Rules of the Game

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Rules of the Game

Quote

Post by Pollyester »

Dice Referal

The following is a guide to quickly look up rolls for the characters. When adding up the Statistic Bonus + the Skill + any Adv Skill and/or Feat, this will aid you in calculating quickly what your roll is.

The game at lowest lets you roll a 1d20.

1d20 - You have +9 or less when all is tabulated
1d30 - You have 10 to 14 points to roll with.
1d40 - You have 15-19 points to roll with.
1d50 - You have 20-24 points to roll with.
1d60 - You have 25-29 points to roll with.
1d70 - You have 30-34 points to roll with.
1d80 - You have 35-39 points to roll with.
1d90 - You have 40-44 points to roll with.
1d100 - You have 45-49 points to roll with.
1d110 - You have 50-54 points to roll with.
1d120 - You have 55-59 points to roll with.
1d130 - You have 60-64 points to roll with.
1d140 - You have 65-69 points to roll with.
1d150 - You have 70-74 points to roll with.
1d160 - You have 75-79 points to roll with.
1d170 - You have 80-84 points to roll with.
1d180 - You have 84-89 points to roll with.
1d190 - You have 90-94 points to roll with.
1d200 - You have 95-99 points to roll with.
1d210 - You have 100-104 points to roll with.
1d220 - You have 105-109 points to roll with.
1d230 - You have 110-114 points to roll with.
1d240 - You have 115-119 points to roll with.
1d250 - You have 120-124 points to roll with.
1d260 - You have 125-129 points to roll with.
1d270 - You have 130-134 points to roll with.
1d280 - You have 135-139 points to roll with.
1d290 - You have 140-144 points to roll with.
1d300 - You have 145-149 points to roll with.

Hopefully this should help make rolling faster in the beginning.
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Pollyester
Posts: 80
Joined: October 9th, 2008, 4:56 am

Re: Rules of the Game

Quote

Post by Pollyester »

Combat

Combat rules do not differ so much from regular Uncontested rules, other than the fact that these successes are not by a Target Number, but more due to beating the other opponent's roll.

Things you can do in combat..

Attack, Dodge, Defend
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Attacking: See Combat Rules, thats all there is to it
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Dodging

Blocking: If you have Level 10 or higher in a weapon skill, you may opt to block an attack with that weapon. Likewise, if your unarmed, you can use martial arts to block an attack. Be warned, not all attacks can be blocked, and only certain weapons can (IE: A pistol can't block, but the butt of a rifle can) The roll for this is..

d20+Weapon Skill + Dexterity Bonus + Advanced Skill (or Feat) if these apply.

Rolling - You may use the 'Roll' Skill to boost your Dodge roll without any negatives and may act normally on your Turn.

Tumbling: You may opt to 'commando roll' out of the way of an attack. The upside to this, is that you gain +10 to your dodge roll, on top of your 'Roll' bonus and your Dexterity bonus. The downside, is that you can only take 1 major action or 1 minor action on your turn, as you have to stand up.

Leaping/Running: If you feel so inclined, you may leap out of the way of an attack. You gain the appropriate bonus for that skill.

Ducking Behind Cover: You may choose to pull yourself completely behind cover to dodge. The bonus to being -completely- behind cover is +40, however you lose your turn hiding in the shadows. An enemy can also catch you by surprise if they catch you.
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Hiding Behind Cover - If there is cover in combat (You can make a search check if your not sure what would provide partial or full cover), you can duck behind it for protection. The benefits of cover are as follows.

Partial Cover/Obstruction: (Fog, foilage, trees) +5
Full Cover: (Behind a desk but peeking over it to see and aim) +10
Hiding: (Behind full cover, completely shielding yourself) +20
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Defending: If you like, you may forgo a roll to take half damage on an attack by just bracing yourself. You don't get a dodge roll, and it must be declared at the end of your turn that you are 'defending' against attack. This reduces damage you take by 1/2.
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Initiative

In combat scenarios, characters are expected to roll an initiative, which places them in combat order for Turns.

