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Ryuji Udare

PostPosted: Fri Jun 20, 2008 2:39 pm


NOTE: Characters from the ILMB can visit here, and characters from here can visit the ILMB.
Edit: link to PZMB Profiles--> [X]
(I'm borrowing this from Todesauge, to make this easier.)
Navigation
1: Welcome
2: Base description
3: Ranks you are here
4: battle system

Ranks: Ranks will be assigned according to dice roll
Private
Corporal
Sergeant
Staff Sergeant
Master Sergeant
Sergeant Major
Lieutenant
Captain
Major
Lieutenant Colonel
Colonel
General

Rank Assignment:
roll one d20 when posting your rp profile on the
Profile Page
Rank rolls come as follows
1-3 = Private
4-6 = Corporal
7-9 = Sergeant
10-12 = Staff sergeant
13 = Master sergeant
14 = Sergeant major
15 = Lieutenant
16 = Captain
17 = Major
18 = Lieutenant Colonel
19 = Colonel
20 = General Currently Unavailable
weapon rank clusters will stay the same

Point Zero Special Forces: (you must ask permission before joining the PZSF)
as the name entails PZSF is special. every special forces soldier will be granted unique weaponry and special abilities, as a consequence special forces members cannot have any NPC support beyond noninvasive help (reloading, repair, medical attention) Any mech users (some exceptions apply) fall under the special forces category and thusly get no support. In addition all PZSF soldiers must inform me of their mechs abilities and weaponry so you may be cleared.

PZSF: Natural Killer, Pokey Finch
PZSF officers:
Maelstrom, Gabriel "Joker" Luxembourg
The battle system:for PC vs PC not PC vs NPC battles
battle is just simple hit or miss system.
Each character has 100 HP

Dice: only for use during battle
one D6
one D10
one D20

Attacking: simply declare an attack then roll a single D6
even=hit
odd=miss

Defending: roll one D6 when attacked
higher than opponent=miss
lower than opponent=calculate damage

Side Note:when rolling
1=critical miss, attacker takes 1 damage + EDM (extra damage modifier)
6=perfect hit, defender cannot dodge, double base damage, EDM remains the same

Calculating damage: roll one D20
the D20 is base damage add whatever the weapons EDM is to the base.Remove total damage from HP

Weapons: weaponry depends on rank
Melee: EDM=1
Pistol: EDM=2
Semi Auto: EDM=3
Explosives: EDM=4

Weapon rank clusters:you can choose any weapon from any rank under yours you aren't obligated to use your ranks weapon

Melee:
Private
Corporal
Sergeant
Pistol:
Staff Sergeant
Master Sergeant
Sergeant Major
Semi-Auto
Lieutenant
Captain
Major
Explosives
Lieutenant Colonel
Colonel
General
Mechs
Point Zero Special Forces (PZSF)

Mechs Currently in Operation
Natural Killer: Pokey Finch
Maelstrom: Gabriel "Joker" Luxembourg
Vehicle: to acquire a vehicle you must be at least rank Sergeant Major
Vehicle attack: roll 1 D10 whatever the number is, is your EDM
Vehicle EDM=1-10

Side Note: when in battle you must include your weapon type

Battle Guidelines for Mechs:
-Each person has 500 Hit points.
-Players will take turns attacking and defending. The person who starts can be determined by several means. Either they are allowed by the opponent, they roll a die, or the place they are in the Rp allows(i.e. "Sano charges at mech no.3, and prepares to bite). <---first attack. The other player of course can defend that(as preemptive strikes are not allowed... yet).

Attacking and Defending:

-When attacking, five 20-sided die are cast by the attacker to determine damage dealt by he/she.
-to defend against an attack, the defending player then rolls one 10-sided die, immediately after the attacking post. If the die comes up as 1-5, the attack hits. If 6-10, the damage is negated, and it is then the defending player's turn to attack.

Aerial defense: if you are attacked while in mid jump or flight, and are hit with that attack, roll a d6 (1-3-5 fail 2-4-6 success) to see if you can keep your balance when you land. if not you will fall over and lose a turn.

Multi damage weapons: Multi damage weapons are weapons that get a secondary chance at doing damage if they hit with the first attack (an example would be obsidians drill lance) as of now they are officially in use and can be acquired if requested.

Using cover: Hiding behind objects in order to defend yourself or to gain a better position is now official recognized as a tactic, however, if you are hiding your opponent can attempt to find you by rolling a D10 and in turn you roll a D10 to hide, each different material has a hiding bonus as do certain locations.

