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Rules and explanation ( READ THIS FIRST )
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Rules and explanation ( READ THIS FIRST )
This is the game based on imagination, and its meant to be entertain members. Every member who wants to play this game, should confirm it in this thread.
For now its pretty simple:
1.Game master, decides how the story will go, his imagination is the the key element for this game.
2.Players react and behave the way they want. Player write in the post exact action that he want to perform, and in the same post he roll the dice and the dice result is the actual success rate of the current action which current player wanted to perform, which is again, approximate decision of the game master, considering players stats, skills and level of course.
3.How to roll the dice? - below the Post Reply meni you have to chose Dices roll, you just need to set "10 Dice" and then change number 1 into 2 and thats all, you submit the post and Game master(not the real game master but bot that simulates him) will tell your result in the post right next to your's.
4.We roll two "10 dices", why? - its because we need to roll the dice 2 times, one is for 0-100 and second is for 0-10(even though it will show 0-100 both times, we will pretend that this second is 0-10)
and the total summary of those two dices will be a number that will stand for the success rate of the action you've posted in the previous post. For example if you roll out - 70,50 - then your success rate is 75.
5.Open Roll:
Every roll that's 100 or above is called open roll and not only that makes your action pretty successful but it gives you another chance to roll the dice.
6.Open Roll Combo:
If you are so lucky to keep with 100 and above you'll continue rolling the dice until you get something under 100. Its called the Open Roll Combo and when you stop with the combo, game master will sum all your results and therefore decide what kind of divine success you did
7.Ultimate Roll:
Its an roll when you get 00,00
if you are, for example, fighting 10 enemies and your action was to attack the enemy and you've got 00,00 then you can freely go to kitchen, prepare a fruit juice or coffy or tea or whatever you drink, until game master come up with what kind of MASSACRE you did to the enemy despites of how much you are weaker than your enemy.
So this is the only case where your stats, skills and level does not matter, and where you'll succseed 100%.
And of course it gives you another chance to roll the dice.
8.Ultimate Roll Combo:
And if you are SO "LUCKY BASTARD"! to get 00,00 AGAIN! then the only one who can stop you in your action is Goku
(I mentioned Goku just to describe the might of 00,00 result, of course Goku is not neceserely going to be in every world, it can be DBZ role play, or it can be some different world that game master imagined.)
9.After "one day"(one day in the role playing world) game master decides how much experience all of the players have gained, and therefore which skills and abilities they've improved.
For example, if player was running the most part of the day, he should get at least one point on the speed, and one on some of the special skills IF any of those skills are connected with speed(example - windwalk and such ).
10.For creating your character you get 10 points that stands for stats, and you can place them whatever you want.
11.This is the template for the complete character informations or so called Character Sheet which you should fill and then post in the thread Character factory(Requests):
Everything that you want to ask about this, ask here in this thread or contact Sephiroth via PM.
For now its pretty simple:
1.Game master, decides how the story will go, his imagination is the the key element for this game.
2.Players react and behave the way they want. Player write in the post exact action that he want to perform, and in the same post he roll the dice and the dice result is the actual success rate of the current action which current player wanted to perform, which is again, approximate decision of the game master, considering players stats, skills and level of course.
3.How to roll the dice? - below the Post Reply meni you have to chose Dices roll, you just need to set "10 Dice" and then change number 1 into 2 and thats all, you submit the post and Game master(not the real game master but bot that simulates him) will tell your result in the post right next to your's.
4.We roll two "10 dices", why? - its because we need to roll the dice 2 times, one is for 0-100 and second is for 0-10(even though it will show 0-100 both times, we will pretend that this second is 0-10)
and the total summary of those two dices will be a number that will stand for the success rate of the action you've posted in the previous post. For example if you roll out - 70,50 - then your success rate is 75.
5.Open Roll:
Every roll that's 100 or above is called open roll and not only that makes your action pretty successful but it gives you another chance to roll the dice.
