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Posted: Sat Jun 11, 2016 2:54 pm
As Chosen of one of the Olympians, each character at the Prytaneum is expected to work to further their God's goals in whatever way is required of them -- and, sometimes, this means taking up arms against those who which to do the world harm. The Gods wouldn't send their few out into this fight unprepared, however. Instead, they've equipped each with a blessing, and along with that blessing a small token of power: a symbol that marks each Chosen to their patron, an emblem or a piece of jewelry, a patch or a charm. This icon not only identifies them to other Chosen out in the world, but also gives them some measure of protection: a magical barrier that protects them from the worst of the harm the world would do to them. It turns small injuries into nicks and dings, only flagging after it has taken some beatings, and only leaving Chosen open to real harm once its spells have been worn down. This charm is always roughly the same: small, round, often made of metal. When a Chosen receives the title Epic Hero, it's remade with a second ring of color around it, to mark their new status. When they receive the title Legendary Hero, the ring is inlaid with stripes of a second color. It represents their devotion to their God, and their willingness to fight. For information about the exact mechanics of combat in shop, scroll down or click the links below:
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Posted: Sat Jun 11, 2016 2:54 pm
INITIATIVECombat starts with an initiative round. Everyone involved in the fight rolls 1d20 and applies any modifiers they might have. The highest roll goes first. Ties go to whichever person posted first. When you make your initiative post, please post what weapon you're using, as well as any bonuses and your final init! HIT POINTSAll heros start with 50 HP. This is in large part not actually their health, but a shield provided by their gods' blessing. Attacks, to the Chosen, feel like scratches and bruises, until the last 10 HP. At this point, it starts to break through and can leave some more penetrating injuries. At 0 HP, a Chosen's shield is gone. After this point, damage they take requires immediate medical attention, and likely will lay them up for some time. At -10 HP, a Chosen is dead. ATTACKTo attack an opponent, everyone rolls 1d6, and multiplies their base damage [determined by your weapon] according to the following attack rolls: 1 - miss 2 - 50% damage 3 - 50% damage 4 - 100% damage 5 - 100% damage 6+ - 200% damage DEFENSEYou can defend yourself or another player by giving up your attack roll and instead rolling 1d4. The result determines how much of the final damage of the next attack against that target is taken. "Defensive" weapons [see below] get a +1 when defending. 1 - Failure. They take 100% damage. 2 - Mild success. They take 50% damage. 3-4 - Success. They take no damage.
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Posted: Sat Jun 11, 2016 2:54 pm
WEAPONS All weapons must be classical in nature; there are no guns, rocket launchers, or other modern weapons. However, Chosen of Hephaestus can modify weapons to be more out there and to add small mechanical enhancements. No matter how many weapons you have in your inventory, you can only use one weapon at a time. Please make it clear when you are rolling initiative which weapon you are using. If you want to switch weapons during combat, you must skip a turn to do so. There are three weights of weapons: Balanced weapons, or weapons of a middling/average weight, do a base of 6 damage. Agile weapons, or weapons that are small and light, do a base of 4 damage but give +1 to your hit roll. Heavy weapons, or weapons that are big and heavy, do a base of 10 damage but give -1 to your hit roll. There are three classes of weapons: Melee weapons such as swords, daggers, maces, and bludgeons give no modifier to init, and and a standard amount of HP. Ranged weapons such as bows, darts, throwing axes, and slings give a +15 to init, but players start with -3 HP. Ranged weapons win on ties. Defensive weapons such as shields, bucklers, and gauntlets give a -15 to init, but players start with +6HP. Defensive weapons lose on ties. For clarity, here are some examples of the various weapon combinations. Note that these are only examples! If you have a weapon not on this list, use your best judgment to decide where it belongs. Melee: balanced - sword, staff, axe || agile - dagger, brass knuckles, claws || heavy - greatsword, greataxe, warhammer. Ranged: balanced - bow, spear, javelin || agile - crossbow, throwing stars, whip || heavy - greatbow, throwing axes. Defensive: balanced - average shield, spiked shield || agile - gauntlets, buckler || heavy - greatshield, tower shield. ____________________________________________________ If you're confused about what the final output of the above weapons would look like, here's a handy chart that shows what damage each type would do based on what your d6 roll was:
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Posted: Sat Jun 11, 2016 2:55 pm
LEVELING UP
Participating in events or RPing one-on-one in this subforum yields XP, which is used to level up heroes! Individual events might pay out special XP, but here are the basics.
Solo RP: at 400 words, this is worth 5 XP. At 800+ words, this is worth 10xp. PRP with another player: at 800 words, this is worth 10 XP. Spar/Battle with another player: finishing the battle is worth 10 XP, 800 words is worth 10 XP, both together is worth 20 XP. Special Threads: These will have their own rules listed at either the start or the end of the thread.
For levels 1-10, every 100 XP you achieve is equal to one level. Certain levels also give additional rewards, revealed at a later time!
Level 0 (0XP) - at this level, your character is Chosen. This stage comes with HP of 50, and base weapon damage of 6 for balanced, 4 for agile, and 10 for heavy.
Level 1 (100XP) - at this level, your character earns the title of Hero. Level 10 (1000 XP) - at this level, your character becomes an Epic Hero, and gets a new piece of artwork. Level 20: (2500 XP) - at this level, your character becomes a Legendary Hero, and gets a new piece of artwork.
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Posted: Sat Jun 11, 2016 2:55 pm
MAGICAL SPELLS
Once your character has proven their loyalty and usefulness to their god, they will be blessed with a magical ability that can be used both in and out of combat.
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Posted: Sun Aug 07, 2016 7:40 am
MAGICAL ITEMS
Magical Items are given out during various events, battles -- or can be achieved through RP, in ways that will be announced soon. These are items that mostly can be used during combat to give your character an advantage against their opponent, to keep them alive, or for other battle purposes.
Using these items does not use up your combat turn. However, you must declare your intention to use any item that might have an effect on either your attack roll or your damage before you use it. This means that if in the heart of combat you want to use an item that will give you a +X or will add X to your final damage, you must post stating your intention, then post again with your roll -- or state your intention at the end of your current post, and have it count toward the next one.
Consumables
Consumables are any item that are used up after a certain amount of time. These things might include potions or traps.
Equipment
Equipment is any item that remains in your inventory after use. Usually you can only use these a certain times during combat, but they do not get used up and don't go away.
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