Post by Cate on Aug 25, 2017 13:56:53 GMT -8
006
Battle Guide
If your character ever gets into a fight with another character or NPC [NonPlayer Character | Controled by Admins] you will be using the Dice System.
Dice System
The Dice System basically is there will be a dice roll that determines how much damage comes from an attack. The number on the dice is called Damage Points [DP] and it corresponds to an outcome on a chart. The number The Dice Icon is located next to the Smiley Icon when you are in the full editor.
Health Points
Each Character starts out with 400 Health Points [HP].
- Depending on your stats you may have bonuses or decreased health points.
- Each Attack roll will deduct the number of Health Points by the number on the Die.
The Number on the die also indicates whether you hit on the right or the left and what has happened to the person being attacked.
Right or Left
If the number on the die is even you hit the right side of the person.
If the number on the die is odd you hit the left side of the person.
Determining the Damage
There will be charts broken down into various weapons. Find your weapon then down to where your number fits as well as where on the person you aimed for. The injuries change depending on the number of Damage points [DP | Number on Die] you rolled.
Making an Attack
To make an attack you need to state who you are attacking, what weapon is being used and where you are aiming. Then just click on the dice. If you have bonus points add them onto the end.
Bonus Points
As with health you can have bonuses and disadvatages based on your skill level. To raise your skill level you must train with that weapon.
Major Wounds
Please note that any major injuries to both hands [amputation or breaks] will mean that character may no longer use a weapon. If a characters legs are amputated or broken it will slow their motion.
Dodges, Blocks, Parries
Each of these will have a number [1-9] assigned to them each In Game day. They will be posted at the top table under the "Seasons" tab. All numbers ending in that number will be that sort of move if it applies to your character. Please note that some characters have the disadvantage that they cannot use the Dodge numbers.
Dodges- Doing something to not be hit by an attack usually involves physical movement [jumping back]
Blocks- This only works if you have some sort of shield in which you use the shield to block the attack.
Parry- This is where the attack is blocked by using a counter attack.
Escaping a Fight
To escape you will need a dice role. If the dice is over 50 your escape is successful and you may escape in the next post. If it is less than 50 then it will take you two posts to escape.
Example
Boy One || 400 HP
Boy Two || 400 HP
Boy One
[Attacks Boy Two | Sword | Head]
[+/- 0 || 12 = Shallow Cut][On right side]
Boy Two 388 HP
[Attacks Boy One | Throwing Knife | Torso]
[+/- 0 || 98 = Embedded Knife][On right side]
Boy One 302 HP
So on and so forth until the fight is over.
007
Movement Guide
This is a guide of how many posts it takes to move around the country. A Map of the Traviel Lands is found here
In general as a rule of thumb post at least twice with all characters in the thread before moving to a neighboring area.
From Pandarosa
To Photas Dendron: 2 posts per character
To Vimars via Fay Trails: 4 posts per character
To Radohha via Fay Trails: 4 posts per character
To Umbra Gaia via Fay Trails: 8 posts per character
To Infidus Hudor via Fay Trails: 6 posts per character
To Gapia via Fay Trails: 10 posts per character
To Lothiel: 8 posts per character
In subcategories two posts to move about the area.
From East Forest Border to Royal Woodland Border of Photas Dendron is 6 posts per person.
From Lothiel Border to Rolling Plains Border of Photas Dendron is 16 posts per person.
All of the Royal Woodlands: 5 posts per person.
All of the East Forest: 7 posts per person.
All of the Dark Forest: 5 posts per person.
All of the Rolling Plains: 6 posts per person.
All of Infidus Hudor: 3 posts per person.
On the Fay Trails throughout Photas Dendron [unnamed ones] two to four posts per person please.
008
Healing Guide
Every time a character gets injured they will naturally heal with each day. Each day they will be healed by half of their Damage Points [DP]
Character A has 300 HP and 100 DP by the next in game day this character will have healed by 50 points. Character A now has 450 HP and 50 DP. This will continue until the character is healed.
Factors that Effect Healing:
There are some Factors that will effect the rate of healing.
Infection will slow the process of healing. Every day your character is injured the Admins will role a dice to see if they get an infection [Dice=100. 50 and Below= no infection]. If your character has an infect they will take twice as much time to heal.
Bandages will lower chance of infection and add 3 HP
Stitches add 5 HP
Disinfectant will give your character very little chance of infection.
Characters with healing powers cannot heal themselves but will heal faster.
Species
Your Characters Creature can also effect rate of healing. Some species heal faster than others. This will be noted in the stats.
Healing Magic
Minor Healing | The ability to heal others. Can only heal minor wounds. 50 Damage Points and lower. Requires a Dice roll. 50+ successful -50 unsuccessful [high ranking will allow for higher percent]
Major Healing | The ability to heal others. Can heal any wound. 50 Damage points and more. Once mastered they can also bring back the recently deceased but it takes a lot of energy out of them. Requires a Dice roll. 50+ successful -50 unsuccessful
Healing: The ability to heal anything. Angels can also reserrect the dead with little physical consequence. Requires a Dice roll. 50+ successful -50 [50% healed]
009
Stats
When your character is accepted one of the admins will create a stats board for you. This will include your current abilities physically, your abilities with powers and your abilities with weapons. You will start out with a certain number and through training you may increase your stats.
