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Because Nobody Deserves To Be Forgotten... 

Tags: Kingdom Hearts, Nobody, Organization XIII, Organization 13 

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Player's Guide to WOTF

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ArchAeon
Captain

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PostPosted: Sun Jan 10, 2010 9:47 pm


A Player's Guide to War of the Forgotten


Hello gamers! This is the full Player's Guide to War of the Forgotten! Here lists all of the rules, system, and details to the RP, wonderfully organized in sections. Now you don't have to dig through the massive first post of the RP itself to find a rule call.

Work In Process!

Post 1
- Introduction
Post 2
- Plot
Post 3
- Rules
- Basic Gameplay
Post 4
- Battles
~Attack
~Magic Attack
~Initiative Defend
~Post Setup
~Critical Hit and Critical Fail
~Gummi battles
Post 5
- Status Effects
- Buffs
Post 6
- Items and Shops
Post 7
- Synthesis
PostPosted: Mon Jan 18, 2010 11:53 am


Plot:


The Nobodies have returned from the Dark Realm (Don’t ask how, it’s irrelevant) to reclaim their hearts and restore Kingdom Hearts to it’s former glory. They will go on missions to destroy heartless and collect the hearts that they hold. To become whole again is their goal, and this time, they hope to stay alive in order to achieve it.
However, the Nothings, abominations that are Nobodies forcefully rejoined with their Heartless, but still lacking their hearts, are on an endless hunt to find what they lost. To ensure that they gain control over Kingdom Hearts, they will stop at naught to get it. Anything is legal in the eyes of a Nothing, and they will slaughter all in their way and leave destruction in their wake. They follow the commands of The Master, an unseen controller and creator of the Nothings. He is cruel and forces the Nothing’s loyalty, whether they are willing or not.
A few weeks ago, the first trainees (Your PC’s) arrived in their worlds, and have been under the guidance of their superior ranks.
The Nobodies are housed in the Castle That Never Was (TCTNW), based in The World That Never Was (TWTNW). The Nothings are housed in The Castle of the Forgotten (TCOTF), based in The World of No Return (TWONR),
Remember, this RPG has no connections to the ‘Playing Around in Twilight Town’ RPG. However, if your character had a relationship in there that you would like to carry over to this one, you may do so.

ArchAeon
Captain

7,200 Points
  • Citizen 200
  • Elocutionist 200

ArchAeon
Captain

7,200 Points
  • Citizen 200
  • Elocutionist 200
PostPosted: Mon Jan 18, 2010 11:54 am


Rules:


I will have no god-moding, no Mary-Sues/ Gary-Stues, no cheating, no complaining, no arguing, and the such.
All whiners will receive a large chunk of CHEESE.
All Mary-Sues/ Gary-Stues will be met with my most nastiest nasty of all, and thus will follow a horrible fate.
Follow TOS (Duh!).
Follow my rules and gameplay rules.
If you have to take an extended leave, inform me and I will give your character something to do in the meantime.
If I pull you from the RPG for a short period of time due to misconduct, your character will be given chores by Xemnas himself, which they will be stuck doing until I allow you back. This means that they will not go on missions whilst doing chores.
If I ban you from the RPG permanently, your character will be given their death. They will NOT come back. Ever.
Your characters, by any other means, will not die unless the player gives permission. If your character does receive their death, they cannot come back. Ever.
Please keep the Yaoi/ Yuri to a minimum.
Please keep the crude language to a minimum. Only one swear word per post if you must have one. And no ‘F’ word, and no ‘G. D. it’s. You know which ones I mean.
No sex. At all. Period.
Please be literate!
If you have withdrawn or have been pulled from the RPG, PM me and ask if you can rejoin. I will unlock your character and you will start before the next mission, after the current one has ended (meaning when all Nobodies and Nothings are back at their home castles.)
I can add rules any time I wish because I am the Crew Member and DM of this RPG.
Do not make decisions concerning The Master without consulting me. Actually, do not make decisions concerning him at all because he is my NPC!

Game Play:

I, ArchAeon, will play all NPCs, which include all cannon characters from the games, as well as my PC’s.
You, as the players, will play the characters that you have personally created. You posted profile and history, I gave them powers to battle with.
The Nobodies will travel to the different worlds to collect hearts from the Heartless, while the Nothings’ jobs are to stop them and steal the hearts for themselves. On all missions, there will be two NPC Organization XIII members assisting the PCs. At least one of these will be from the first six members, excluding Xemnas, for he will never be attending a mission, unless a very very special mission is called for. All Nothings, excluding The Master, will be attending the missions to stop the Nobodies.
After each mission that you go on, you will receive Experience Points. As you gain ExP, your character will level up and grow stronger. Also, as you level up, your character will also gain more Special Attacks. More Special Attacks mean more awesome stuff that you can do!
Level up: 1,500 x your character's current level
In any post you make, you will always specify where your character is. Your post should look like this:

Player

(Insert World here, insert location here) --- (Always three lines because I’m picky and I want to make sure you read the rules.)