6.Open Roll Combo:
If you are so lucky to keep with 100 and above you'll continue rolling the dice until you get something under 100. Its called the Open Roll Combo and when you stop with the combo, game master will sum all your results and therefore decide what kind of divine success you did
7.Ultimate Roll:
Its an roll when you get 00,00
if you are, for example, fighting 10 enemies and your action was to attack the enemy and you've got 00,00 then you can freely go to kitchen, prepare a fruit juice or coffy or tea or whatever you drink, until game master come up with what kind of MASSACRE you did to the enemy despites of how much you are weaker than your enemy.
So this is the only case where your stats, skills and level does not matter, and where you'll succseed 100%.
And of course it gives you another chance to roll the dice.
8.Ultimate Roll Combo:
And if you are SO "LUCKY BASTARD"! to get 00,00 AGAIN! then the only one who can stop you in your action is Goku
(I mentioned Goku just to describe the might of 00,00 result, of course Goku is not neceserely going to be in every world, it can be DBZ role play, or it can be some different world that game master imagined.)
9.After "one day"(one day in the role playing world) game master decides how much experience all of the players have gained, and therefore which skills and abilities they've improved.
For example, if player was running the most part of the day, he should get at least one point on the speed, and one on some of the special skills IF any of those skills are connected with speed(example - windwalk and such ).
10.For creating your character you get 10 points that stands for stats, and you can place them whatever you want.
11.This is the template for the complete character informations or so called Character Sheet which you should fill and then post in the thread Character factory(Requests):
Level, Stats and Skills:
Overall Level: (all players start with overall level 1, for every 5 points you get at the stats below, your level rise up once)
--
Strength: (global strength of the character. Goes to melee attacks)
Speed: (global speed of the character, like running, movement speed and reflexes. Goes to attack speed and moving speed)
Defense: (Defensive properties. Goes to blocking and taking hits
Constitution: (General physical build of the character. Goes to HP
Dexterity: (approximate evaluation, accuracy, agility, synchronization. Goes to ranged attacks, dodging, and reflexes)
Willpower: (willpower of the character and its also the source for performing magic and Ki skills. goes to magic attack and accuracy)
Socialism: (communication, barter, friendship, economy. goes to your social skills. You can't obviouly make friends with everyone if you have a low Social stat.)
--
Special Skills:
First skill 1-5 skill level (its unlocked from the start and all players starts with skill level 1)
Second skill 1-5 mastery level (its unlocked when player reach the overal level 5)
Third skill 1-5 mastery level (its unlocked when player reach the overal level 10)
Fourth skill 1-10 mastery level (its unlocked when player reach the overal level 15)
_____________________
Character main info
Name: (name of the character)
Race: (race of the character)
Age: (0-999999999999999)
Class: (Fighter, mage, merchant, musician...)
Gender: (male, female, without gender)
_____________________
Characters story:
My character named X is born at X2 and he was originally the X race but X adopted him, he was pretty skillful and precise for his age, and he decided to train archery with his X and was growing to be pretty good archer... One day he went at X and so on, and on, and on, and on...
(This is just an example, so its your choice how you will write the story of your character, if you want to write much at all...)
Character Image:
Here you should post the image of your character if you want to draw it or such, its not strictly reqired of course, just in case you want, then feel free and draw it, make it in 3D whatever
Everything that you want to ask about this, ask here in this thread or contact Sephiroth via PM.
Last edited by VEGETA_DTX on Thu May 15, 2008 9:18 am; edited 18 times in total
VEGETA_DTX- Administrator
- Posts : 2337
Join date : 2008-01-06
Age : 35
Character sheet
Main character info:
Level, Stats and Skills:
Health:
(100/100)
Re: Rules and explanation ( READ THIS FIRST )
And now to test the Dice Roll finally
VEGETA_DTX carried out 2 launched of one 10 Dice :
VEGETA_DTX carried out 2 launched of one 10 Dice :
- ,
VEGETA_DTX- Administrator
- Posts : 2337
Join date : 2008-01-06
Age : 35
Character sheet
Main character info:
Level, Stats and Skills:
Health:
(100/100)
Re: Rules and explanation ( READ THIS FIRST )
Yatta! it works perfectly! ^_^
As you can see, I never had much luck only 28 :/
^_^
As you can see, I never had much luck only 28 :/
^_^
VEGETA_DTX- Administrator
- Posts : 2337
Join date : 2008-01-06
Age : 35
Character sheet
Main character info:
Level, Stats and Skills:
Health:
(100/100)
Re: Rules and explanation ( READ THIS FIRST )
For everyone else to add information, I'm GM ...you are all in my mercy
Last edited by S|DeRa† on Thu Feb 19, 2009 1:58 am; edited 1 time in total
Ha!- Gray hair dude
- Posts : 1178
Join date : 2008-01-16
Character sheet
Main character info:
Level, Stats and Skills:
Health:
(100/100)
Race
LEVEL UPS AND EXP!!!
