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λαβύρινθος - Labrynthos: a Battledome RP (open)

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Othien
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Lonely Prophet

8,750 Points
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PostPosted: Tue Nov 24, 2009 9:55 pm


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- T H E - L A B Y R I N T H -

Fifty years ago in an act of mercy for the beast, a maze was created to house the Gaian minotaur. For all of five decades the creature lived in the structure causing little harm to any outside inhabitants. It couldn't get out in any case. But it's learned, adapted and become the master of the maze. Since he'd been placed inside, no other intelligent being had entered. Now the minotaur can freely find his way out from any point in the maze. He makes his escape, but only for a few hours. The creature takes into his old prison the grandson of the man who built it - whose father is at a loss for what to do.

The military does nothing to help him, and so he turns to the world's finest collection of fighters - The Battledome. Posters are plastered everywhere on the walls of the arena. "SEEKING HELP TO DEFEAT HALF-BULL MAN." Some think it's a joke. But not everyone. There are a few who come, either for the money or for the karma. Some refuse to be paid, others haggle for a better reward.

Whoever it is, they'll be in it together.
PostPosted: Tue Nov 24, 2009 10:15 pm


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1. Type your best, don't be lazy and accept any grammatical advice anyone offers you. This can be both a learning experience and a fun one. Post length won't generally be a problem, just make sure everyone has enough to work with.

2. Battle is a little different here. You roll 2 twenty sided dice. The FIRST will always say whether you hit or not. The SECOND is the amount of damage that you do. There are modifiers that can affect both. It's complicated, and a few posts down I'll explain.

3. The maze is divided into a grid for the sake of the RP, and every unit has exits either north, south, east, or west. After you finish doing whatever you're doing in one, the possible exits are listed and the group will decide together which way to go.

4. You don't have to be your regular 'Dome character, but you have to keep being the same character once you enter.

5. When you run out of HP you are unconscious. After you've been that way for three different units, you die. But the labyrinth won't let you die for real, just like the Battledome. You're sent back to the beginning of the maze after recovering.

6. Be respectful to everyone else in the RP in OOC, otherwise you will die and not come back.

Othien
Crew

Lonely Prophet

8,750 Points
  • Timid 100
  • Invisibility 100
  • Risky Lifestyle 100

Othien
Crew

Lonely Prophet

8,750 Points
  • Timid 100
  • Invisibility 100
  • Risky Lifestyle 100
PostPosted: Tue Nov 24, 2009 11:06 pm


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Main Party:

To join, PM me your profile.

Turn Order:
1.
Gaia Username: Nyrk Saron
Name: Nyrk Saron
Race: Human
Gender: Male
Class: Exorcist
Alignment: Lawful Good
Stats:
-Strength: 12 (+1)
-Dexterity: 13 (+1)
-Constitution: 18 (+4)
-Intelligence: 14 (+2)
-Wisdom: 18 (+4)
-Charisma: 10 (+0)
Total HP: 180
Total SP: 180
Defense: 4
Initiative: 14
Items: Bible (+2 defense, special weapon), Stakes (normal weapon)
Special Attack(s): Cleanse (purge an ally of all negative effects) - Cost 30 SP
Other: An incorruptible force, it is a little-known secret that Nyrk's purpose in life isn't to purge evil; it's to wipe that damn smile off evil's face.

2.
Gaia Username: Lieutenant Kaokie
Name: Lt. Kaok Jayim
Race: Half-Faun (+1 Dex) (-1 Wis)
Gender: Female
Class: Duelist (Melee)
Alignment: Lawful Good
Stats:
-Strength: 18 (+4)
-Dexterity: 12 (+1)
-Constitution: 16 (+3)
-Intelligence: 14 (+2)
-Wisdom: 10 (+0)
-Charisma: 11 (+2)
Total HP: 160
Total SP: 180
Defense: 3
Initiative: 14
Items: Sword (weapon) and goggles (+2 to intimidate).
Special Attack(s): Slash (+2 to damage roll) - Cost 10 SP
Other: A former lieutenant in the Gaian army, now a Roman citizen.

3. SPACE OPEN
4. SPACE OPEN
5. SPACE OPEN

Catch-up Party:

SPACE OPEN
SPACE OPEN
SPACE OPEN
SPACE OPEN
SPACE OPEN

Creating a Character:

Profile:


[b]Gaia Username:[/b]
[b]Name:[/b]
[b]Race:[/b]
[b]Gender:[/b]
[b]Class:[/b]
[b]Alignment:[/b]
[b]Stats:[/b]
-[i]Strength[/i]: # (+_)
-[i]Dexterity[/i]: # (+_)
-[i]Constitution[/i]: # (+_)
-[i]Intelligence[/i]: # (+_)
-[i]Wisdom[/i]: # (+_)
-[i]Charisma[/i]: # (+_)
[b]Total HP:[/b]
[b]Total SP:[/b]
[b]Defense:[/b]
[b]Initiative:[/b]
[b]Items:[/b]
[b]Special Attack(s)[/b]:
[b]Other:[/b]


Race:

As there are no set number of races, I will figure out any bonuses or penalties to your stats for whatever race you are. It won't really affect you all that much.

Class:

Again, there are no set classes, so I'll create specialized abilities for whatever class you'd say yours is.

Alignment:

Your character's morality or lawfulness. (Lawful Good, True Neutral, Chaotic Evil, etc.) Most of you understand, I believe, but ask me if you don't.

Stats:

STRENGTH: Your strength modifier will give you a bonus to a roll for a physical attack. (Punching, kicking, stabbing, etc.) Also your SP is your strength times ten if you are a melee class.

