Battles:
When your character is in a conflict, you will roll dice to take action.
During battle, each character can take one movement and one major action (an attack, use of an item, or something that would take up at least five seconds-worth of time). A character an talk as much as they want per turn, but try to keep monologues to a minimum unless your character is an over bloated cheesecake with a major in speech and a minor in BS.
The specified dice roll ( DR) is as followed:
Attack : D-20 – For an attack to succeed, you must roll an 11 or higher. If you roll 10 or lower, the attack fails and no damage is dealt.
- When rolling for the success of an attack, divide your Attack Power by four (4), and add that resulting number to your roll. This does no alter damage dealt, but may make a difference if you hit or not. Round to the nearest whole number.
- To calculate damage, add your D-20 Success Roll (excluding the modifier) with your Strength. After this is added, divide the answer by four. This is the damage dealt.
Example: D-20 Roll = 13, Strength = 17
13 + 17 = 30
30 / 4 = 7.5 = 8. (Round to nearest whole number.)
Target receives 8 points of damage.
- If your target's Defense is higher than your Strength, then do not add your Strength to the equation, only divide your D-20 Roll by 4.
Example: Target's Defense = 19, your Strength = 14, D-20 Roll = 16.
16 / 4 = 4.
Target receives 4 points of damage.
Magic Attack : D-20 – For a Magic Attack, which includes any use of magic or special powers, to succeed, you must roll an 11 or higher. If you roll a 10 or lower, the attack or effect fails and nothing happens.
- When rolling for the success of a special effect, divide your Magic power by four (4) and add that resulting number to your roll. This does not alter the strength of the effect, but may make a difference if you succeed or not. Round to the nearest whole number.
- When you or an opponent uses a Magic Attack, refer to the character’s profile to find out what effect happens, or what dice to roll. If damage is dealt, follow this equation:
Add your D-20 Roll (minus Magic modifier) with your Magic power, then divide the answer by four.
Example: D-20 Roll = 18, Magic = 13.
18 + 13 = 31
31 / 4 = 7.75 = 8
Target receives 8 points of damage, along with effects.
Special Attacks : When a character uses a Special Attack, that character's Stamina is reduced by the amount specified in the Character's Profile.
Initiative Defend:When a character feels that they are in danger, they may make an 'initiative defend,' where they foresee an attack and defend themselves from it.
This only lasts for one post (the post following yours). In OOP brackets '(...)' you state that you are enabling an initiative defend ( Example: I think this guy's gonna swing at me, I'm preparing to defend.), the post before the opponent attacks. If the opponent does in fact attack, then your character blocks the attack. When the opponent rolls their D-20 success roll, they must roll and natural 18, 19, or 20 to penetrate the defense. If they do in fact penetrate it, they only deal half of their strength modifier, without the roll modifier.
This can be used at any time, but I highly suggest it be used in moderation. If I see this used constantly, I will remove it because then it's cheesy and it will annoy me.
This can be used in place of an attack. You cannot defend and attack or use powers in the same post. You can defend with either your weapon, your powers, or by something else (aka grabbing the nearest whatever and using it as a shield).
Post Setup for Battles:During all battles, list your character’s stats on the top of your post, beneath your location. Do not alter the stats in the character’s profile.
Quote:
Location---
Hp: Current / Base (Usual)
Strength: Current / Base (Usual)
Defense: Current / Base (Usual)
Magic: Current / Base (Usual)
Stamina: Current / Base (Usual)
If a character’s Hit Points (HP) reaches five (5) or lower, that character’s Stamina drops by half.
If a character’s Hit Points (HP) reaches zero (0), that character instantly falls unconscious, and can no longer battle, speak, move, or do anything else, unless revived by use of a spell, Potion, or any other healing effects.
If a character’s Stamina reaches five (5) or lower, that character will become weakened and frightened, and will be reluctant, but not refuse, to battle. When this time comes, the player will roll a D-20 for an adrenaline rush. If you roll an 11 or higher, the Stamina will recover to ten (10) points. If you fail, they drop to zero.
If a character’s Stamina reaches zero (0), that character will no longer have the strength nor the will to fight, and will try to flee the area.
Critical Hit and Critical FailWhen making any D-20 roll, if you roll a natural twenty (20), you have rolled what is called a Critical Hit. When this is achieved, your attack does double the damage or effect that it originally deals.
Examples:Attack: An attack deals 5 points of damage, and a 20 is rolled, it instead deals 10 points of damage.
S. Attack: If a special attack reduces defense power by 5, it instead reduces it by 10.
However, if a natural one (1) is rolled, this is a Critical Fail. When this is achieved, another D-20 is rolled. If a 1 through 10 is rolled, the attacker inflicts their damage or attack upon themselves. If an 11 or higher is rolled, they inflict their damage or effect upon the nearest ally.
Gummi battles:The Gummi Ship and enemy ships will have stats displayed just like a normal battle. But instead of the usual, it will have HP (Hit Points), Power (Cannon fire strength), and Charge (How many charged shots you have until you run out. Heartless ships do not have these). If the Gummi Ship reaches 0 HP, the ship crashes and you start over. Only two Trainees can actively use the canons during these battles. No ExP will be given for Gummi battles, but these battles will be very short.
To fire a cannon, the operating Trainee will roll a D-20. They will then add the Gummi's Power modifier (in parenthesis) to their roll for success. If the attack does succeed, add the Power base to the D-20 roll and divide by 4 to calculate damage.
Charged Shots either hit or miss, no modifiers. It deals half the D-20 success roll.
As well, during Gummi battles, a trainee not operating a cannon can assist in repairing the ship. The Trainee doing so will roll a D-20, result is 1/3 of the roll. Only one Trainee can repair during flight, but can repair as many times as needed.
Special powers and weapons cannot be used in Gummi combat.
If you Critical Fail using the cannon, the control panel blows up and the cannon is no longer usable for the remainder of the flight.
If you Critical Hit with the cannon, it instantly destroys an enemy vessel.