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Posted: Sun Jan 23, 2011 5:23 pm
Table of Contents DiceThis section will explain fighting dice and how to determine how much damage will be taken pre-turn. It will also go over Healing Dice, which will determine how much a character is healed pre-turn. ExamplesWill give you examples of the fighting dice and healing dice. In the First Example it shows how to make a post using the system, and what should be in each post. LevelsWill list each position and show the health points and distribution point ladder, pre-level. How to LevelExplains how each position levels up. There are a number of ways to get to the next level. Some positions are harder to level then others. I apologize for all the reading that you'll find here. I've come up with a system to approve fairness and also it gives your character something to work for. This eliminates everyone having super powered characters right from the beginning. Everyone starts as equals here and will grow. Depending on how active you are will determine how quickly your character gets stronger. There is some math but no worries its only subtraction and addition. If you have any questions, or don't understand any part of this. PM Doji Satsume. Or ask in the OOC Room
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Posted: Sun Jan 23, 2011 5:30 pm
Table of Contents Dice Examples Levels How to Level
Fighting Dice For this system we will be using the Action Post button, click the drop down button and you will see: Roll Dice. You will start with a 4 sided dice with number of dice being 1. (see How to Level bottom of the page to see how to increase that number) Make attacking post with the Dice Roll Each fighting character has a certain amount of attack and defense points. Add attack/weapon points to the number of dice you rolled. Hang on to this number. Your turn is complete. From here on out it gets a bit different. The initiator starts the fight with an attack post using 1 dice. All other will have both defense and attack in one roll. To keep things moving smoothly and quickly, without random rolls in between. Opponent will then roll for defense and counterattack. Which ever sided dice you are using, roll 2 of them. Do not use the total. The first dice number in bold will be used for defense; the second dice in bold will be used for attack. This is so that the defender does not have to post a defending paragraph and then right after an attacking paragraph. We are combining it for quickness and convenience. Ex. Defense/counter attack. Using 4 sided dice. 2 dice. 1 dice comes out 4 the other comes out 3. 4 is what you use for defense. 3 will be the attack. Add defense points to the first dice. That will make your defense sum. The second number added to your attack points makes your attack sum. Compare your defense number to the opponent's attack sum number. If the attack sum is higher then the defense, their attack goes through and will hit for their full attack sum. If the defense number is higher then attack, a block, deflect, or dodge has been successful. Next turn. Repeat the steps above. Defense will always be the first dice number. Attack will be the second number. Example: Attacking character A has +2 attack and +1 defense. The defending character B has +3 attack +3 defense. Say the dice roll says 2 on a 4sided dice. Add the attacking character A's attack points to the sum rolled. 2+2=4 The defending character B rolls 2, 4 sided dice. The first dice is a 2. The second dice is a 4. The first dice is B's defense dice so 2+3(from defense points). 2+3=5 The second dice is B's attack dice so 4+3(from attack points) 4+3=7 Now we compare A's attack number to B's defense number. A's attack is 4 and B's defense is 5. Defense is the higher number so no damage is taken. Now to send damage back, using B's attack sum. 7. Character B sent an attack of 7 to character A.
Next post, Character A's turn again. Character A now has to defend and counterattack back. Character A rolls 2, 4sided dice. First dice is 3. Second dice is 3. First dice is A's defense dice. 3+1(from defense points) 3+1=4 Now we compare 7(from Character B's attack) and 4 (A's defense sum) Attack 7 is higher then defense 4 so character A takes 7 damage. Now A sends damage back. Second dice is attack dice. 3+2(attack points) 3+2=5 An attack of 5 is sent to Character B.
Ex. With Weapon/whip/herbs and shield/armor/aura. (see Descriptions-Items for more info on the items above) Character A: +2 attack +1 defense +1 weapon + 1 shield. Character B: +3 attack +3defense +1 weapon +1shield. Character A attacks: Rolls a 3 on the dice. 3+2(from attack points)+1(from the weapon)=6 Character B rolls to defend and attack back: Rolls 2 on the first dice. Rolls 4 on the second dice. 2(from defense dice/first dice)+3(from defense points)+1(shield)=6 Character A's attack of 6 is fully deflected. No damage. Character B attacks back: 4(from attack dice/second dice)+3(attack points)+1(weapon)=8 Character B sends an attack of 8 to character B. When your health points reach 0; you are not necessarily dead...but the match is over and the final decision rests with the higher ups; unless the area you are fighting has details about the outcome. If you live, or have won but are wounded you must find a healer to regain health points. If there is no healing characters available, you may post in the default Ludus. Post there about going to a Medicus. Wait one real life day and you'll be fully healed. (You don't have to have your character sitting there the entire day. Once you post getting attention from a Medicus you can return to the Ludus or Slave Market and go back to posting with the others. You can not level or fight again until you are fully healed.) If sparring and health reaches 0, you are just considered battered, bruised, or possibly passed out. (Health will automatically be refilled; -5 health points and you can spar again. Be careful because each spar will take 5 health points, even if dice system is not being used. However it doesn't effect your ability to level or fight. Just watch it...or you might end up knocking yourself out by accident. If you do you will not be able to spar again until the next day.)