(Insert post body here.)
PostPosted: Mon Jan 18, 2010 11:55 am


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 Fail

When 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.

ArchAeon
Captain

7,200 Points
  • Citizen 200
  • Elocutionist 200

ArchAeon
Captain

7,200 Points
  • Citizen 200
  • Elocutionist 200
PostPosted: Mon Jan 18, 2010 11:56 am


Status Effects


Color code:
Status Effect
KO'd
Buff

Characters may suffer different status effects in battle. These may cripple them, deal damage, or simply hinder they're ability to do specific tasks. They will last for different lengths of time, and some can only be cured by specific means.
A character suffering from a status effect must have the status effect listed next to their name in GREEN.

Status effects are as follows:
Berserk – Can only use physical attacks. Cannot use magic, abilities, or skills. Must attack every turn.
Blind – 50% chance of missing. Roll percentage dice (two D10s): Call high or low. Failure results in missed attack.
Confuse – Character cannot differentiate between friend or foe. Roll Percentage dice (two D10s): Call high or low. Failure results in attacking an ally or self.
Death – Character is reduced to 0 HP in ten turns. Must use a Phoenix Down or Life to revive.
Oil – Character takes double damage from Fire.
Paralyze – Character cannot attack until unparalyzed. Roll D20 each turn: 11+, paralyze is removed.
Petrify – Character is turned to stone and cannot attack. Casting Break will reduce character to 0 HP. Counts as Death if party has fallen.
Poison – Character loses 5% HP per turn they take until they reach 0 HP or are healed.
Silence – Character cannot cast magic.
Sleep – Character is inactive until awoken. An attack awakens a sleeping character.
Slow – Character can only go every other round, and movement is halved.
Stop – Character is inactive and immobilized.
Zombie – Character takes damage from curatives and heals from death magic.


A character that has reached 0 HP will be at KO'd status. While KO'd, they are inactive until revived by use of a curative item or spell. When they reach 0, they may not take any action during the turn that they are KO'd, and must instantly become inactive. A character that is KO'd will have this listed next to their name in RED

Buffs


Characters may also cast buffs on each other if they have the appropriate means to do so. These last for the stated time and are usually removed by Dispelling magic or the character hitting 0 HP.
A character using a buff must have the buff listed next to their name in BLUE.

Buffs are as follows:
Haste – Character can go twice per round, movement is doubled.
Protect - Halves magical damage recieved (4 turns)
Reflect - Negates the damage and/or effect of a magic spell. (4 turns)
Shield - Halves physical damage received. (4 turns)
PostPosted: Mon Jan 18, 2010 11:59 am


Items and Shops


Shop Keepers/Moogles:
Attacking or ingesting a shop keeper/moogle will deal the attacker or ingester 50 points of flaming damage, as well as indigestion and possibly diarrhea. Killing or incapacitating the shop keeper/moogle will not grant you any sort of extra items, Munny, or price-cuts, and your character will lose 100 ExP because they take a fireball to the face.

Item Index:
Potion - Recovers half D-20 Roll in HP. Does not recover Stamina. One use only.
Hi-Potion - Recovers D-20 Roll + 5 in HP. Does not recover Stamina. One use only.
Mega-Potion - Recovers D-20 Roll in HP to up to three characters, chosen by user. One use only.
X-Potion - Recovers HP up to full. One use only.
Ether - Recovers half D-20 Roll in Stamina. Does not recover HP. One use only.
Elixer - Recovers D-20 Roll HP and half D-20 Roll Stamina. One use only.
Antidote - Removes status effects and/or lowered stats (Strength, Defense, Magic). One use only.
Phoenix down - Revives the carrier of this item up to full HP. The holder of this item must be unconscious for three turns (posts by player) for this item to activate on it's own. One use only.

ArchAeon
Captain

7,200 Points
  • Citizen 200
  • Elocutionist 200

ArchAeon
Captain

7,200 Points
  • Citizen 200
  • Elocutionist 200
PostPosted: Mon Jan 18, 2010 12:04 pm


Synthesis


~Coming Soon~
PostPosted: Mon Jan 18, 2010 12:08 pm


~Coming Soon~

ArchAeon
Captain

7,200 Points
  • Citizen 200
  • Elocutionist 200
Reply
War of the Forgotten

 
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