Trees w/o leaves: +1
Tress w leaves: +4
Thin metal building w windows: +2
Thin metal building w/o windows: +5
Thick metal building w windows: +3
Thick metal building w/o windows: +6
Concrete building w windows: +4
Concrete building w/o windows: +7

if a cover area has taken damage they take penalties to the cover bonus.

light damage -1
medium damage -2
heavy damage -3
Bombed out -4

if you get noticed the opponent can choose to attack at which time you get a chance to dodge with an added modifier equal to what it is you are hiding behind. the modifiers are as follows. Damage modifiers do not effect your dodge bonus.

Thin metal: +1
Thick metal: +2
Concrete: +3
Reinforced Concrete: +4
Trees +5

Mech Damage: Mechs that take damage over the course of battle will have more difficulty continuing to fight. Damage causes negative effects on dodging and attacking depending on the location and severity of the damage. These effects come out as modifiers.

Head damage: effects your mechs ability to aim, dodge, detect motion, and detect sounds.

Light head damage: -1
Medium head damage: -2
Heavy head damage: -3
Head Destroyed: -5

Limb damage: effects ability to move, dodge, attack, and grapple.

Light limb damage: -1
Medium limb damage: -2
Heavy limb Damage: -3
One Destroyed Arm: Attack/Defense with destroyed arm impossible
Two Destroyed Arms: Attack involving weapons impossible
Destroyed leg: Dodge 1/2
Two Destroyed Legs: Dodge impossible

Torso Damage: effects ability to regenerate limbs/head and protection of pilot (unless mech has pilot in head)

Light torso damage: -1
Medium torso damage: -2
Heavy torso damage: -3
Torso Destroyed: roll d10 for pilot condition (1-4 unhurt 5-7 wounded 8-10 dead) if mech has a nuclear reactor doll 1d6 (1-2 safe 3-4 radiation leak 5-6 critical explosion) if a reactor goes critical both mechs are destroyed and both pilots are killed.

Special attacks/abilities:

First let me say, I believe that every mech is and should be unique. However, it was difficult for the moderators to let that happen within the bounds of this sense of order. That's where special attacks and abilities come into play.
-A special attack is an attack that can be used in place of(but not with) a normal attack.
-Special abilities can either be inherent OR can be used as power-ups, depending on their effect.
-Power ups are used in the place of an attack as well. No defensive action is needed against a power up.
-A maximum of 5 special attacks and abilities are allowed per mech. However, every mech may start off with 1. For every battle they win, up until 5, they may add a special ability/attack.

MECH ABILITIES

Attack Abilities

Apollo's Revenge: sacrifice 1/2 of your mechs HP to fire a single unavoidable attack which causes up to 10 d20 damage and stuns the enemy for 2 rounds

Black Hole: Sacrifice 450 HP to do an equal amount of damage to your opponent, both mechs roll 1 d6 , (if attacker rolls higher=hit if lower=miss)

Mass Driver: sacrifice 450 HP to do 50x unavoidable unarmed damage (UD is 1 d10)

Meteor Strike: allows 1 d6 attacks during a single round for the weapons standard use cost (can only be used once during a battle)

Panicked Barrage: does 15 d10 damage to your opponents attack arm if your mech is below 50 hp

Sonic Rush: Four 6-sided die are rolled. For each even roll, you get a consecutive attack.


Defense Abilities

A Bell Rings: Allows you to jump into the air out of the way of a single attack roll 1 d6 (1-3=miss 4-6=hit) for a surprise attack on your opponent (cannot be used against unavoidable attacks)

Building Blocks: Allows you to hide in a nearby structure for 1 d10 rounds and allows for 2x HP recover with the "Regear" skill while the structure stands (one use only per battle, cannot be used against unavoidable attacks)

Explosive Dodge-arrhea: Fires all of your mechs boosters adding to your dodge success rate for 1 d10 rounds, all d6 dodge rolls have a 1= fail 2-6=success for rounds rolled.(one use only per battle)

Lunar protector: activates a floating white disk to protect you from melee damage for 1 d20 rounds (one use only per battle, cannot be used against unavoidable attacks)

Saving throw: Allows you to block a single attack with an object on the battlefield by throwing it in the way (cannot be used against unavoidable attacks)

Adjustment Abilities

Hard Edge: doubles attack power of a single solid weapon for 1 d10 rounds (can only be used once during a battle)