Weapons and Powers
Experiance Points | EXP | Title | Results |
0-10 | No Skill | -15 Damage off of Dice Rolls |
11-20 | Very Poor Skill | -10 Damage off of Dice Roll |
21-30 | Poor Skill | -5 Damage off of Dice Roll |
31-40 | Poor Skill | -5 Damage off of Dice Roll |
41-50 | Average Skill | +|- 0 |
51-60 | Average Skill | +|- 0 |
61-70 | Skilled | +5 Damage to Dice Roll |
71-80 | Skilled | +5 Damage to Dice Roll |
81-90 | Very Skilled | +10 Damage to Dice Rolls |
91-100 | Very Skilled | +10 Damage to Dice Rolls |
101-110 | Very Skilled | +10 Damage to Dice Rolls |
111-120 | Talented | +15 Damage to Dice Rolls |
121-130 | Talented | +15 Damage to Dice Rolls |
131-140 | Talented | +20 Damage to Dice Rolls |
141-150 | Talented | +20 Damage to dice Rolls |
151-160 | Gifted | +25 Damage to Dice Rolls |
161-170 | Gifted | +25 Damage to Dice Rolls |
171-180 | Gifted | +30 Damage to Dice Rolls |
181-190 | Expert | +35 Damage to Dice Rolls |
191-200 | Expert | +40 Damage to Dice Rolls |
Powers
Powers can enhance physical abilities such as eyesight or strength and will be noted on your physical stats.
A character as stated above may only have a certain number of powers due to their species and subtype. Your First or Main Power will be your strongest. Any other power will decrease in strength by half. Example: Power 1= 200 Power 2= 100 and Power 3=50. When you have first created your character your Main Power will start out at 100 EXP. To increase you EXP you will have to either complete missions or train in training threads. To advance they must complete three Training Threads or One Mission. Each mission will have stated how many EXP points can be gained.
Weapons
Weapons are similar in the way that they use the above chart. They are also based on EXP like powers and similarly will be affected by the dice rolls. Unlike powers a character can start with two weapons at 100 EXP and then they will decrease by half like the powers. Some weapons may come with bonuses such as if a character is using a ranged weapon then it will take their opponent a certain number of post until they can attack back if they do not have a ranged weapon as well.
STATS
Experience Points [EXP] | Title | Results |
0-2 EXP | Poor | Negative Traits |
3-5 EXP | Average | No Advantages or Disadvantages |
6-8 EXP | Skilled | Small Advantages |
9-11 EXP | Talented | Medium Advantages |
12-14 EXP | Gifted | Large Advantages |
15 EXP | Expert | Huge Advantages |
01 There are five categories contained in your Stats: Strength, Speed, Endurance, Agility and Stealth.
02 When you create your character you will have a default amount of points that you can place in whichever category you would like. The number of points that you start with is dependent on your characters age.
Anyone younger than 5 years of age has 0 points.
Children ages 5 to Nine years of age have 5 points.
Preteens ages Ten to Twelve years of age have 10 points.
Teenagers to Adults have 15 points.
03 After the points are rationed out as you wish your character will have to train to raise their EXP just like their weapons and powers.
04 When a Character reaches a new level [age requirement] they will automatically get five points to place where they please.
05 Once a skill has maxed out through training the other stats will have a cap. The two lowest stats will freeze wherever they are and cannot advance. Your third lowest can only reach the maximum number in skilled and your second highest can only go as far as the highest number in talented.
06 If you want to be able to surpass the caps you will then have to go to the site store and buy more EXP points there.
07 If you need an example look below:
So say you have a preteen character with stats as shown.
Strength: 0
Speed: 2
Endurance: 2
Agility: 2
Stealth: 4
And now that preteen turns into a teen [13 years]. +10 EXP
Strength: 0 +2= 2
Speed: 2 +0= 2
Endurance: 2 +0= 2
Agility: 2 +1= 3
Stealth: 4 +2= 6
She uses training threads to get more points. +10 EXP
Strength: 2 +1= 3
Speed: 2 +1= 3
Endurance: 2 +1= 3
Agility: 3 +2= 5
Stealth: 6 +5= 11
They train some more in the threads. +10 EXP
Strenght: 3 +1= 4
Speed: 3 +1= 4
Endurace: 3 +2= 5
Agility: 5 +2= 7
Stealth: 11 +4= 15
She has now reached her 15 points in a section. The cap will now start to apply to her other stats.
Strenght: 4 This skill cannot advance
Speed: 4 This skill cannot advance.
Endurace: 5 This skill can advance three points to 8.
Agility: 7 This skill can advance by four to 11.
Stealth: 15 This skill is maxed out.
training and Powers?