one charge is taken off)

Gia is Defending using Light. He rolls 5d6... It results in 15. Add 7 for using a power as an adult and the damage equals 22.

27(Deskri's attack)-22(Gia's defense)=5 damage
45/50Hp (Gia takes 5 damage)


For an actual battle example:

Deskri attacks with Shadow manipulation 20+7= 27 attack
50/50HP
Shadow Manipulation (3/4)

Gaia defends with light in the form of a shield. 15 + 7=22
27-22=5
45/50 HP
Light: 4/5.


Continue until someone hits 0 hp or does a successful escape.


Knockout(KO)
Once hp hits zero it means that the other character is unable to fight. Perhaps they were knocked out, are too exhausted to move or in death. It depends on what the player of the KOed character wants to do.

Even if revived can not return to battle. KO is basically out of the battle for the rest of the fight.

By default characters are not killed without their owner's permission. This does not mean that the owner of the character can be guilt tripped or bullied into doing so, any such problems will be handled by the mod staff.

Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue May 14, 2019 7:04 pm


How To Engage In Group Battle


Group battles follow the same formula for 1v1 battle.

Differences:
-Everyone has 100hp.
-In what order people will post (dice roll?).
-How escape is handled.

Escape: (work in progress)
To escape the character must flee for two rounds in a row without taking damage. They can not attack but defending allowed.

If they are being attacked by 2+ people then their attack turns into a second defense, but only if attacked by two or more people.
PostPosted: Tue May 14, 2019 7:05 pm


Power Growth


Toddler
3 Powers, no modifiers(What is added when they use a power), can not join battles
1 Resistance (What they are strong against due to their item)
1 Weakness (What they are weak against due to item or experiences)

Child
4 Powers, +1 modifier
1 Resistance
1 Weakness

Teen
5 Abilities, +3 modifier
2 Resistances
2 Weakness

Adult
7 Abilities, +7 modifier
3 Resistances
3 Weakness

Elder
9 Abilities, +10 modifier
4 Resistances
4 Weakness



How To Modify Powers for Official System



Fill this out for as many powers as the characters has: (Use the profile that has been okayed by the mods when creating the journal)


Quote:

[Number] (ex: 1 )
(Name of Power) (Active or Passive)
One or two sentence description of what the power does. Barebone

Weapon:(any weapon? if none just take this out)
Limit: (Any limits other than charge? If none just take this out)
Charge: how many charges for this skill. (based on stage or power restrictions)

-Subpower: (Name) (Active or Passive) (( If currently there are no sub powers for this skill, take out)
One or two sentence description of what the power does. Barebone

Limit: (Any limits other than charge? If none just take this out)

Charge: All actives will have a 1/1 charge, usable only at the start of that character's turn. Some passives might have 4/4 if used against a character(ex:Sniffing out a scent). Otherwise passives have no charge(max: 4 subpower passives).

------------------------------



Profile example: Here (Near the bottom of the linked post)


Power Restrictions


These are restrictions on certain powers and how they are used in this system.

AoE(Area of Effect skill/ Affecting everyone around you):
Lasts 1 round, Required Limit: Friendly fire(attack allies/heals enemies, etc), has a charge of (1/1).

Barriers:
Can only protect someone/s for one round

Bind:
Can only hold someone for one round.

Buffs(For those translating from the other system):
Whatever the buff... buffs is what it attacks with.
Ex: If it buff a shadow power then it is a shadow power in the new system.
Possible to change it to a brand new skill instead.

Cleanse/Dispel:
Can get rid of permanent/semi-permanent effects, highest roll wins.(Soulbound weapons exempted)
Ex: Temporary Max Hp, Temporary lowered HP, etc

Creation Abilities:
Child: Size of a dog.
Teen: Size of a horse.
Adult: Size of a car.
Elder: Size of giraffe.
(Depending on the power, creations can continue to exist past the use of the power but can not be used to attack or defend. If attacked they disappear during battle)


Command:
The one commanding rolls an attack, but the one being commanded rolls a defense power/basic roll during their turn to see if the command takes effect. The highest roll wins.
Only used for one round. Within reason.
*(Testing)


Dimension Jumping(Alternate/Parallel ):

-Can not be used in battle to escape.
-All other dimensions are parallel or alternate dimensions of metas.
-Two living doubles can not exist in the same dimension without causing excruciating pain to each other. So no visiting your double
(Will be restricted if abused)


Dimension(Pocket, Miniature space):

Creation of dimensions or pocket dimensions are on case by case bases in how they affect battle.