You start out with stats determined by dice rolls
With each level, your state increase is determined by a single 1-5 dice roll, plus another roll I take (we do this in the general talk to not lither the main rp topic)
A five sided dice goes:
00-20 = 1
20-40 = 2
40-60 = 3
60-80 = 4
80-100 = 5
In addition, there are the extra points, unique to each race in the RPG:
If I say Plus level number it means, for example, that if your level 1 you gain +1 in that field, in addition to your normal skills. From this point on classes also have negative effects
Also, bonuses that give half level only start working with +2
Meaning, for example, if it's at level 1, then it gives nothing, but at level 2 it gives +1
Here I will explain your race:
Saiyan are strong physically giving them the ability to fight with bear hands even against weapons. In addition, they can manipulate their inner energies into a form of attack, and can easily master martial arts.
+Lv# Strength
+Lv# Constitution
+Lv#/2 Dexterity
-Lv# Intelligence
-Lv# Wisdom
Elf are vigilant and masters of range weapon and great with daggers,
+Lv# Intelligence
+Lv#*2 Dexterity
-Lv# Constitution
-Lv# Socialism
Human are highly intelligent race, which give them great capability for mastering different techniques, and skills
+Lv# Intelligence
+Lv# Wisdom
-Lv# Constitution
Magical Being are master in magic, and normal have an affinity to certain types of spells (elemental, materialization, healing, etc)
+Lv#*2 Wisdom
+Lv# Constitution
-Lv#*2 Socialism
You can get extra points by mastering certain techniques outside your range of skills and getting armor and weapons. This is normally applied to either attack or defense
You start out with stats determined by dice rolls
With each level, your state increase is determined by a single 1-5 dice roll, plus another roll I take (we do this in the general talk to not lither the main rp topic)
A five sided dice goes:
00-20 = 1
20-40 = 2
40-60 = 3
60-80 = 4
80-100 = 5
In addition, there are the extra points, unique to each race in the RPG:
If I say Plus level number it means, for example, that if your level 1 you gain +1 in that field, in addition to your normal skills. From this point on classes also have negative effects
Also, bonuses that give half level only start working with +2
Meaning, for example, if it's at level 1, then it gives nothing, but at level 2 it gives +1
Here I will explain your race:
Saiyan are strong physically giving them the ability to fight with bear hands even against weapons. In addition, they can manipulate their inner energies into a form of attack, and can easily master martial arts.
+Lv# Strength
+Lv# Constitution
+Lv#/2 Dexterity
-Lv# Intelligence
-Lv# Wisdom
Elf are vigilant and masters of range weapon and great with daggers,
+Lv# Intelligence
+Lv#*2 Dexterity
-Lv# Constitution
-Lv# Socialism
Human are highly intelligent race, which give them great capability for mastering different techniques, and skills
+Lv# Intelligence
+Lv# Wisdom
-Lv# Constitution
Magical Being are master in magic, and normal have an affinity to certain types of spells (elemental, materialization, healing, etc)
+Lv#*2 Wisdom
+Lv# Constitution
-Lv#*2 Socialism
You can get extra points by mastering certain techniques outside your range of skills and getting armor and weapons. This is normally applied to either attack or defense
Ha!- Gray hair dude
- Posts : 1178
Join date : 2008-01-16
Character sheet
Main character info:
Level, Stats and Skills:
Health:
(100/100)
Re: Rules and explanation ( READ THIS FIRST )
INFO UP IN THIS MOTHERFUCKER!!!