Players roll for initiative by using the Dexterity Stat. If your Dexterity is an 80, you would roll 1d80. This is one of the only times in the game you ever use a base Statistic to roll.

Afterwards, the player adds the character to the initiative list of the Bot by doing the following command.

!init Sephiroth 45
Replace the nick with your character's name and the 45 with whatever the roll was.
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Game Terminology

Turn - A character's maneuver, attack, or action in a Round.

Round - A collection of every characters' actions in about a 6 second time period, Icly.

IC - In Character. The actions of a character, thoughts etc.

OOC - Out of Character. Remarks made out of character from the player.

Dodge - anything that moves a character out of the way of taking damage.

Block - blocking an opponent from doing harm.

Cover - anything that is used to protect a character by hiding behind it. This can include using another person even.
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Ties that are rolled by the character and an opposing character are resolved with a 1d2

1 - Attacker Wins
2 - Defender Wins
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Attack Rolls

d20 + (Associated Skill Bonus) + (Associated Stat Bonus)
Examples:

Weapons Proficiency + Dexterity
-or- -or-
Martial Arts + Dexterity
-or- -or-
Arcane Arts + Magic Affinity
-or- -or-
Psionic Mastery + Magic Affinity


If your using any attack, the roll always takes the form of d20 + (Some Skill) + (Some Statistic Bonus).

Critical Hit: Roll again, and add the roll to your current total. It is possible to do this several times, each time adding the roll to your current roll. Your damage is multiplied by d4+1 (Anywhere from *2 to *5).

Critical Failure: You either hit yourself, or a team mate must dodge your attack. Nice going einstein.
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Dodge Actions get a little more complex

Defense Rolls

d20 + (Action Bonus) + (Dexterity Bonus)

Examples of Actions:

Parrying a sword or punch: (Weapons Proficiency or Martial Arts)
Running Away from an attack: (Running Skill)
Rolling Away from an explosion: (Roll Skill)
Climbing up a ladder away from someone: (Climb Skill)
Counter Spelling*: (Arcane Arts, Will Power, and Magic Affinity)

This roll always has the same form. Its always d20 + Some Skill Bonus
+ Dexterity, with a few exceptions. You can also get bonus's from a
few other special conditions like....

Holding Higher Ground Then Your Attacker: (+3)
Partial Cover (Tree's, Pillars, etc) (+5)
Complete Cover (Desks, Walls, etc) (+10)

Also, jumping or rolling away from something counts as your turn

Critical Dodge: You may take a free attack on the enemy.

Critical Failure: You walk right into the attack, increasing your
total damage by *d3

*Counter Spelling does not get a bonus from dexterity
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Combat Order

#1: Preemptive Strikes and You

A preemptive strike can occur in two ways.

- A sneak attack
- Someone starts combat (Surprise attack)

In this case, the victim gets a reaction skill check. If they succeed, they can react as normal. If they fail, they are caught 'Flat Foot', and must dodge. A flat foot dodge is a d20+dex bonus.

- People with the sneak attack skill can roll for up to *3 damage
- Using a knife or dagger gives the attacker a +10

During the time of this first attack, everyone gets three seconds to do small things like draw weapons, take cover, and prepare actions.


#2: Taking the Initiative

Once everyone is sure theres going to be a brawl, we roll whats called 'Initiative'. Initiative is just rolling whatever your dex happens to be, and determines your order in combat. So if you have 300 dex, you roll a d300.

#3: Your 6 seconds of fame (Your turn)

When its your turn, you have six in game seconds to react, move, and attack. This basically sums down to..

One Major Action (Attacking, Using a Spell or Item, Using a major skill)
One Minor Action (Moving, Changing Equipment, Using a minor skill)

or Two Minor Actions

Post in channel what your doing on your turn, then roll the required rolls. If attacking, your goal is to have the number you roll be higher than
the number your enemy rolls for defense.