Odd Gun Out: if your opponent is using a ranged weapon roll 1 d6 (1-3-5=fail 2-4-6=success) if successful it deals 1 d10 unavoidable damage to them for 1 d20 rounds, you take no damage (can only be used once during a battle)

Power hungry: both mechs roll 1 d6 (if attacker rolls higher=hit if lower=miss) if hit attacker rolls 10 d10. HP lost from defender is transfered to attacker (can only be used once during a battle)

Regear: allows repair of 1 of your mechs limbs if it is still attached to the mech and has not been disabled due to electrical damage. roll 5 d20's to see how many hit points are regenerated for that limb (can only be used twice during a battle)

Solar Love: allows your mech to use the "Apollo's Revenge" skill twice during battle at half the HP cost per shot, your mech is stunned for 1 d6 rounds if skill is used

Passive Abilities

Reinforced: Increase the total hp of the mech by 50. (Stackable)

Deadly Abomination: Increase the number of attack die rolled by 1. (Stacks once)

Extra defense: Decrease the damage taken by this mech by 10. (No stack)

NOTE: Special attacks and abilities WILL NOT be God-like. In order to add an ability or attack, each player must get permission from either Myself, Kenshin, Sara, or Spykr. For example, an ability that adds 1 extra 10-sided die per attack phase probably won't be a problem. However, an ability that adds 3000 HP is an example of overdoing it! That is why order must be obtained in this way.

- Oh, and if anyone wants a Sp. Atk or ability, they must get permission from me first.


(Sorry I mostly just copied this from Todesauge)
PostPosted: Fri Jun 20, 2008 2:57 pm


The base
In the deep forest lies a base. The base is west of The AAC's, And at the entrance is armed guards wearing Jungle camouflage. To the left of the entrance is a lift that can carry tons of stuff (But mostly mech) Into a hangar Full of just about everything a mech user could need. Another lift carries up to three mechs outside by the back of the base. To the right of the entrance is the road to the barracks. and even further east, is a brewery full of workers named Yukai Busjhi. point zero works hard, and drinks hard. especially if you're steel.

Barracks: A metal doorway opens into a large, main room covered in a shiny blue carpet. The walls are yellow with white light fixtures on it.Straight across the room from the main entrance is the door to the recroom which contains every game systems known to man as well as a pool table. On the right is a stair case leading up to the higher floors where the rooms for the soldiers are. On the second and third floors there are five rooms on either side of the hallway that leads from the stairs to the opposite end of the building. Each room is carpeted in a teal color which isn't entirely pleasing to the eye but is quite comfortable on the feet. the walls are the same as the rest of the barracks and have four windows facing out along one of them, the four single beds in each room have standard white sheets and an olive comforter, each bed also has a privacy curtain hanging around it, there is a color television sitting in the corner next a small book case stocked with miscellaneous reading material. and a door on the right leads to the restroom.

HQ building: Concrete stairs lead up to the front of the HQ building a set of intricately decorated wooden double doors open into the reception area, the floors are marble with black stone pillars reaching to the ceiling, a guard post sits in the center of the room with a reception desk directly next to it. On the left are three doors with bronze signs on them, the first door says "Visitor waiting room", the second says "Private meeting room", the third says "Archives". Directly across the reception area from the main entrance is a metal door with a key pad, and pass card reader, that has the words "AUTHORIZED ENTRY ONLY" very boldly printed across them in red. On the right wall of the reception area are three more doors identical to the ones on the left save for what the bronze signs on them say. The first says "Recruit Orientation", the second says "Dr. Nick M.D.", the third door has no sign and simply leads to the, mail room, pilot sign in desk, and other less important offices.

Officers barracks: (officers barracks are for Lieutenant Colonels, Colonels, and Generals only)
A single door similar to the one on the normal barracks leads into the main room, the floor is covered in a deep red carpet which at a cursory glance appears to have been there for the longest of times. the walls are sound proofed military dry wall painted a calming reddish purple, the light fixtures along the walls are gold. to the left two doors lead off the main room one being the kitchen/dining area and the other a rec room, straight across from the front door is another door leading into an enclosed meeting room in which a massive elaborately carved conference table sits surrounded by
comfortable looking leather chairs, on the right side of the main room is a set of stairs leading up to the second floor where there are 3 rooms on either side of the hall which is finished the same way as down stairs, each room has a king sized bed with soft white sheets, two feather pillows and a warm comforter on it. also in the room is a color television, a book case with miscellaneous reading material, mostly Fantasy books and sci-fi books like I robot, a single large window, and a closed communication system which allows communication with the HQ building only, at the end of the hall is an imposing door which has "Private no entry" inlaid in bronze about eye level on it.

