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How to use our battle system

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Emily Marneth

Captain

PostPosted: Tue Feb 17, 2009 2:54 pm


Martial Styles: How to battle in hand to hand with our system.

Attacking

You roll a 20 sided dice and add on your Melee attack. You also add +1 per every 10 ranks of your Martial skill. The end result is your attack roll.

Example: John comes at Edward with an uppercut.

Let's say he rolled a 5 and has a Melee attack of +2 and a Taijutsu skill of 12. The Taijutsu skill is only counted as +1 and so John's attack roll is 5 + 2 + 1 = 8.

Dodging

To dodge you do not roll a dice. Dodging is your raw skill to move.

Example: Edward leans backwards, allowing the fist to slide past his chin by an inch.

Let's say he has a dodge of 15. Since 15 is greater than 8, Edward dodges the attack.

Tumbling

You can also avoid an attack by tumbling out of its range. However this is complicated and can only be used in certain circumstances (when avoiding an 'attack of opportunity'). Attacks of opportunity are triggered when the user performs an action that would trigger an attack, like retreating. In which case the Tumble DC is 15.

Damage

To deal damage in taijutsu you take 1 - 6 + your strength modifier. Then you add 2 points onto your top number for every 10 ranks in the Martial skill your character has.

Example: Edward's sweep attack moved to fast for John to flip over. He caught the man's feet before he could fully leap off the ground.

Let's say Edward's strength modifier is +3 and his Martial skill is at 15. After adding the strength modifier his damage would be 4 - 9 and then we add on 2 points for his first 10 ranks of Martial skill, so his ending range of damage is 4 - 11. So, in this post, Edward would generate a random number from 4 to 11. Let's say he came up with a 9.

Receiving Damage

After you opponent has generated their damage, you must subtract it from your HP. Once your HP hits -10, your character is dead.

Example: John was knocked to the ground by Edward's trip. His head hit the ground hard.

Let's say John's Hp was at 2. Now he must take away that damage dealt by Edward's attack, which brings him to an HP of -7. This means that John is dying and will soon be dead if not tended to quickly.

Critical Hits

Critical hits are simple. If you roll a natural 20 on your attack roll your attack automatically connects and you deal double the damage that comes out of the random number.


Resting

You may now spend a post doing nothing and regain 2% of your stamina. The enemy does not have to allow you to rest in order for you to gain these benefits, but it may be in their interest to use that free time to power/rest up themselves. You do not sacrifice your dodge bonus, you simply sacrifice all defensive and offensive actions for that post, the exception being a defensive technique that you had used previously that is still in effect or cowering behind a tower shield, in both cases if it does not take further attention, you may continue to use these methods at full capacity. (if a technique requires any expenditure of any stat, you are guaranteed that you cannot continue to use the tech, the only exception being transformations that only use soul level.)

Grappling

Grappling now has a new system; upon making the martial attack to grapple, you post a number:
[str stat] + [any number of points up to 100% remaining stamina] + [skill in grapple]
Your opponent then has to use their dex or strength in an escape artist check vs that DC:
[str or dex stat] + [any number of stamina points up to 100% remaining stamina] + [skill in escape artist]
Any number of people can grapple (think dog pile) or attempt to free someone from a grapple, and in these situations all these points are pooled until the escapee meets or exceeds the DC. The grappled person does not take damage unless the attacker ‘squeezes’ them and increases the grapple DC, which consists of adding stamina into the technique and dealing 10% of the stamina added to the technique to your opponents stamina. This can only be done on the second and subsequent posts of the grapple. A grappled victim can choose to ‘rest’ while grappled and not being squeezed, but the grappler loses [10% stamina put into the technique] per post from their stamina pool, and when that is depleted, they begin losing those points from the DC of the grapple, which means that you cannot hold someone indefinitely, and they will escape the next post they have that their check exceeds the DC, and if you have completely exhausted your stamina pool by grappling someone, you will have no stamina after they escape, and will have to rest for two turns or use one combat round and pass out (passing out gives you 0 DB for two posts)

Any damage done to the grappled victim by an outside party is inflicted to the grappler, at a rate of 50% of the total damage, the exceptions being splash damage which deals 100% damage, and martial/melee damage, of which 25% of the damage is dealt to the grappler’s stamina.