Dispel/Cleanse:
Can get rid of permanent/semi-permanent effects, highest roll wins.(Soulbound weapons exempted)
Ex: Temporary Max Hp, Temporary lowered HP, etc

DoT(Damage over Time):
Considered a normal attack, can be rped as it takes a while but all damage is taken in that round.

Double attacks:
Double attacks can be rped but there can not be double damage. The other player can also play their defense as double as well but can not roll double defense. ( In short double attacks/defense are not allowed, mechanically, but they can be rped that way. Exception: Escape during group battle. )

Hacking:
The one hacking rolls an attack, but the one being hacked rolls a defense power/basic roll during their turn to see if the hack/command takes effect. The highest roll wins.
Only used for one round. Within reason

Healing:
Can only bring in a max of one healing skill into battle, even if the character may have more. Only (2/2) charges per battle, can not be recharged.
*(Testing)

Invincibility
(Restricted Power)

Invisibility
Lasts for 1 round.

Locking Powers:
Can only nullify/lock one specific power for one round. Contest roll

Lowering Max Hp:
Temporarily(for the battle) lowers the max hp, so even if healed it can not go above a certain amount. Only one charge (1/1) per battle. Only one skill of this type allowed per character.

Lower Hp by:
Child: 3
Teen: 4
Adult: 5
Elder:10
*(Testing)

Nullifying/Negate Powers:
Can only nullify/lock one specific power for one round. Contest Roll


Multiple Elements:

One powered attack may have multiple elements attack at the same time. Max of three and dependent on the attack being used.
If using as a basic attack use dice to choose one for the rest of the battle. (Will be restricted if abused)

Ex: Storm Strike: Elements: Water, Wind and Electricity.
*(Testing)


Multiple Powers:

One attack may cast different effects but will rely heavily on limits. (Will be restricted if abused)
*(Testing)


Phase:

Avoid attacks until end of round. (Solidifies)

Pickpocket:
The one stealing rolls an attack, but the one being stolen from rolls a defense power/basic roll during their turn to see if they are successful. The highest roll wins.
Only from a list of steal-able items in the character's profile or with prior consent.

Poison:
Not used for official system, look at DoT (Damage over time) instead

Raising Dice
No

Raising Max HP
Temporarily(for the battle) raises the max hp. Only one charge (1/1) per battle. Only one skill of this type allowed per character.

Raise Max Hp by:
Child: 3
Teen: 4
Adult: 5
Elder:10
*(Testing)

Raising Modifiers(Exception) Can raise the modifiers of another power, once. These are used at the same time as an attack or defense. Gifting it to another character is allowed as long as it does not stack.

Limit: Once a day(Not battle), (1/1) Charge, No stacking, Only one Raise-Modifier-ability per person in battle, aside from Artifacts(Does not stack with artifacts).

Raise by:
Child:+1
Teen: +1
Adult: +2
Elder: +3
(Will be restricted if abused)

Raising Rounds
Can extend the duration of an ability for one more round but uses up the attack slot.
(Testing)

Recharging Charges:
Can only have one ability in battle per person that recharges other charges. Can not recharge past max. Only (2/2) charge per battle.

Reflect:
Returns the damage.


Resurrection:
Restricted power: Ask mods, needs a very heavy penalty

Sleep:
Sleep for 1 round or if hit.

Stamina Regeneration(Old system):
Viewed as healing, look above at healing or Recharging Charges

Stealing Charges:
Does not recharge a charge, just steals it from someone else and the energy is lost. Only one ability of this type per person. Requires a contest roll. (Can be combined with recharging charge, but it uses up both the stealing and recharge slot)

*(Testing)

Summons:
Only 1 summons can be active per player per round. They can only be used for 1 round to attack or defend.
(Depending on the power, summons can continue to exist past the use of the power but can not be used to attack or defend)

Super Strength Or Speed:
Considered a power. Even when lowered to basic 5d6 it is still assumed is using super strength/speed is active and only exhaustion is setting in making them weaker/slower.