Medical Building: (not going into much detail you all know what a doctors office is like)Two glass sliding doors open into a cool blue room with brown carpet, the wall on the left is lined with fabric couches for visitors, directly across from the couches is a reception desk behind bullet proof glass, A door with the words "Authorized Entry Only" printed on a bronze plaque is directly opposite to the front door, past the door is a long hallway with exam rooms all along it save for the last one on the left which leads to the OR and various other treatment rooms ending in an elevator with a staircase next to it that go up to the second and third floors each plain white with individual patient rooms.

Mech Hangar: An elevator goes down from the front of the bases auxiliary garage into a concrete floored hangar with several heavy lifts going to the surface, next to each lift is a mech dock and maintenance darek that has every tool imaginable for the upkeep and repair of the bases mechs, in
addition every darek has an ammo lift for reloading weapons, at the far end of the hangar is a very well stocked ammunition bunker with rails leading to each mech station on which robotic "trucks" deliver the specific ammo needed at the time.

Ryuji Udare


Ryuji Udare

PostPosted: Fri Jun 20, 2008 3:03 pm


A blonde man holding an axe, wearing a fancy tux with grenades on an unfitting belt to which a walkie talkie is attachedwalks through the front doors as two men in jungle camouflage salute him. He walks forward, into steel doubledoors and walks all the way back to a room. inside the room are all manner of weapons, like bokuto and firefighting axes. there is a subroom connected here filled with straw dolls, a training room private for the general and his friends only. he picks up a bokuto and swings it once, then twice, then brings it into the subroom.
PostPosted: Sat Jun 21, 2008 6:25 am


A straw doll pops up out of the floor, and Pokey quickly jumps towards it and swings the bokuto, smashing the doll in the head. (Bokuto = Wooden japanese training sword) "Yeah! No straw is safe from the bokuto!" He says to himself.
Also in this room are things like plastic helmets and almost harmless plastic Air Guns for simulating real combat training(Can't wait to meet you guys XD)

Ryuji Udare


Ryuji Udare

PostPosted: Sat Jun 21, 2008 8:20 am


((Note: This RP starts slightly before The ILMB page 14.))
A Hazy sound blasted from Pokey's Walkie-Talkie. He picked it up off his belt and pressed the button. "What is it? Over." "He's done it again.... Over." Pokey sighs. "Send him in. Over." Steel stumbled into the training subroom With a bottle of Yukai Bushi Bakushu. He sucked on it til the bottle was empty, then dropped it on the floor, cracking into a bunch of glass pieces. "Lieutenant Colonel Steel ~Hic~ Steel ~Hic Hic~ Point ~Hic~ Dragonfly, sir..." "Steel, Is what mister Batou said correct?" Pokey asked with a look of utter disgust. "What did he ~Hic~ Shay...? ~hic~" "He said YOU'VE been hitting the bottle again." "I'm dead guilty! I'd offer you shome, but it broke and went 'Kapow' Into a million pieshesh." "Yes... I see..." Pokey said, barely hiding his maniacal laugh. "Well, why don't you get some rest. Tomorrow you're Being transferred to a new base. One more .. In need of your skills." Pokey said with a deep smile. He chuckled. "Right ~Hic~ AHIC Away, sir..." And he stumbled out, banging into the weapons rack, knocking down some items. Pokey picked up his Walkie-Talkie and held the button "Batou, would you mind escorting Steel to his chambers? Over." "Right away sir, over." "And bring a dustpan with you." Pokey said, laughing. Steel was held by Batou, a small Blonde man and pushed Him to the entrance, pushing him out the door and slamming it. Pokey picked up the weapons that fell, among them a double bladed axe, a Long wooden sword with a round handle painted green, and a chain sickle and hung them back on the rack.
Batou came in with the dustpan and scooped up the glass. He then walked out and tipped it onto the garbage.


((Lmao Now everyone else can enter. How do you like the chain sickle? Just like the one you're gonna get in Laveheart. It's been a good while since we've seen Alcie-holic Steel, huh?))
PostPosted: Sat Jun 21, 2008 12:53 pm


((Okay so warp to the present where Steel has Black G.O.L.D.and everything that's happened up to this point unless someone wants to put some more backstory for their characters involvin the PZMB

If you wanna know, Pokey and Steel are old-time rivals, so this treatment is nothing compared to the "old days."))