For example; Red and Blue are fighting, and Red rolls his martial attack to strike Blue. He succeeds, and Red chooses to make it a grapple. Red’s str is 26, and he chooses to place 300 of his 500 remaining stamina into the technique. Red has 25 points in grapple.
[26 + 300 + 25] = 351 and Red has 200 stamina remaining.
Blue only had 100 stamina at the time of this happening, and is now grappled. He applies his 30 dex, 50 of his stamina and 40 points in escape artist toward escaping.
[30 + 50 + 40] = 120 and has 50 points in stamina.

Red has held Blue for a full round, and loses [300/10] = 30 stamina points from the exertion and chooses to squeeze Blue, and adds 50 stamina into the grapple. Red now has 200 - 30 - 50 = 120 stamina points and deals [50/10] = 5 stamina damage to Blue, and the DC has increased to 401
Blue has been squeezed this round and cannot rest to regain stamina. He has no choice but to waste his turn, and now only has 45 stamina due to the damage that he took from Red.

Red does not squeeze this round, and his stamina drops by [350/10] = 35. His stamina is now 80 and he can only hold Blue for three more rounds at this rate.
Blue has a chance to breathe, and he takes it. He rests this turn and stops struggling to recover his stamina. He recovers 2% of his 10000 stamina (There’s a reason Red is using underhanded means to try and subdue him it seems), and recovers 200 points of stamina. It looks like he’ll be able to break out next round so long as…

Red’s teammates, Green and Black show up.
Black, sensing the desperation of Red, dives into the fight and throws a martial attack. Since Blue has no DB, and the roll is not a botch, Black adds his grapple into the technique. Being well-rested Black has his full 1000 stamina, and his strength comes in at 50, while his grapple skill is 100. Black adds 500 of his stamina into the grapple, and now Blue is subdued by
[50 + 500 + 100] = 650 + 401 = 1051 points of grapple DC, as both Black and Red have him in their clutches.
Green throws a punch at Blue’s stomach, and deals 160 damage. This deals 80 points of stamina damage to Red and Green, and Red’s stamina is reduced to 0. Red does not pass out as he normally would, due to this being a grapple, he still has access temporarily to the stamina of his own grapple pool.

Blue is unable to rest, as he has been punched in the stomach, and is forced to sit on his 245 stamina. He is forced to watch helplessly as he is restrained and pummeled.
Red suffers his stamina drain of 35 points now and his grapple check is reduced to 366, reducing the grapple DC to 1016
Black suffers his 50 points of stamina drain and now his stamina is reduced to 450.
Green, seeing that his teammates cannot hold this monster for too much longer, jumps back and begins charging an attack that is guaranteed to put Blue down for good, but will also probably kill Red.

Blue, having taken no damage this round, rests and recovers another 200 stamina to be sitting pretty at 445. The grapple is at 120 versus 1016, and the DC is dropping every round. He might be able to pull through this.
Red’s DC drops by 35 points again, and he is sitting at 331, bringing the DC to 981.
Black is simply holding on to Blue, and his stamina drops to 400.
Green is done charging his technique. It should be powerful enough now. He releases a relatively low-charge maki dama (a demon energy bomb), and neither Black, Red, nor Blue have a dodge bonus against it. The resulting explosion (which deals splash damage) eradicates all traces of Black, Red, and Blue, and Green is left without a team and with one less ‘hero’ in the universe to stand against him.

 
PostPosted: Tue Feb 17, 2009 2:57 pm


((OK, guys. This is from a Naruto RP, but the same basic principles apply. Pretend it's a kamehameha. XD))

Ki techniques


Let's introduce a new character Bob. Bob arrives quite a bit later (which means that John dies as he didn't get treatment) and, seeing the death of his teammate, is head over heels in grief. He is intent on getting revenge.

Bob is not a taijutsu fighter, unlike John. Instead he prefers to specialise in jutsus, and wind-related jutsus at that.

Attacking

Bob lets loose a Futon: Daitoppa!

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area. It is known that a variation of the technique involves a smaller blast of wind which gets ignited with flame, making it stronger and more damaging to the target.
Cp cost: 25
Damage: 25 - 60

Bob must decrease his Cp by 25 before going on. If he has less than 25 Cp he obviously cannot use the jutsu.