DEXTERITY: Your dexterity modifier will give you a bonus to a roll for a ranged attack. (Shooting with arrows, bullets, bolts, etc.) Also your SP is your dexterity times ten if you are a ranged class.

CONSTITUTION: Your constitution modifier will give you a bonus to a roll if anyone tries to heal you. (With a spell, potion or medicine kit.) Also, your HP is your constitution times ten and your defense is just your modifier.

INTELLIGENCE: Your intelligence modifier will give you a bonus to any roll involving rational thought. (Your character tries to solve a problem, try to figure out which way to go, figure out a riddle, etc.)

WISDOM: Your wisdom modifier gives you a bonus to any roll to cast a spell. (Whether it's a special attack or a magic user's normal attack.) If you are a magic class, your SP is your wisdom times ten.

CHARISMA: Your charisma modifier gives you a bonus to any roll involving charm or social interaction. (Bluff, intimidate, etc.) When a vote must be made on anything, characters with charisma of 18 have a vote that counts twice as much.

Each stat starts at 11 and you have 15 points to spend. Points can be taken away in any, but no stat can be less than 8 or greater than 18. Place stats where the #'s are in the profile you make.

Modifiers:

Modifiers for each stat depend on how many points you have in it.
Any stat with 10 or 11 will have a modifier of +0, below that will be -1, 12 or 13 will be +1, 14 or 15 will be +2, 16 or 17 will be +3 and 18 will be +4.
On your character sheet, place all modifiers where the blank is. Ex: 13 (+_) becomes 13 (+1).

Total HP:

HP is the life force that keeps you alive. When the enemy successfully does damage to you, your current HP goes down, but not your total.
The total amount of HP that you can have is your constitution times ten.

Total SP:

SP are the points you spend to use a special attack. Depending on your class, it will be a stat times ten.

Melee Class: Strength x 10
Magic Class: Wisdom x 10
Ranged Class: Dexterity x 10

Your total SP cannot go down, but your current SP can.

Defense:

When an enemy makes a roll to attack you, your defense subtracts from his first roll to see if he hits. Your defense is your constitution modifier. There are armors that can give you a defense bonus.

Initiative:

Your turn order, essentially. The people with the highest initiative go first. Unless the person before you in turn order is offline, you will wait for them to post before you do.

Initiative is figured out by rolling a six sided dice and adding it to your dexterity.

Items:

You have two special items at the beginning which will be an armor that gives you a bonus of some sort and your weapon. Attacking normally with this weapon will just have a normal roll, but there are special attacks that require your weapon.

Special Attacks:

Determined by me, as with the items. Using them cost SP. New attacks become available after certain events.

Other:

Any sort of information you want to include. A character's temperament, background, reason to be here. Anything fun and interesting.
PostPosted: Tue Nov 24, 2009 11:49 pm


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ROUNDS:

In a round, each character and enemy has one turn. Those with the highest initiatives go first. Once every character has taken their turn the next round begins.

MOVEMENT:

After the party is done with whatever battles or actions in one unit of the map, the possible exits will be given. If the party isn't in agreement on which way to go, they will vote and majority rule will decide which way.

BATTLE:

Turns are taken. Each turn you can either attack normally, use a special attack, try to heal yourself/a party member or really preform any action.

To attack normally, roll two twenty-sided dice. The first determines whether or not you hit. Certain special attacks may add bonuses to this, and the enemy's defense subtracts from your first roll. If this is above 12 - including modifiers - you've made a hit.

The second roll determines how much damage you do. Modifiers add to this depending on the type of attack you do.

-Normal Hit: A punch, slice, kick, etc. The normal twenty sided dice attack for a melee user, costing no SP. No special effects. Add your strength modifier to this attack's damage.

-Normal Shot: A gunshot, arrowshot, etc. The normal twenty sided dice attack for a ranged user, costing no SP. No special effects. Add your dexterity modifier to this attack's damage. (Must have a ranged weapon.)

-Mundane Spell: A fireball, lightning bolt, or etc. The normal twenty sided dice attack for a magic-user, costing no SP. No special effects. Add your wisdom modifier to this attack's damage. (Non-magic characters cannot use this.)

SKILL CHECK: New!

There really are few skills in this game, and none that you put points into.
Nevertheless, you preform a skill check one of two times: When you're trying to solve a problem using logic, and when you're trying to convince someone of something.

In both instances you roll a twenty sided dice. In the logic instance, your intelligence modifier will add to the roll. In the second, your charisma modifier will. If you get greater than 15, you will have succeeded.

A success in the logic case will get you a hint from me as to which direction to go in. In the charisma case, it will convince the person you are trying to lie to or persuade (NPCs only).

Othien
Crew

Lonely Prophet

8,750 Points
  • Timid 100
  • Invisibility 100
  • Risky Lifestyle 100

Othien
Crew

Lonely Prophet

8,750 Points
  • Timid 100
  • Invisibility 100
  • Risky Lifestyle 100
PostPosted: Tue Nov 24, 2009 11:57 pm


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The man who asked for your assisstance can offer you one thing to help you find and kill the minotaur, an aerial view of the maze. Your goal is not to reach the end of the structure, but investigate the places that the man has marked as possible locations of the minotaur.

(The red lines are the brick walls of the labyrinth, and the grey boxes represent the units. Progress through the maze will be updated as often as possible, and once a point is explored, it will be replaced with the appropriate marker.)


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PostPosted: Tue Nov 24, 2009 11:57 pm


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Othien
Crew

Lonely Prophet

8,750 Points
  • Timid 100
  • Invisibility 100
  • Risky Lifestyle 100

Othien
Crew

Lonely Prophet

8,750 Points
  • Timid 100
  • Invisibility 100
  • Risky Lifestyle 100
PostPosted: Tue Nov 24, 2009 11:58 pm


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