Telepathy:
Mental attack. attack/defense

Mentally speaking can bypass those with mental resistance, unless they actively block it(mental speaking does not damage).

Time:
(Restricted ability)
Can only freeze for one post.

Transformations:
Until end of battle or unless shifts again.(Limited by charges)

Quote:
We reserve the right to make changes, add/take/restrict powers, and modify as needed. While we are not expecting to have to do this at all, previous abuse of loop holes have made this a requirement

*(Testing): Watching battles that use this skill to check if it needs to be modified or not




Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue May 14, 2019 7:12 pm


Enchanted Weapons


-Shop based (based on points from completed rps)(Not currently open yet)
-Permanent modifier boost to basic attacks using weapon. Modifiers added to weapon: +2 for adult, +3 for elder
-Soulbound*
-Rp reasons: (To be decided)
-Can only have an Enchanted Weapon or Enchanted Item in battle, can not have both active, do not stack.


Creating Enchanted Weapons
This mainly addresses character who can create weapons, normal metas can buy them from shop using rp points.

-Can create as many mundane none boosted weapons as they would like.
-Can only make a boosted weapon using item from shop(based on points and completed rps)
- Can buy the item and gift the weapon to someone else but it will be a mundane weapon until the other person rps to get a soulbound item..item. (take normal cost for one person and split it)


Enchanted Item


-Enchanted Items are gained from the Shop (based on points from rp)
-Permanent modifier boost to basic attacks using basic powers. Modifiers added to attack: +2 for adult, +3 for elder
-Soulbound*
-Enchanted Item or Enchanted Weapon can be used in battle, can not have both active. Do not stack.


Shop RP Requirements:
Work in progress


*Soulbound items are protected by Gaia's power unless given up willingly, which turns them back to mundane items until soulbound again. (These can not be gifted unless the character gifted has completed all rp requirements to get one, buying a soulbound item does not work in this case)

PostPosted: Tue May 14, 2019 7:13 pm


Weapons and Items


Collars:
Collars are made and used by research centers, bounty hunters, military, police, and some criminal elements. They are able to prevent the use of powers but they can be overpowered.

Threshold:29


Characters wanting to overpower their collar need to roll an attack on or over 34 with the ability they want to use. If they reach 29 then that skill's full power is unleashed. They will have to re-roll and hit or pass 29 the next round again if they want to use the skill again. Each attempt takes charges.

Tranquilizer Dart:(not a power, weapon)
Sleep for that round if used in battle and 3d5 for damage.

Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue May 14, 2019 7:13 pm


Hacking

*Dice change for basic

This is one of the few places where basic rolls can be higher for a human since a human and meta hacker are on equal footing even if a computer meta might able able to do it faster and even in battle while a human can't.

If this is an ability that a human/true race has then it has to be describe in their profile prior to turning it in to be okayed. If learned during the course of the rp needs to receive an okay from broken_illumination to use +6 elder stat (will be added to store)

Thresholds:
Low security: 19
Medium security: 28 Cell phone centers.
High security: 32. Military, Haven, Police, Government, SIU
Quote:

-Six attempts per day, attempting more than this auto alerts the system being hacked.


Quote:
- Places where computer-based metas are connected might allow only 3 attempts before auto alert.




Security

Security differ from place to place, these are of note.