#4: Defend Yourself!

If someone attacks you, you have a few options.

Take The Hit - You let yourself get hit
Roll to Block - Block using a weapon or martial arts (only some attacks)
Roll to Dodge - Get the hell out of the way while you can

#5: Second Turns

After everyone has had one turn, you then have a second turn that you may act on. This second turn gives you one more 6 second period to act upon.

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Mass Combat

When there are a large quantity of enemies around, rather than dealing with 100 separate enemies, the GM may opt for Mass Combat. Mass combat is for situations where theres heavy combat, and its assumed that your going to be hit if your exposed, and likewise, hit -something- when you attack. Its treated the same as normal combat, with the following exceptions.

#1 Leaving or Switching Cover requires a dodge roll. Failing the roll means you take damage.

#2: Anyone exposed fully on the enemies turn takes full damage.

#3: You need to make a weapons proficiency check in order to successfully hit the enemy, but your liable to hit several at a time.
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Pollyester
Posts: 80
Joined: October 9th, 2008, 4:56 am

Re: Rules of the Game

Quote

Post by Pollyester »

Damage and Opposing Damage

There are times where the character will deal out damage to foes or the character may take damage. This is inevitable in the RPG with the environment as it is. The RPG has a lot of tense and hostile situations with a plethora of foes!

Physical Damage - The Character's

Magical Damage - The Character's

Psionic Damage - The Character's

Element Affinity Damage - The Character's
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Physical Damage - To the Character

Magical Damage - To the Character

Psionic Damage - To the Character

Element Affinity Damage - To the Character
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Pollyester
Posts: 80
Joined: October 9th, 2008, 4:56 am

Re: Rules of the Game

Quote

Post by Pollyester »

Uncontested: Non Combat Rolls

Uncontested rolls in the RPG happen frequently. These are rolls in which there is no one there to oppose you and you are literally going against your own skill to accomplish the task. These are out of combat maneuvers which pit you against a Target Number rather than having to succeed and beat another character's roll. Examples of this are:

Repairing a gun.
Running on rocky terrain.
Starting a fire with two sticks.
Dancing at a nightclub.
Climbing a tree.

The GM may ask you to roll a skill check such as to Climb or Run, or Repair, etc. For any task the GM asks you to do, if you have a Skill to roll for it, you would use that skill. Let's say that your character is stuck in a pit. You would want to roll to get out of it. The GM tells you to roll because the pit climb is a bit more dangerous and there is a chance you could fail.

On your sheet you find the Character has a level 4 in Climbing. Your character's Strength (which is affiliated with the Skill of Climbing) is a 50.

* The Bonus from Strength is +5, due to every 10 points in a Stat equaling as 1 Bonus Point to rolls.

* The Level 4 in Climbing turns to +4 points towards rolling.

So in total, the character has +9 to the roll. The roll as a base is 1d20. Because it is not a 10, the roll is 1d20+9.


If the task is something that there is a Skill for and it is a skill that you do not have, the rules to follow would be this.

No skill:

Roll the base Statistic following the rules above and omitting the Skill.

Added Advanced Skill or Feat

If the character has an Advanced Skill to go along with a Skill and it applies to the scenario, the player may add +10 to the roll, under most circumstances, and if it says otherwise, follow the directions. Feats that give bonuses to rolls will tell what should be there.

So if a character has Climbing of 15 and Mountain Climbing as an Advanced Skill, the character climbing up sheer rocks or vertical incline may add +10, + the Skill Level + the Statistic Bonus of Strength.

* Character has a 50 Strength. The bonus is +5.
* Character has a Level 15 Climbing. +15 to the roll
* Character has a Mountain Climbing Advanced Skill. +10 to the roll.

The bonus tallied is +30.
The roll is 1d70+30.
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Pollyester
Posts: 80
Joined: October 9th, 2008, 4:56 am

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