Healing Dice Healers dice are a bit simpler and require only 1 dice, unless they decide to fight. They have power and rest points. Power points heal others, and can also inflict damage if they happen to get in a fight. Rest points determine how many times you can heal and act as defense points in a fight, but they can be used up. They replenish every real life day. Start with a 8 sided Dice. (it drops to 4 if actually fighting, see Levels for number increases or decreases.) Roll the dice and add power points to determine how much you heal others Ex. Dice comes out to 5 and healer has +3 power. 5+3=8 Other character gets healed for 8 However healing drains the healer. Subtract 1 rest point. To heal again will use up another. You start with 4 (see Levels for increases) If a Healer wants to fight, follow the guide lines of the Fighting Dice.
( The Dice only has to be used in the Arena, Coliseum, and Pits. Its optional if you are just practicing in the Ludus or Slave Market. Healers can either use the Dice to heal or wait a real life day to heal. Only works for healers, healing themselves.)
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Doji Satsume rolled 1 4-sided dice:
4
Total: 4 (1-4)
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Posted: Sun Jan 23, 2011 5:40 pm
Table of Contents Dice Examples Levels How to Level
Fighting Example: Health: 20Argon steps into the arena with his weapon and shield. His feet wrapped in tight leather up to the calf, shifts across the sand. His eyes meet his opponent. A blood thirsty holler is released and he dashes forward kicking up dirt. He lifts his shield to protect his face as he gets in close to his opponent. Left arm thrusting from around the steel protection, slashing for the man's cheek. Attack +4 Defense +2 4+4=8 (current attack) ..... Making a Post Make sure you have the attack, defense, power rest, items and health in your post somewhere. Which ever combination is attached to that character. Before you type up a post. Roll the dice first, calculate, and then go back and edit, putting in the words for the post. This way your actions will be determined by the outcome of the numbers. For Ex. If you post and roll at the same time, the dice might end up where you take no damage...but in your post...you say you got cut, and well that wouldn't look right. Put the calculations at the bottom, that way it makes it easier for others to quickly reply and easier to follow. The more damage you take the more blood should be spilled, the slower your character will move, bruises may appear, bones might break. For Ex. you take 10 damage...you shouldn't simply be shrugging it off. Depending on the level of your character 10 can be alot. If you only have 20 health points to begin with 10 damage is a devastating blow; with a high possibility to break a bone...or cut it clean off.
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Doji Satsume rolled 2 4-sided dice:
1, 2
Total: 3 (2-8)
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Posted: Tue Jan 25, 2011 1:11 pm
Fighting Cont'ed: Health: 20-8=12 Uahe entered from the other side of the ring. Squinting from the transition from dark to light. He blinked and the picture cleared. The crowd was roaring all around him, waving their arms, and the male in front of him yelled. Throat emitted a growl back. Holding two swords, one in each hand he stalked forward. The shield came out and hit him in the chest. He spun off of it, taking a clip to the cheek. Blood began to trickle from the small wound. Swords were aimed at the man's shield arm while it was still thrust out. Attack +3 Defense +3 ....
3+1=4 (defense sum) 4+4=8 (damage taken) 3+2=5 (current attack)
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Doji Satsume rolled 2 4-sided dice:
2, 2
Total: 4 (2-8)
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Posted: Tue Jan 25, 2011 1:25 pm
Fighting Cont. Health: 20-1=19
Argon saw the flash of steel heading towards the exposed part of his shield arm. He quickly tucked his elbow behind the round barrier. A whoosh was felt near his arm, but the blade only caught some of the leather gauntlets. He would shift the shield outward, in order to push the forward moving blade to the side. This would open the man up for attack. Bending on knee, he dipped himself forward, in order to dip under the second sword. Plunging his blade into the created opening, aiming to stab the sword into the man's gut. Attack +4 Defense +2
....