SIU:
Military grade shielding against EMP around important electronics and defenses. Threshold: 33
Security Personal in the area: Low-Medium
High Security against hacking: Threshold: 32

Military bases:
Military grade shielding against EMP around electronics and defenses. Threshold: 33
Security Personal in the area: High
High Security against hacking: Threshold: 32

Governments:
Security Personal int he area: High
Security against hacking: Threshold: 32

Renegades:
High Security against hacking: Threshold 32
Security Personal in the area: Depends on location
High Security against tracing/phone: Threshold 32

Mafia:

Haven Research Centers:
High Security against hacking: Threshold 32
Security Personal in the area: High

Teldnet Research Centers
Military grade shielding against EMP around electronics and defenses. Threshold: 33
Security Personal in the area: High
High Security against hacking: Threshold: 32

???
Security personal: High
High Security against Hacking: Threshold: 32


(security numbers are being tested)
PostPosted: Tue May 14, 2019 7:15 pm


Alternate Battle Systems

Not everyone wants to play with dice and hp especially since each official battle can run long. These are faster ways to keeping the story moving quickly.

1:Diceless rps
This is the normal rp found around Gaia and still allowed, as long as it follows the normal rules for rping found in the rules. Due to having two different systems, ask the person you will rp what kind of battle system they wish if it does devolve into a fight. If neither can come into agreement, pulling characters away from the situation even if it is OOC is best.

Quote:
Visual examples under spoiler



Quote:
Gasin starts her attack.


User Image

Quote:
Asien responds


User Image
Quote:

Gasin response


User Image

Continue on until the story flows to a conclusion. Feel free to discuss with the other player if there is need. Fight between characters if fine, but if there are fights between players the mods will step in to quickly end the IC battle and suggest using official system.




2:Accuracy Comparison and Damage:
Little more dice

The person attacking rolls a 1d20 dice. The person defending rolls a 1d20 as well.

If the attacker rolls higher the attack hits. (There are no crits. The point is just to beat the other person number wise)

The person defending then rolls to see how bad the damage was. (Crits does fall in this now)
1:death or very close to it
2-5: very bad
6-10: bad
11-15: minor
16-19:scratch
20:it hits but does no damage.. so be inventive.
Quote:

Visual example under spoiler: These can be used with the charge system or not


Quote:
Gasin rolls for accuracy


User Image

Quote:
Post


User Image

Quote:
Asie rolls against Gasin's accuracy.


User Image

Quote:

Asie lost and Gasin's attack hits. Asie rolls for where the damage falls within the damage range 1:very bad or death 2-5:bad 6-10: not good 11-15: fair 16-19: scratch 20: It hits.. but not necessary does damage


User Image

Quote:
Asie also decides to attack.


User Image

Quote:
Post


User Image
Quote:

Gasin rolls for comparison


User Image

Quote:
Asie attack hits. Gasin rolls for how badly comparing to range


User Image

Quote:
Gasin decide not to attack and rages in shock instead.


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Continue until someone passes out IC or some else happens. Must have good sense of playing damage and how much a character can handle. This is not the system for people to ignore wounds and damages for the entire battle for no reason, even if the character can't feel pain they can feel pressure, force, or even be concerned.





3: Comparison:
For those who want a hint of randomness between equals.

Attack and Defender roll a 1d20. Who ever rolls higher wins and continue on from there, keeping the flow of the rp. Same rules as diceless rp though for the rest.

1:death or really bad
2-5: very bad
6-10: bad
11-15: minor
16-19:scratch
20:best outcome possible.

Difference between Comparisons and (Accuracy and Comparison) is that in (Accuracy and Comparison) each side rolls one dice and that is both accuracy and range. In Comparison one roll of the dice, does both.

Quote:
Visual examples under spoiler. This system can be use with or without charges.



Quote:
Gasin attacks


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Quote:
Post


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Quote:
Asie rolls in response. Her roll is higher so the attack misses and it rolled a 20 so what ever she does to avoid the attack is perfect


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Quote:
Post


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Quote:
Asie rolls for attack. All rolls can be done before or after a post but before the next player's post.


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Quote:
Gasin rolls defense


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Quote:
Gasin lost and roll low..taking more damage


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4: Advance battle system:
TBD

An advance version of the official battle system we have now using the full power set instead of reducing it. It depends on how well the official battle system and alternate battle systems are taken


Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Thu Jun 13, 2019 11:57 am


Thanks:

Nepsah: For pitching a system and testing
MidnightSpirit: For creating and modifying a new version with the old system and the suggested one.
Broken_illumination: For the world, suggesting and testing.




Changelog:

6/13/19: Added correct official profile template.
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