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Moon Kingdom
Captain

PostPosted: Tue Nov 13, 2007 3:48 pm


This thread is for the use of learning more about the dice system, combat, skills, and powers used within the shop. If you have any problem understanding anything said within this thread, please do not hesitate to alert any member of staff.
PostPosted: Tue Nov 13, 2007 4:24 pm


The Dice System


The system itself is simple to understand, the only times you would really have to roll is when a situation is either in combat or is considered challenging to your character or if someone is resisting.

Each character will have 6 attributes that will help determine actions in and out of combat, they will also give bonuses to skills and powers.

Intelligence, Strength, Dexterity, Charisma, Wisdom, and Constitution.

Each stat ( or attributes as they can be called) effect an area of combat and out of combat action. Intelligence determines how well you can study and how well you can rationalize. Strength not only determines how hard you can hit, but how fast you can run ( by pushing your body forward ) or how well you can climb ( because climbing involves using your strength to pull yourself up ). Dexterity measures hand-eye coordination, reflexes, balance, and over all agility. Charisma is how socially adept you are, how persuasive a person is, and how well someone harbors the ability to lead. Wisdom is common sense, perception and intuition... and Finally Constitution is a person's over health and stamina.

Skills will be explained in a later post.

A maximum a person can have in a single attribute or skill is 5.

1 means that you are inadept or weak.
2 means that you are are average.
3 means you are above average.
4 means that you are well above average, almost inhuman.
5 you have inhuman prowess in the area of skill or attribute.

In the infant stage, each character has a 1 in each attribute. When a character "grows up", they will get 1 free point that can be placed in any attribute. Characters will have opportunties to gain attribute points through quests and can be given as a reward for exceptional roleplay.

This is here so that there isn't all powerful characters, and creates some limits to what someone can do. These also are the bones for basic dice rolling and determining sucess and failure in a challenge. How success and failure in a challenge is determined by rolling 1d10 against a challenge... Here's an example.

Let's say random person has a 2 in their strength ( meaning about average ) and they need to lift a particularlly heavy object.

They need to roll higher than, let's say a 4, but instead they rolled a 3. Failure right? Wrong! By adding their 2 from their strength to their roll they gain a 5, just barely making the challenge roll.

This also goes for the same when going against another player, one person would attack, and you would want to dodge or defend against their attack. You would still have to roll higher than their roll, of course adding any bonuses you have.

Though, the only thing that will give you an automatic failure is rolling a 1. So, no bonuses can save you from that. The Auto-failure, is a dramatic failure and is to be roleplayed as such. Meaning that let's say your character tried to fire a gun and was pointing straight ahead and fired his gun, a dramatic failure can be anything from accidently shooting a comrade to shooting yourself in the foot. On a skill based roll, a dramatic failure is also the idea of what ever you were trying to do fails utterly. Let's say someone was trying to study for a test ( to get extra bonues in a test in a class RP ) and instead rolled a dramatic failure. Instead of studying, your character can either fall asleep or just tire himself out by reading over and over again something that he isn't comprehending. Thus not gaining ANY bonues and the possiblity gaining negatives.

The outcome of a dramatic failure is determined by a RP moderator, if a RP moderator is not around, PM this account.

Rolling a 10 ( this does not include the bonuses ), is an exceptional roll. If you succeed in your challenge you can roll again, but only if you have an exceptional roll to begin with. If you roll a 1 on your second roll, it does not have any negative effects.


---

Health Points


From the start of the infant stage, every character has 20 HP + their Constitution. Everystage afterwards you add your Constiution + 5 to your health.

Through quests and challenges there will be opportunities to gain more health.


---

Moon Kingdom
Captain


Moon Kingdom
Captain

PostPosted: Tue Nov 13, 2007 4:31 pm


Combat


When combat is initiated, everyone must roll initiatve. Your Initiative is 1d10 + your Dex.

You will go in order, by highest to lowest. Combat lasts until there is only one group/person standing... if there is no one to fight anymore, or there is a stalemate.

A person with the highest number goes first, by using the simple logic that they at the time were the fastest to react to the situation.

During your turn, you can attack, defend, runaway, heal your self and others, or prepare an attack ( like for a spell ).

Sometimes, spells and abilities take more than one turn to prepare. With spells and abilities, different modifiers will be used depending on your planet/base of power. ( Like for example, all Venus/Emotion based attacks you need to use your Charisma )

Attacking with a weapon adds bonuses to you attack, by adding the modifer ( which ever depends on the weapon ) + what ever the bonus your weapon is.

