Post by Hipster on Oct 22, 2015 1:11:59 GMT -8
COMBAT SYSTEM
[/b][li]Blind: Vision suddenly blackens as the world falls dark and your eyes cannot be relied upon. These effects can be simple obscuring of the vision to preventing the eyes from working completely. Blind lasts for two rounds where the affected cannot see or rely on their eyes for perception. This effect can be alleviated with magic or potions, but cannot be washed or removed otherwise.[/li]
Here in Mystern Forest, we utilize a realistically dynamic combat system that allows users to be as creative and crafty as possible, while ensuring that there is no foul play.
The two main things to keep track of with your character:THE RESOURCE POINTS
Health Points (HP) and Mana Points (MP):
HP is quite literally your lifeblood. All characters utilize HP whenever they are in combat. If you health drops to ZERO you are knocked out. All characters will start with 20 HP and will gain more health as they complete quests and gain Blessings of the Goddesses.
All beginning weapons, unless otherwise noted, and unarmed attacks do five points of damage (or 5 HP) per hit.
You can upgrade whatever particular weapon you prefer in the Weapon and Magic shop. Upgrades give a base of five damage per upgrade up to tier 5. After tier 5 the upgrades will start increasing by 10 damage per upgrade. You cannot increase your unarmed attacks unless you have the Grimm Racial Monstrous Tendencies.
Child Characters: In this RP we distinguish between child characters and adult characters. Obviously a child isn't going to realistically do the same things as an adult, whether it be fighting or casting spells. A child character is any character who upon creation is 15 or younger. We have a few additional rules to abide by for child characters. They cannot start out with weapons higher than tier 0 and cannot upgrade those weapons. You can gain a "real" weapon for a child character through Roleplay and with Staff approval. Once your character reaches the age of 16 they are gifted a real weapon.
NOTE the other resource point, MP will be covered in thread 7. Magic.STATUS EFFECTS
- Sleep: An uncontrollable urge to fall asleep or lose consciousness. These effects are usually induced by some kind of magic or an effect of a powerful substance. Sleep lasts for three rounds where the affected cannot act. Whenever the affected individual takes damage, they are awoken from the sleep effect and can act once again.
- Paralysis: A sudden stiffening of the body and inability to move properly. These effects are usually induced by a kind of magic, poison, or fear taken hold. Paralysis lasts for one round where the affected cannot act. After one round they regain the ability to act.
- Petrification: An overwhelming, sometimes magical, compulsion to not move as if caught in a trance. These effects are highly magical in properties, but some attacks or substances can cause it as well. Petrification lasts for three rounds where the affected cannot act, they are catatonic while this lasts. This effect cannot be broken by mundane means, and must be dispelled by magical means or a powerful concoction.
[li]Silence: A contraction of the throat that prevents the person from speaking, particularly potent for spellcasters. These effects are often a magical effect in itself, but can be a supernatural effect that’s natural to a particular feature. Silence lasts for one round where the affected cannot speak and cannot use magical spells, magical items without vocal activation is exempt. Silence requires magical means to remove the effect.[/li]
[li]Poison: A substance runs through the blood that wracks the body with pain and slowly destroys it from within. This effect is highly diverse in that it can be magical or mundane in origin. Poison lasts for five rounds where the afflicted takes 10% of their max HP in damage per turn. Poison require the afflicted’s system to be purged to eliminate the toxin. The only timely manner that this can be done is through magical means or a potent anti-toxin.[/li]
[li]Burning: Fire sears the flesh leaving terrible burns and small flames behind that continue to burn. This effect comes from strong fires, both magical and mundane in origin. Burn lasts for three rounds where the afflicted takes 20% of their max HP in damage per turn. Burn can be quenched with magic or potions, however submerging the area in water will douse the flames.[/li]
[li]Freezing: Thick layers of ice prevent movement and torment with its freezing chill. This effect comes from powerful ice magic due to mundane cold being unable to freeze so quickly. Freeze lasts for three rounds in which the afflicted is immobilized in a block of ice and takes 20% of their max HP in damage. While within the ice the afflicted cannot be attacked without breaking the ice. Freeze can be melted with magic effects, but potions cannot assist after they are incased. Shattering the ice is a possibility but puts the one trapped within at risk.[/li]
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SPECIAL TECHNIQUES
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Now, while physical attacks delete HP and magic depletes MP, there is a third way to attack. That is Special Techniques. Techniques are made up and written out entirely by the RPer for their character. Techniques can be any move that you concoct, as long as it's something your character can realistically and physically pull off.
