Rules of Engagment.   Posted by Manic.Group: 0
 GM, 22 posts
 Is an acronym
Wed 18 Aug 2010
at 05:40
Rules of Engagment
Rules To Determine Combat In This Game:

- The dice roller has its default preset to a d6, d100, which is exactly what you need to roll for each normal turn.  Some abilities require different rolls, which you will do as required.

- Damage in this game is determined by a 1d6 with reroll max turned on. Any number hit between 1 and 5 is considered a normal hit, and does damage by the die rolled X your attack stat. If a 6 is rolled on the first die and the die is rerolled (up to 12 total), then you get to perform a critical hit, and the damage is dealt by the same formula.

- In addition to this, a 1d100 is rolled as well. This is your evasion roll. Natural evasion for everyone is when you roll a 15 or below. Depending on your speed stat and your opponent's speed stat, this number will raise/drop by 5 each time. If you have 1 point more in speed than your opponent, your chance to evade rises to 20. 2 points higher, it rises to 25 (max). Vice versa, if you are a point lower in speed than your opponent, your evasion drops to 10 or lower. If you roll a 100, you're awesome.

- As you've noticed by the character sheet, you get to have Passive Abilities and Active Abilities:

----Passive Abilities are abilities that are always present whenever you're in a fight. They cannot be turned off (but you might be able to get an upgrade to do that...) and generally don't drain SP throughout the fight. If the ability is strong enough and you've sunk enough time and work into it, then you may be able to increase its output with a little SP upkeep cost...

----Active Abilities are abilities that you use once per turn for an amount of SP. It will be determined upon the creation/acquiring of an ability the SP cost of using it once.

- All abilities in this game are purely character-created, I will not make any abilities for anyone in the game myself (but I will help you out if you need suggestions). This is where your creativeness comes into play with the game, allowing you to make your character completely unique and fun to play. Just as a couple suggestions from the top of my head (and from previous characters), here are a few:

Cost: 15 SP
Description: Sacrifice an attack to heal 30 HP to yourself.

It Ate My Money!
Cost: Passive
Description: Whenever [The Ice Cream Machine] rolls a 1 for an attack, it deals damage and steals $0.25 from the enemy.

Cost: Passive
Description: Whenever Crash Bandicoot rolls a critical, he attacks himself with it.

- Because you are free to make as many suggestions as you want for your abilities, I ask that you only send me 3 at a time. This way, I can have more focus on testing and QA'ing them for game use. I've had people send me entire lists in their PMs and I didn't get around to a quarter of them.

- Turn order goes something like this:
----Passive Abilities
----Active Abilities

The character with the higher speed stat will have each individual component calculated first.  So, for example, if two players are fighting and both have passive abilities, the player with the higher speed-stat has his/hers taken into account first.  Likewise, item use, active abilities and attacks are calculated in the same fashion.  If there is a speed tie, then the actions have equal priority.  If this causes an issue where the fight will be decided based on an action and the players have equal speed, then the player with the lower attack roll will go first. If these are equal, then the player with the lower evasion roll will go first.

- Each fight is put into a new thread for those two (or 4, in the case of a team fight) characters to post only. Each character will post for their turn then wait for a GM to list the resulting HP and SP after each turn, again with the faster character's actions occurring first. After this GM post, players can then post again for the next turn.

- At the end of a turn, each character regenerates 3 SP if they are below their max SP count.

- Unless the description of the item states otherwise, only one item may be used per turn.

This message was last edited by the GM at 17:34, Sun 25 Sept 2011.

 GM, 2 posts
Wed 18 Aug 2010
at 05:46
Re: Rules of Engagment
Whenever you start a fight, please post your stats and any passive abilities that you have.  See an example below.

HP Level 2: 120
SP Level 1: 20
Power Level 2: 2
Speed Level 3: 3

Passive Abilities:
Onimusha Gauntlet
Description: The gauntlet of the Onimusha is used to gather souls brought from the slaying of demons in order to enhance the powers of the wearer. Whenever Samanosuke wins a fight, he receives $1d15+10, instead of the normal amount.

Also, make sure to list an active ability whenever you choose to use it in a match.

This message was last edited by the GM at 18:25, Wed 18 Aug 2010.

 GM, 550 posts
Sun 15 May 2011
at 20:46
Re: Rules of Engagment
From a competitive standpoint, I can easily see the allure of waiting to post second.  You have the advantage of knowing if another player will evade, what sort of abilities s/he will use, etc.  Regardless, it is important to attempt to play in character at all times.

For example, if you are in a doubles match and have been attacking the same person for the entire fight, if that character suddenly has a successful evasion roll, would you change your target instantaneously?  In actuality, no.  You would not have that advantage in a real, or even most imagined, fights.  Therefore, I urge you to attempt to post as honestly and in-character as possible.

Try your best to follow the flow of the match and roleplay as effectively as possible.  Obviously you may change targets and use skills wisely.  I am not suggesting otherwise; however, be careful not to use your out-of-character knowledge to break the game.