First, a bit of back story before I post the rules of joining and playing, just to give you an idea of the story that will be.
A tall, dark tower loomed over the barren planes surrounding it. At the top stood a tall man dressed in a dark cloak, blowing in the breeze behind him. He silently cursed to himself, because although the surrounding plain was without any life at all, he knew that beyond the tall mountains surrounding the castle, the plains were alive with grass and wildlife. "No matter." he thought to himself. "It will all be dead soon. All in good time." He stepped off the edge and returned to the center of the roof, where a small pedestal held a small half circle. He pressed a hidden button, and the half-circle slid open, revealing what he intended to hide until the time was right. Five small polyhedral shapes rested in their own place, none of them touching the others. The man himself had another one in his pocket, he would never let it go. The power felt too nice to him. The man laughed to himself, he knew that soon he would rule all of Helmgard with the power of the shapes. Suddenly, behind him, a hidden door leading back into the tower burst open. A knight, dressed in chain mail armor emerged. "Your through Granwalt! Your evil terror ends now!" he spoke in a raised voice, nearly screaming. "How exactly do you plan on stopping me, Sothe? I hold all the chips, and you hold none!" "Preposterous! Just because you have the dice of power does not mean you cannot be beaten!" "Even without the dice I could defeat you, Sothe, and I intend to prove it!" With that the man in the cloak, apparently named Granwalt, pulled a book out from behind him. The brave knight Sothe charged forward, his two-handed sword raised high above his head. Bravery in his mind, he let out a shrill cry. Granwalt quickly opened his book, moved his fingers in a strange pattern, and then cried out; "Raldi!" A beam of pure energy emerged from his free hand,and struck the knight square in the chest. The knight fell to the ground, sword still in his hand. Granwalt tucked the book away back into his cloak, and walked toward the dark knight."Ha! Wheres your bravery now, Sothe?" Sothe clutched the sword in his hand, moved it back, and then threw it forward, aimed straight at Granwalt. "Right here!' he cried. The dark wizard simply moved to the side. "Ha! You missed. Your still a worthless knight, no matter how brave you may be." "I wasn't... aiming at you... Granwalt!" he said, dying. The sword lurched past the wizard, and straight into the pedestal. "No!" cried the wizard. The polyhedral shapes sprang up from the pedestal, and each flew off in five separate directions. "You see, Granwalt. Even when I'm dying... I still...Fight for whats right... That's, what it means... To be a true knight..." Then the knight's body convulsed, and he died. Granwalt walked back to the pedestal, cursing to himself. "Knew I shouldn't have cast 'defy gravity' on those dice... No matter. I still have one with me. And it's the most powerful of all. All that annoying knight did was prolong the unevadable. Helmgard, would soon be his...
Name: S.K Race: Human Class: Ninja Skills Strength: 2 (1D6) Intelligence: 3 (1D8) Agility: 5 (1D12) Will: 2 (1D6) Charisma: 3 (1D8) Perk: Training at throwing surikens Perk: Training at stealth killing Perk: Poison Surikens Quirk: Fear of dark magic SPELLS: Poison surikens(lowers actual damage but the victem gets poisoned) HP: 10/10 MP: 7/7 Initiative: 1 Starting Weapon: A pocket full of Surikens (About 8, don't forget you can retrieve them.)
Excellent. Let me post the rules for combat, as we will be jumping straight into the action. Note to anyone else who want's to play but didn't get a chance to play, simply post a comment ON MY PROFILE and I will add you to the top of the 'Death List'. Should any of the current players die, the first person on the list will get to play. If any of you have any questions on anything, simply post it on my profile.
Without further ado, To Battle! Turns in battle: Every battle is played over several 'Rounds' and each Round is further split into 30 'ticks'. Every action you take moves you forward so many ticks, and once everyone passes the 30th tick, all battle participants heal 1D4 HP and a new round begins. At the beginning of the first round, everyone starts at their initiative in ticks. (EX: Tim has an initiative of 7, so at the beginning of the first round, he is at tick 7. Tim is the lowest of all the battle participants (The first 'tick' in line.) and so he goes first. He decides to attack an ORC, and moves forward 8 ticks after the attack. This brings him to tick [15]. He will have to wait until all other participants are past this tick in order for him to go again.) Below are the five most basic actions, but understand that you may perform ANY action that is reasonable. These are just the most used ones. Each action will move you forward the number of ticks listed. Attack - (10-Points in agility) ticks When attacking with a melee weapon, you 'cross swords' with the enemy. To decide the outcome, simply roll 1 six sided die and roll your Strength dice. The combined total of these is your 'Combat Skill' (Don't forget to add in your weapons Melee bonus, whether it's positive or negative.). Post your Combat Score when you declare your attacking, and your enemy will find their Combat Skill. Whoever's Combat Score is higher does damage equal to theirs Weapons Damage. If attacking with a ranged weapon, its very much the same as with a melee weapon. If your enemy also has a ranged weapon, find your Combat Score in the same way as you would for Melee, except replace your Strength Dice with your Agility Dice (And use the ranged weapon bonus instead of the melee bonus of your weapon.) If the enemy does not have a ranged weapon, they try to move out of the way instead of counter attack. They check Combat Skill with agility, and get -2 on the roll. If they succeed in dodging, they do no damage.