Alright then, changes
The skills do the same thing, but I'm just going to ask you to distribute the basic value, instead of 12, 24.
Check my character sheet for info
Another thing, Intelligence replaces speed and wisdom = willpower. I'll proceed to describe shit:
Strength (STR): Strength is a measure of muscle, endurance and stamina combined. Strength affects the ability of characters to lift and carry weights, melee attack rolls, damage rolls (for both melee and ranged weapons,).
Defense (DFS): Defense is a measure of how well a character can block an incoming attack. It works in conjunction with dexterity in combat and outside of it influences things such as general awareness of one's surroundings
Dexterity (DEX): Dexterity encompasses a number of physical attributes including hand-eye coordination, agility, reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates superiority in all these attributes. Dexterity affects characters with regard to initiative in combat, ranged attack rolls, defense. It's also the skill with most use outside of combat Dexterity is the ability most influenced by outside influences (such as armor). It also influences the disarmament of traps
Constitution (CON): Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison. The higher a character's Constitution, the more hit points that character will have. Constitution also is important for dice rolls against poison effects. If by some chance your CON reaches zero, you're fucked.
Intelligence (INT): Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside those measured by the written word. Intelligence dictates the number of languages a character can learn, and it influences the number of spells a preparation-based arcane spellcaster (like a Wizard) may cast per day, and the effectiveness of said spells.
Wisdom (WIS): Wisdom is a composite term for the characters enlightenment, judgment, wile, willpower and intuitiveness. Wisdom influences the number of spells a divine spellcaster can cast per day, and the effectiveness of said spells. It also effects dice roles that deal with resisting curses, healing oneself through non magic or magical means
Socialism (SOL): Socialism is the measure of the character's combined physical attractiveness, persuasiveness, and personal magnetism. A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma. Charisma influences how many spells spontaneous arcane spellcasters can cast per day, and the effectiveness of said spells. Very important to this skill is the intimidate and lying aspect of a character, meaning if a character can successfully intimidate or lie to another
FINALLY YOUR HIT POINTS (HP)
Now this part was...hard. But I came up with this. Your base HP is determined by your base constitution + bonuses + a random number I determine on an 6 sided dice I throw irl
Your increase per level is determined by your bonuses plus a double dice roll you take at the time added to your constitution also at the time ( you can choose to increase this)
Alright then, changes
The skills do the same thing, but I'm just going to ask you to distribute the basic value, instead of 12, 24.
Check my character sheet for info
Another thing, Intelligence replaces speed and wisdom = willpower. I'll proceed to describe shit:
Strength (STR): Strength is a measure of muscle, endurance and stamina combined. Strength affects the ability of characters to lift and carry weights, melee attack rolls, damage rolls (for both melee and ranged weapons,).
Defense (DFS): Defense is a measure of how well a character can block an incoming attack. It works in conjunction with dexterity in combat and outside of it influences things such as general awareness of one's surroundings
Dexterity (DEX): Dexterity encompasses a number of physical attributes including hand-eye coordination, agility, reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates superiority in all these attributes. Dexterity affects characters with regard to initiative in combat, ranged attack rolls, defense. It's also the skill with most use outside of combat Dexterity is the ability most influenced by outside influences (such as armor). It also influences the disarmament of traps
Constitution (CON): Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison. The higher a character's Constitution, the more hit points that character will have. Constitution also is important for dice rolls against poison effects. If by some chance your CON reaches zero, you're fucked.
Intelligence (INT): Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside those measured by the written word. Intelligence dictates the number of languages a character can learn, and it influences the number of spells a preparation-based arcane spellcaster (like a Wizard) may cast per day, and the effectiveness of said spells.