Weapon List
Comming soon, or until everyone is old enough

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How to Roll for a Combat Challenge


To roll for a combat challenge is simple.

If you are attacking, post your response and leave the result of the attack open ended. Then promptly post a second post with your roll, plus your bonuses.

Example -

Caleb gritted his teeth in anger, unable to contain it! What was up with that guy? How dare he insult him like that! Pulling back his fist, he punched forward hoping to land a blow.

The player for Caleb would then afterwards would do a second post. Rolling 1d10, along with what ever bonuses Caleb has. Let's say Caleb has a 3 in his strength so that would give him a +3 to his unarmed attack.

So the post would look like this: ( +3 to unarmed attack ) along with the results of the roll above.

Then after that, Caleb's player would have to roll the damage Caleb's opponent may or may not take.

Caleb's opponent would have to wait until it's his turn to react to the attack or if it's a dramatic failure, for the moderator to say what happens.

Reacting to Combat -

Let's say Caleb's opponent wants to dodge the attack to see if the blow lands or not.

He would have to roll his Dex plus his Dodge skill, let's say this is also a 3. So he would get a +3 to his dodge roll.

In order to dodge the attack he would simply have to roll higher than Caleb's attack roll. If he fails even by a little, he would take the full extent of the damage and his action would be finished for the round.

YOU HAVE TO RESPOND EVEN IF YOU TAKE DAMAGE.


If Caleb's opponent succeeds in his dodge roll, he would not take any of the damage - AND - do an action for the round.

That means you still need to respond to the attack, and then post your action ( in the same post ).

Afterwords you would roll accordingly.



Dialog Round

At the end of every two combat rounds, there will be 1 round of dialog/rp. You cannot attack during this round, but you may heal yourself or others, or just run away.

How a Dialog Round is done like simple RP, except you still have to post in order.

At the end of every Dialog Round you can decide to end combat here and continue through dialog or reinitiate combat.



Defeat

If you are defeated in battle it does not mean that you have died. If you have depleted your HP it means you are unconsious, and not dead. If you reach -20 HP you are dead. You only get three chances to die three times, after you have died 3 times you stay dead.
PostPosted: Tue Nov 13, 2007 4:34 pm


Skills


Skills are seperated into three catagories, each of these catagories relates to a certain aspect of different types of skills.

Social, Mental, and Physical are these three catagories.

Skill points are given out every stage, as it 3x skill based modifier ( which ever is highest ).

Social - Charisma

Mental - Intellegence or Wisdom

Physical - Strength or Dex


When choosing a skill type ( like with perform, craft, or knowledge... you need to PM this account and see whether or not it is appropriate for your character.

Social
Manipulation is the ability to sway someones actions in your favor.
Subterfuge is the ability to lie with a straight face, and make it believable.
Expression is the art of being able to express oneself through written work... may it be through poetry, writing a song ( not singing it), journalism, writing a novel, or anything else that involves writing.
Diplomacy is the wonderful skill of solving a problem with words and not violence.
Empathy is reading others emotions.
Intimidation is being able to use fear as a weopon.
Preform ( Type ) is being able to preform in a certain way. The type depends on what art you are trying to utilize. Such as Acting, string instruments, Singing, wind instruments, or what ever else you can think of. Each preform skill is treated like an individual skill. So if you want more than one, it's treated like a seperate skill and the points cannot be shared.
Disguise is the ability to hide one's true visage and demeanor, usually by wearing a costume.


Mental
Academics is
Computer is your ability to use technology and hacking it.
Craft ( type) is being able to build something, this can be anything from sewing to basket weaving to sculpting to making armor to fixing cars.
Medicine is how adept you are at working with medicine.
Occult is knowing alot about other worldly things like ghosts and fortune telling.
Investigation is how well you can gather information from books or people.
Search is how well you can search through things.
Spot is being able to stand in a room without touching anything and picking out a person or thing.
Survival is how well you can find food and shelter out in the wilderness.
Cooking is the ability to put ingrediants together to make something edible.
Knowledge ( type ) is being fluent in a type of study such as religion or mathematics, you will need a seperate skill for each type you decide to take.
Language ( type ) is being able to speak/read/write another language. You need more than one of these skill types if you wish to know another language.


Physical
Balance is how well you can keep your center of balance while doing things like tight rope walking or moving around on uneven terrian.
Climb is how well you can support your body will climbing.
Drive Is how well you can drive a car.
Ride ishow well you can ride a mountable animal, like a horse.
Jump is how well you can propel your body forward and up.
Stealth is how well you can sneak past people.
Swim is how well you can move in water.
Brawl is how well you can fight unarmed.
Weaponary is how well you can fight with a weopon.