2+2=4 (defense sum) 5-4=1 (damage taken) 2+4=6 (current attack)
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Doji Satsume rolled 1 8-sided dice:
8
Total: 8 (1-8)
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Posted: Tue Jan 25, 2011 1:57 pm
Healing Example: Tiona was sitting humming to herself, while working small delicate hands to clean up the Domina's table. A messenger would come telling her that someone had been wounded. She nodded, offering a small bow, and flowed down the steps with grace. Bare feet silent as they stepped down the stairs. She entered the fighting barracks, and a few turns later came to the room set aside from the rest. On a stone table was a man bleeding from his chest. He was gargling incoherently. A hand would move to his forehead to check his temperature. He was sweating profusely. A gentle smile was given. 'You'll be just fine Sir, and ready for battle again in no time.' The petite lady would gather a bucket of cold water with a fresh cloth inside. She wrung it out and wiped the blood from his wounds. Next she opened a sack of medical items. Swift fingers worked at stitching and bandaging the gash. Finishing up she put some powdered herbs inside a cup of water and poured it into his mouth. It would help him sleep through the pain. Power + 2 Rest 4-1=3 (Each heal takes away 1 rest)
Person regains 9 Health Points (2+8=9)
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Posted: Tue Jan 25, 2011 2:00 pm
Table of Contents Dice Examples Levels How to Level Levels
Fighting Slaves - Attack and Defense level 1: 4 sided dice 1 dice. 2 points to distribute. Health: 15 level 2: 4 sided dice 1 dice. 2 points. Health: 15 - level 5. level 5: 4 sided dice 1 dice. 2 points Health: 20 -level 10. (chance to become Gladiator becomes available) level 10: 4 sided dice 1 dice. 2 points Health: 25
House Slaves - Power and Rest level 1: 8 sided dice. 1 dice. 2 points. Health: 20 (Rest points start at +4) level 2: 8 sided dice 1 dice. 2 points. Health: 25 (Rest points = +4) -level 5. level 5: 8 sided dice 1 dice. 2 points Health: 30 (Rest points +4) -level 10. level 10: 8 sided dice 1 dice. 2 points. Health: 35 (Rest points +4) (Drops to 4 sided dice when fighting)
Gladiators - Attack and Defense/ Weapon and Shield level 1: 6 sided dice. 1 dice. 3 points. Health: 25 -level 5 level 5: 6 sided dice. 1 dice. 3 points. Health: 30 -level 10 (At level 10 choose to continue leveling or become a Guard) level 10: 6 sided dice. 3 points. Health: 35 -level 15 level 15: 6 sided dice. 4 points. Health: 45 -level 20 level 20: 6 sided dice. 4 points. Health: 50
Guard - Attack and Defense/Weapon and Armor level 1: 6 sided dice. 1 dice. 4 points. Health: 40 -level 5. level 5: 6 sided dice. 1 dice. 4 points. Health: 45 -level 10: 6 sided dice. 1 dice. 4 points. Health: 50
Medicus - Power and Rest/Herbs and Aura level 1: 10 sided dice. 1 dice. 5 points. Health: 45 (Rest points +7) -level 5 level 5: 10 sided dice. 1 dice. 5 points. Health: 50 (Rest +8 ) -level 10: 12 sided dice. 1 dice. 5 points. Health: 55 (Rest Maxed +10) (10 sided dice drops to 6, 12 sided dice drops to 8 when fighting)
Doctore - Attack and Defense/Whip and Armor level 1: 8 sided dice. 1 dice. 6 points. Health: 55 -level 5: 8 sided dice. 1 dice. 6 points. Health: 60 - level 10 level 10: 8 sided dice. 1 dice. 6 points. Health: 60
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Posted: Tue Jan 25, 2011 2:01 pm
Table of Contents Dice Examples Levels How to Level How to Level
Fighting Slaves Inside a Ludus level 1 - 5: 4 posts about working out will give you a level. Or. For every 3 spars you level or for every 2 arena fight. or 1 training session with a Doctore. 1 Pit fight. (1-5 doesn't mean you jump straight to five. The method just doesn't change until you are level 5) level 5-10: 5 exercise posts. Or 4 spars. Or. 2 arena fights. 2 sessions with Doctore. 1 Pit fight. = level.
In Slave Market level 1-10: 6 exercise posts. Or. 4 spars. Or 1 Pit fight. = level (arena fights are not open to unowned slaves, but the Pits is.)
House Slaves level 1-10: Every complete healing of another person's character will get you a level. (includes healing yourself) Or 3 completed tasks given by a higher rank.(can be a NPC if no one is on to give you one) 1 lesson from a Medicus.
Gladiators level 1-5: 5 exercise posts. Or. 4 spars. 3 arena fights. Or. 2 Doctore sessions. or. 1 kill. Or 1 Pit fight. = level. 5-10: 6 exercise posts. or. 5 spars. 4 arena fights. 3 Doctore sessions or. 2 kills. 1 coliseum fight, or 1 Pit fight. 10-15: 7 exercise posts. 6 spars. 5 arena fights. 4 Doctore sessions. 3 kills. 2 Coliseum fight. 1 Pit fight = level. 15-10: 8 exercise posts. 7 spars. 6 arena fights. 5 Doctore sessions. 4 kills. 3 Coliseum fights. 1 Pits fight. = level
Guard level 1-5: 5 exercise posts. or. 4 spars. or 2 Doctore session. 1 broken up fight. level 5-10: 6 exercise posts. 5 spars. 3 Doctore sessions. 2 broken up fights.
Medicus level 1-5: 4 completed tasks. 2 complete healings. Leveling another characters level by 1 will earn yourself a level. 5-10: 5 completed tasks. 3 complete healings. Leveling another healing character 3 times. (doesn't have to be the same character)
Doctore level 1-5: 6 exercise posts. Leveling another character 3 levels. 4 arena fights. 1 coliseum fights. 5-10: 6 exercise posts. Leveling another character 4 levels. 5 arena fights. 2 coliseum fights.
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