Ryuji Udare


Aturtlewizard
Captain

PostPosted: Sat Jun 21, 2008 11:38 pm


Shrill maniacal laughter broke through the silence of the base as a grinning man, dressed like a cowboy, dodged and weaved about while random objects rained down upon him from the small mob of women close on his heels "come come come now, taint no way ta treat nobody, even if I did get some juicy pictures" he said, waving Polaroids at the women, before slipping the photos in his jacket and spinning out of the way of a sizable rock as it flew past " Y'all need ta lighten up" the man giggled before sidestepping behind a building and disappearing as the mob came around the corner. " I win this round ladies" his voice rang out from atop the building "just remember, the joker is the best card in the deck" joker said with a smirk as he once more slipped out of sight 'now to get these pics back to them soldiers what asked forem' he thought, A huge grin spreading across his face as he flung himself across the rooftops, finally stopping on top of the mess hall and dropping in through an open sky light into the dining area. Joker then chuckled, somewhat psychotically, as he tipped his hat forward and traded the photos to a nearby private for a thick roll of cash that he quickly stuffed in his jacket before sitting down in a chair and putting his feet up on a table with a sigh.

[Meet Joker, this is going to be fun, as for the crossover, I'll allow it, but I doubt anyone around ILMB is going to be friendly to any strangers, especially with Arden missing]
PostPosted: Sun Jun 22, 2008 7:16 am


((Hahaha you are a maniac I had no idea how to reply))
Pokey Walked out of his room and through the door. ~I wonder where the sergeant is.~ He walked out through the door into the base and saw a figure jumping across the rooftops. "Joker you fool, what have you done now... It's almost time for dinner!" Finch thought to himself hungrily. He pulled out his walkie-talkie and pressed a button. Joker's Walkie-Talkie began to buzz. "Pick up you whippersnapper!" Pokey said to himself in a fake grandpa voice.
((woot, check out my pic on the profiles page))

Ryuji Udare


Aturtlewizard
Captain

PostPosted: Sun Jun 22, 2008 7:26 pm


Joker slipped his radio off his belt and held it up to his ear "howdy there boss, how can I help ya?" he said, holding the button down as he spoke then releasing it and waiting for a reply.

[that pic looks like tuxedo mask from sailor moon]
PostPosted: Sun Jun 22, 2008 8:11 pm


((I noticed the resemblance too, haha. and i have a new Pic for colonel steel too. XD))

"It's time for Dinner! Would you join me in the Officer's Barracks? I have some 'gourmet' delicacies for us. Salmon steaks, Rice, the works... Also, what's up with you jumping across the rooftops?" Pokey asked, laughing into the walkie-talkie . "What did you do this time?" He said, taking his hand off the buzzer and walking in the direction of the officer's barracks.

Ryuji Udare


Aturtlewizard
Captain

PostPosted: Sun Jun 22, 2008 9:26 pm


"Sounds like a plan boss, and I got some nice photos of our more shapelier female recruits while they was taken a shower" Joker responded with a chuckle, standing up and heading out of the mess hall toward the officers barracks.

[nice]
PostPosted: Sun Jun 22, 2008 11:46 pm


Akona stopped joker as he was walking away from the mess hall "joker leave the female recruits alone and i mean it this time just cause your friends with Pokey doesn't give you the right to terrorize the newbies you got that!"

The_Master_of_Meep
Crew

3,000 Points
  • Signature Look 250
  • Full closet 200
  • Peoplewatcher 100

Ryuji Udare

PostPosted: Mon Jun 23, 2008 4:59 am


((Hahaha this is awesome))
Pokey chuckled, then said while holding the button "And if Akona is around, tell her to come too" Pokey then walked briskly toward thje officer's barracks, Closing the distance by half the way there in a matter of minutes. "I can't wait to savor the new 'gurt..." Pokey said to himself.
PostPosted: Tue Jun 24, 2008 6:33 am


Pokey Finch entered the officer's barracks and made his way to the dining room, entering and sitting down at the General's chair, waiting patiently for his guests to arrive.
((Your move guys.))

Ryuji Udare


Ryuji Udare

PostPosted: Tue Jun 24, 2008 5:34 pm


((Shall we warp to the Dining room? All who will say 'Warp.'))
Reply
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