Should your character be magically imbued by attribute, element, or race, they may add that quality to their technique.
For example, if a Vampire character were to have a special sword technique. Perhaps her sword gains the ability to drain blood and heal her when she attacks?
Rather than use up MP, techniques work in a rechargeable manner. Being able to be used from every other post to every 10 posts that your character makes. All characters may start with one.
It's up to you to uses your best judgement and keep the recharge rate fair. Remember, staff is watching.
YOU MUST GET YOUR SPECIAL TECHNIQUE APPROVED BY STAFF BEFORE USE
Should your character be magically imbued by attribute, element, or race, they may add that quality to their technique.
For example, if a Vampire character were to have a special sword technique. Perhaps her sword gains the ability to drain blood and heal her when she attacks?
Rather than use up MP, techniques work in a rechargeable manner. Being able to be used from every other post to every 10 posts that your character makes. All characters may start with one.
It's up to you to uses your best judgement and keep the recharge rate fair. Remember, staff is watching.
YOU MUST GET YOUR SPECIAL TECHNIQUE APPROVED BY STAFF BEFORE USE
While this outline covers how actions work in each person’s post, it isn’t all inclusion to all possible outcomes. Simply because someone makes an attack action doesn’t mean the opponent will take damage. Positioning, utilizing ones environment, other elements not expressed by a cut-and-dry combat system are the magic to roleplaying.
For basic mobs and monsters, the player allowed to automatically hit the enemy. For NPC's and other players, the player must leave the damage taken to staff or the other player, respectively.
Ahem. Which brings us to...
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THE PvP/PvNPC RULES!
-YOU WILL GIVE A PERSON AN OPPORTUNITY TO RESPOND TO ANY MAGIC, SKILL, ABILITY, OR ANY OTHER ATTACK YOU USE ON THEM WHEN YOU POST. THE DAMAGE RESPONSE IS UP TO THEM, END OF STORY. YOU MAY NOT DICTATE HOW ANY OTHER PLAYER OR NPC IS HIT. ( i.e - "Fairy uses Thunder on Werewolf, sending Thunder crashing down at him. Destroying the entire area around the lycan and hopefully destroying him as well." ) Do you see how the Fairy left the DAMAGE RESPONSE OF THUNDER UP TO WEREWOLF THIS IS GOOD AND HOW MAGIC OR ANY ATTACK PHYSICAL OR MAGICAL SHOULD BE DONE!
-YOU CANNOT avoid every attack, ability, or spell that is thrown your way, ALL of the time unless you are MUCH more powerful than your opponent. This is IMPOSSIBLE make sure to be realistic. FOR EXAMPLE: If you are in a small area when fighting, you PROBABLY WON'T AVOID ALL OF A WOOD ELF'S ATTACKS. HE IS SMALL, FAST, STRONG, AND SMART. I'm just using him as an example. If another roleplayer and you are fighting, BE REALISTIC. IF ONE CHARACTER IS STRONGER THAT'S THE WAY IT IS. GET A PARTY OF PEOPLE TO TAKE THE OTHER RPER DOWN IF YOU REALLY WANT TO! If you are cornered you definitely will get hit. If you are distracted or get snuck up on you will definitely get hit. If you use the wrong spell or ability to counter or block another spell or ability, you will definitely get hit. Those who are unrealistic about their damage intake will have their HP edited by staff. Be fair guys~!
One final thing to note is the RNG we use on Mystern. Occasionally in combat you will use a spell or technique that activates only a percentage of the time. The Vampire's Vampirism skill for example; Vampirism has a 30% chance to activate and restore you health. To find out if it activates you use the [*roll*] (without the asterisk) code like this: tCr6D7ut. If the number on the roll is lower than the percentage number, in this case 30%, then the skill activates; if the number is higher then it does not activate.·