Wisdom (WIS): Wisdom is a composite term for the characters enlightenment, judgment, wile, willpower and intuitiveness. Wisdom influences the number of spells a divine spellcaster can cast per day, and the effectiveness of said spells. It also effects dice roles that deal with resisting curses, healing oneself through non magic or magical means
Socialism (SOL): Socialism is the measure of the character's combined physical attractiveness, persuasiveness, and personal magnetism. A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma. Charisma influences how many spells spontaneous arcane spellcasters can cast per day, and the effectiveness of said spells. Very important to this skill is the intimidate and lying aspect of a character, meaning if a character can successfully intimidate or lie to another
FINALLY YOUR HIT POINTS (HP)
Now this part was...hard. But I came up with this. Your base HP is determined by your base constitution + bonuses + a random number I determine on an 6 sided dice I throw irl
Your increase per level is determined by your bonuses plus a double dice roll you take at the time added to your constitution also at the time ( you can choose to increase this)
Last edited by lol1991 on Wed Oct 06, 2010 5:42 pm; edited 3 times in total
lol1991- Resident Sniper
- Posts : 12924
Join date : 2009-01-22
Age : 33
Location : Portugal
Character sheet
Main character info:
Level, Stats and Skills:
Health:
(100/100)
Re: Rules and explanation ( READ THIS FIRST )
UPDATE!
Damage System 3.0 (MAJOR CHANGES)
Okay...so the shit wasn't working has I expected...again
Another attempt at changing
From now on you'll rolling 3 dice for basic combat
The first two dice determinem your accuracy strike. It's determined by both your rolls (that goes from 1-10) plus your strength, plus the bonus of the current weapon you have. I add it up and determine if you hit
The other dice is the damage and it goes from 1-10. In case of melee attacks, you add your strength, in case of magic you add your wisdom, in case of ki you add your constitution and in case of ranged you add your dexterity. The HP is going to get brought down because I'll work with determined numbers so don't worry. It wont mean longer fighters.
Also, in defense, your defense + dexterity determine your success in dodging/blocking. There is no dice roll for defensive actions. Unless it's dodging, in which case it's the DEX value that counts
Your armor will help in defense obviously
Finally, in case of magic (ki blast is now considered magic) you roll an extra dice
It's again 1-10, and this time, you add constitution in case of ki blasts and wisdom (new skill replacing willpower, but it's the same thing, used for magic) in case of magic. At this point I determine your sarma expenditure by subtracting this to a descriptive value, meaning a value you describe (again it's something like you saying "I waste all my sarma for this attack).
In short, this allows me to throw some success in the way you WASTE your sarma. Meaning just wasting it all doesn't mean a sure hit, neither does it mean a full expenditure.
It still goes to 100%
Rolls for other things will come up, but we'll get to that later
Damage System 3.0 (MAJOR CHANGES)
Okay...so the shit wasn't working has I expected...again
Another attempt at changing
From now on you'll rolling 3 dice for basic combat
The first two dice determinem your accuracy strike. It's determined by both your rolls (that goes from 1-10) plus your strength, plus the bonus of the current weapon you have. I add it up and determine if you hit
The other dice is the damage and it goes from 1-10. In case of melee attacks, you add your strength, in case of magic you add your wisdom, in case of ki you add your constitution and in case of ranged you add your dexterity. The HP is going to get brought down because I'll work with determined numbers so don't worry. It wont mean longer fighters.
Also, in defense, your defense + dexterity determine your success in dodging/blocking. There is no dice roll for defensive actions. Unless it's dodging, in which case it's the DEX value that counts
Your armor will help in defense obviously
Finally, in case of magic (ki blast is now considered magic) you roll an extra dice
It's again 1-10, and this time, you add constitution in case of ki blasts and wisdom (new skill replacing willpower, but it's the same thing, used for magic) in case of magic. At this point I determine your sarma expenditure by subtracting this to a descriptive value, meaning a value you describe (again it's something like you saying "I waste all my sarma for this attack).
In short, this allows me to throw some success in the way you WASTE your sarma. Meaning just wasting it all doesn't mean a sure hit, neither does it mean a full expenditure.
It still goes to 100%
Rolls for other things will come up, but we'll get to that later
lol1991- Resident Sniper
- Posts : 12924
Join date : 2009-01-22
Age : 33
Location : Portugal
Character sheet
Main character info:
Level, Stats and Skills:
Health:
(100/100)
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