Move-(1D10 * #of rooms moved - points in agility) ticks Moving is usually a free action, but when moving more than a full room it will cost you ticks equal to the equation above.
Defend-12 ticks Defend yourself from damage. Follow the following formula to find your 'Shield Score'. Remove Sheild Score points each time you are damaged (Equal to the damage done.). You block this much damage. When it is reduced to zero, you take damage as normal. You lose all 'Shield Points' when you take a new action, and if you take another defend action your points will not stack. (The equation is: Points in Strength + 1D4)
Cast a Spell-varies To cast a spell, simply move forward ticks equal to the spells Cast time, then when your next turn comes, you unleash the spell (And move forward one further tick.)
Use an Item-8 ticks
The story will come next post, right after I post the stats of your weapons.
Our story begins one long night, at the Bladed Arrow, an old tavern in Helmguard. The tavern is famous for it's many heroic regulars. But for three adventurers, their heroic tale was about to begin... The bar keeper is working particularly hard, as tonight business in the tavern is booming. Two men sit at a table in the center of the tavern, and a group of people were forming around them. One was a very burly man, with muscles bulging from his arms. The other man wore light armor, a sheild sitting on the floor beside him, and a small sword in a sheath on his belt. The two men both put up their right arms, elbows on the table, and their hands grasped together. Both men pushed with all their might, both bent on beating the other. One man sat alone at a table in the far back of the tavern. He looked through the crosshairs positioned on his mighty Crossbow, moving slowly across the room, pretending to aim at everything. As his aim took him to the tall stair case at the other corner of the room. Quickly, he darted his eyes away. One person, dressed all in back, leaned against the darkest corner of the tavern. He stood alone, nobody dared to sit near him. Everywhere else in the tavern, people were off having a good time. Making toasts, clinking beer mugs, showing off tattoos and trying to impress the many waitresses. Everyone grew silent as the door to the tavern flew off, and four men dressed in dark clothing dove in. "Okay! Everyone hand over your wallets, gold, and valuables, and nobody gets hurt!" 3 of the men pulled out small swords and a small sack. The fourth pulled out a flail made out of iron, obviously heavy. The three with bags walked around to the various tables, collecting jewelry and gold from the crowd. Each of the men eventually made their way to the three people of our story, and demanded their money. How did they respond? Only they can decide that...
Okay, it's technically not a battle yet, and so there is no initiative. Thereby there are no turns. You may do basically whatever you want at the moment, until one of you decides that the best course of action is a fight.
in the site(dice rolling site) you put the ranged + thing(mine's surikens so its +2 when thrown) in the modifier of the - side dice and the strength dice or the agility dice is the last dice(dx) and we just write our agility or strength and we just roll it? this may be confusing... am i right?
oh ya i also forgot the cast time thing for my spell... sorry
Name: S.K Race: Human Class: Ninja Skills Strength: 2 (1D6) Intelligence: 3 (1D8) Agility: 5 (1D12) Will: 2 (1D6) Charisma: 3 (1D8) Perk: Training at throwing surikens Perk: Training at stealth killing Perk: Poison Surikens Quirk: Fear of dark magic SPELLS: Poison surikens(lowers actual damage but the victem gets poisoned) Mp cost: 3 Cast time: 1 HP: 10/10 MP: 7/7 Initiative: 1 Starting Weapon: A pocket full of Surikens (About 8, don't forget you can retrieve them.)
Standard Sword & Shield Agility Modifier: None Melee Bonus: +2 Ranged Bonus: None (+0 if thrown) Throwing Range: Roughly one room Damage: 3 melee, 2 thrown
Shurikens Agility Modifier: None Melee Bonus: None Ranged Bonus: None (+2 if thrown) Throwing Range: As many rooms as you have points in agility. Damage: 2 thrown
Quick repost of the weapon statistics with a quick update. I cant believe I forgot to include this, but it now tells you how much Damage it will cause upon impact. Looking over your question Octobo, I'll try to explain this the best I can. When rolling for an attack, you find the die you use (Either your strength if you are attacking with a melee weapon, or agility dice if you are throwing or shooting.). The number of dice rolled is the big number to the left of the type of die, and in a fight it's almost always one dice. You'll see two buttons, a plus sign and a minus sign. These are for the total modifier, either they add this to the roll or detract it. On the statistics of your weapons, you will see Agility Modifier, ignore this number when fighting. Once you fill in modifier, click roll and post the results, that is your Combat Score. This is only used when you are running away from, or chasing, an enemy.
There is no way a DnD like game will work on a forum server... Do you have any idea how long it will take?? Just play the normal game with some friends...
S.K.: The grunt listens to your words, and they do seem to make him seem a bit less tough, but he still looks like he's going to kill you. But never the less he replies. "Is that so? You shouldn't be talking, I've owned dogs with more muscle on them then you, you weak muskrat.
Kyle: "Oh, is that so? Big scary tough guy want's to fight? Ha! You look like you wouldn't harm a fly, let alone me. But if you really want to get killed, hey, I'll supply it!" he smirks.
The thief with the flail approaches the bar, snatches a drink, and then replaces the bottle after taking a nice long drink of one. "Hey boys, whats the holdup? If they won't give you the goods, just Take them!"