Unlike in taijutsu fighting, you do not need to roll when using ninjutsu. Instead the DC for avoiding your jutsu (the opponent rolls a Reflex Save against this) is:

10* + half your lvl (attacker's) + your chakra modifier + 2 per 10 ranks in your Ninjutsu skill.

Your opponent has to roll a Reflex save to see if he can surpass that DC (aka dodge it). [Formula: d20 + Reflex Save]

*Higher-ranked jutsus will have a higher number in front. It depends on the jutsu.

Dodging

As stated above, to dodge a ninjutsu you need a roll a save. In most ninjutsu cases that specific save is the Reflex save (as most ninjutsus are area-affecting). However, if it's stated in the description of the jutsu to use a Fortitude Save use that (eg. poison, chakra sucking).

Edward has to dodge the Daitoppa. His Reflex is 7.

Bob is level 6 and his chakra modifier is +5. His Ninjutsu skill is 28. The DC for dodging his jutsu would be 10 + 6/3 + 5 + 4 = 21.

Edward rolls a 2. Kaaaarma. 21 is more than 9 (7+2) so he is hit.

Damage

Bob's Daitoppa has hit Edward while Henry has managed to dodge. As stated above the damage for Daitoppa is 25~60. However you also add your own chakra modifier onto the minimum and maximum damage. Every 10 points you have in the Ninjutsu skill also means a +2 in the maximum damage of the jutsu.

Bob has 28 in his Ninjutsu skill, and +5 as his chakra modifier. The damage for his Daitoppa would be 25 + 5 ~ 60 + 5 + 4 = 30~69.

Bob will then do a random number, putting 30 as the lowest and 69 as the highest like with the taijutsu damage. The number that comes out is 47. Edward has 50 Hp. This means that he has 3 Hp left and can still function, but is close to being unconscious. He has obviously lost more than 75% of his Hp so he receives a -6 penalty in attack rolls, damage rolls, saves, checks, and dodge bonus. {Refer to 'Hp' section in Abilities thread}

Attack Turn Costs

Now, lets look into how this will affect Bob's turn. Since Bob is nothing but a Gennin right now, he has spent his Post by using a Ninjutsu. He can do nothing else until Edward posts. No skills, no attacks, nothing.

This is because Ninjutsu and Genjutsu cost 6 Attack Turns to complete due to the concentration, chakra gathering, targeting and a number of other things that go into it. Remember that Attack Turns are the number of actions you can take per post and is dictated by your level.

Now, lets alter this scenery for a second and say that Bob wasn't a Gennin but was a Jounin, or at least base Jounin level of 30. At lvl 30, Bob would have 6 attack turns. If he went up 1 more level to level 31, he would then have 7. At this point in Bob's RP life, he has options galore when it comes to Nin and Genjutsu usage. With 7 Attack Turns, he now can perform a jutsu and one more action (Taijutsu, skill, ect). This is because, again, Nin and Genjutsu take up 6 attack turns.

It should be noted, however, that even if the new and improved lvl 31 Bob used an E rank Nin or Genjutsu, he only has to pay 1 Attack Turn so he can spam E ranks but anything of D or higher, he has to pay the full 6.
 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Thu Jul 22, 2010 9:44 pm


Ki blasts and how to survive them

Should you be confronted with a ki attack, you can make a save to eliminate the damage from it. By expending a full post, you can make an attempt (one on each shot as long as you have an attack turn to spend) of Reflex mod + 1 per five in ki control vs the shot's attack roll. Should you succeed, you knock the shot(s) aside, and take no damage, at the expense of half of the kp the shot cost it's firer. This means that if the firer used 50 ki to shoot the blast, you can deflect it (if you pass the roll) for 25 kp.

This is risky, though, as you sacrifice your dodge bonus should you try to do this.

And if you more than double the victory against their attack roll, (say, 68 to a blast's roll of 34) you can choose to direct it at an opponent for half the cost of the attack. (25 kp if it cost them 50 kp.)

However if you fail the roll, you will get hit, because you have to wait for the attack to touch you to deflect it. It's a risky maneuver, but impressive and effective.  
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Emily Marneth's system thread

 
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