Special
Comming soon!


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How to Roll for a Skill Challenge


To roll for a skill is not as easy as combat...

For a skill related challenge: Post through roleplay what you are trying to acheive, then Post again your roll, with only your bonuses. Depending on your roll you react in a third post through RP, if you need help just ask.

Skill challenges require steps, three at most... sometimes more if you would like so it's easier, but it takes much longer. But the basic steps are usually: 1) for the set up, 2) for the process, and 3) for the overall result

The over all score that needs to be achieved for skill challenges. ( There will be a list that will list the over all scores and challenge ratings ) You add each result at the end of the challenge to see whether or not you succeed.

Example -

Makoto wants to bake a cake, the over all score needed to bake a chocolate cake after the steps are completed is 16.

Makoto was dead set on baking a cake for the boy she had been admiring for the past few weeks, smiling as she grabbed a cookbook she set it out on the counter so she could see the recipe. Reading over the recipe she looked all over for the ingredients she needed.

Makoto's player then posts a second time, rolling 1d10 and writing out all her bonuses to her cooking roll ( +2 for using a cookbook, +2 in her cooking skill = +4 to her cooking challenge ).

Now, keeping in mind that Makoto has an over all +4 to her intial set up, she needs to roll higher than 4 to find fresh ingriedents for her cooking challenge. ( Normally cooking something like a cake would be a 6, but since Makoto is using a cookbook it lowers the challenge rating )

Rolling a 1d10, she gets a 4 and the +4 she has to her roll. In total she gets an 8, which is really good and helps her find the freshest ingriedients giving her a +2 to her next roll.

Now with the results of her roll, Makoto can now respond through RP.

Having the cookbook with her made finding what she needed so much easier, she searched all over her kitchen finding fresh eggs, cocoa, milk, and all the other ingriedients she needed. Looking over the recipe again, she held the bowl and whisk in hand ready to begin!

Once more, she would have to roll adding all her bonuses ( now totalling a +6 ). The challenge is still a 4, only because she still has the recipe book in hand.

Makoto rolls 1d10, getting a 5 and the +6, giving her an 11. Which is very good! This means she followed the directions correctly, but she loses the first extra +2 bonus due to using the ingriedients.

Now, with the total results in hand she can respond again through RP, she adds the two results she has together 11 + 8 = 19. Which means she beat the challenge, she can end the challenge right now if she likes and through RP say she suceeded. Or, if she wants a higher score and a better tasting cake, she can continue. Once you beat the challenge score, a failure will not ruin the challenge, only a dramatic failure will.

Realizing this, Makoto's player decides to end the challenge here, not wanting to take the chance to ruin the cake and simply responds normally through RP.

She smiled happily, whisking the ingriedients in at the right order. Makoto took a huge deep breath, already smelling the chocolate from the large bowl. Pouring the batter into a few pans, she placed them in the oven and waited them to finish. After 20 minutes or so, Makoto removed the hot pans, the aroma of chocolate filled the room as she left them on a rack to cool. When ready, she decorated them with chocolate frosting and strawberries.

Moon Kingdom
Captain


Moon Kingdom
Captain

PostPosted: Tue Nov 13, 2007 9:24 pm


Powers and Abilities


The difference between a power and an ability is that an ability is consistent and always with you in and out of your "special form". Whilst a power can only be used once you have transformed.

Each character begins with 3 initial abilities at the infant stage:


  1. A six sense ( which at first will be as though they can sense strange things, but as they grow and progress it'll grow stronger to where they can sense danger and good and evil.)
  2. A natural ability to fight.
  3. An ability relating to the constalation/planet they are from, for the infected children it will be a ability relating towards the dark kingdom ( which can be anything from a natural ability to gain followers to being very scary)


As you progress through the stages you will be given opportunities to gain new abilities, powers, and other very speical things through RP in the form of a quest. Though exactly what this quest will be, will be decided based on how the Rp moderators have seen your character grow.

Powers in question are very interesting, because most are unique to each individual person. While some have have similiar in nature ( like healing ) can be done in different methods.

Abilties and Powers are treated like Skills, placing points into the power or ability. So how many points you have into one ability is what your bonus is to your roll.

How powers are used in combat are done as so -

Rolling a 1d10 and adding the bonus you have to your power. Treated lot like an attack roll, with different effects. What these effects are depends on the power.

Like, lets say, a fire attack. You would get automatic damage against someone who is weak against fire.
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Moon Kingdom

 
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