Monday, October 29, 2012

RolePlayGateway?

I'm searching for dedicated,friendly, patient, and if can, experienced people to join in my Gods of Elements: To Save Daughtris: Chapter 2. The RP isn't up yet. I'm just checking if anyone are interested.

http://www.roleplaygateway.com/roleplay/god-of-elements-to-save-daughtris/

I am the GM and I am the Dungeon Master. I expect many battles and drama. I will conjure monsters along the journey and role play as them. I shall role play as every NPC so that nobody knows what is going to happen in the future, thus maintaining the suspense of not knowing what is going to happen.

This is not a literacy role play. You don?t need to type long and lots of paragraph. Imagine yourself as the characters and write on how you?d react and wait for someone else to post. If a character interacted or asked you something, respond to it. Just write what your character would do and say. Role Play as your character.

When your character enters a new area, I shall write what your character will see because the stage is already set. You can add a little here and there but not too much.

In a battle between two people or more, of course a lot of times, nobody wants to be injured, so I shall throw a dice to determine the damage and post about what happens to everything. Don't worry, I'll be online frequently.

In battle, there is a system:

Each character can only make 2 actions in 1 turn which are:

- Attack

- Others: heal, cure, buff, change equipment, use item...

- defend/dodge,

- Charge,

Attack is to deal damage. If you attack someone, I shall roll a pair of six sided dices and determine the strength and effectiveness of your attack. For example if I roll a 12, then it?s 12 points damage, which is a critical damage

You can be creative with your character style of attack but you need to write the effect of your attack.

Example on how to write your character attacks someone:

A ran around B a quick as the speed of sound to disorient him. Suddenly, A jumped to the sky and kicked the air to propel her down, lunging at B with her spear, attempting to pierce through his helmet and skull which would kill or poison him.

Or

A quickly moved backwards, attempting to get away from B while shooting at him with her machine guns in both hands. A was aiming for B?s heart, an attack which would kill him instantly if hit directly, if it doesn?t, he will bleed and blood shall be pouring out nonstop.

Noticed I wrote status effect there?

You can only attack one person at a time.

Attack that poison, blind, curse, etcetera, shall be considered a negative status effect attack. To succeed a negative status effect attack, the damage points of an attack needs to be 6 or higher.

Negative status effects shall render the victim?s points to be decreased. Cure shall return the decreased points to normal. Cure and heal don't need dice rolls. They just succeed automatically. Buff actions shall increase the character?s points. Breaking someone?s buff or enchantment shall need to have 6 or more damage points to succeed.

Defend is to weaken a person's attack. Example:

When someone attacks you, I shall role a pair of dice. For instance the dices roll 12. If you don?t defend, the attack shall hit you a direct critical damage. If you decide to use one of your action on defend, I shall roll the pair of dice. For instance the dice roll for defend is 6, then its 12 - 6.

12 for the attack and 6 for defend, equaling it to 6 damage points. From what?s supposed to be a critical damage, it becomes an intermediate damage but negative status effect succeeded because the points are not less than 6. If it was less than 6, the negative status effect would fail.

But if the defend points is bigger than the attack points, there shall be no damage at all.

Example of Defending or Dodging:

B?s eyes were quick, he jumps back to dodge her attack. (From here you can continue on to your other action for example attacking). B quickly trusted his spear ahead to stab A when she lands, which would injure her.

What happens then, I shall write. The examples I am going to write are:

B didn?t leap quickly enough. A?s spear dug through his helmet, skull, and into his brain. B fell down on the ground with A?s spear still sticking in his head. B had died.

Or

A?s attack missed and struck her spear on the ground while B?s spear stab through her heart. A died instantly.

You can die without warning. Isn't that fun?

Charge is an action of sacrificing your turn to add + 12 points to the next turn but if anyone attacks you and gets a 6 or above, the charge shall be cancelled.

An attack or charge will be the end of a turn. You cannot charge then attack in 1 turn. You cannot attack then heal in one turn. You cannot attack and cast barriers to add to your defense in one turn. Remember, you only have 2 actions to do.

You can do other actions before attacking or charging.

There will be no time skips or time jumps because on episode 1 of Gods of Elements, there were some time skips that made the story disoriented. If you wish to time skip, please inform me and I shall work something out.

It seems that people prefer to have teleportation and summoning abilities so I?ll allow it but there is going to be a rule for it.

The rules for teleportation and summoning:

Summoning and teleporting is considered controlling the time and space. To control that, you need to manipulate and combine all the elements into one. So in order to use that ability, a lot of energy or a rare item is required.

You can only have your character teleported back to where he had placed a sigil. To place a sigil, someone will have to travel to that place first. You can summon things and people to your side but in a battle, you need to have a success charge to be able to use that ability.

Source: http://feeds.feedburner.com/RolePlayGateway

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