Pen And Paper Guild

Registration and House Rules

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Registration and House Rules

Post by HoodGirl on Wed May 14, 2014 9:38 pm

THIS IS NOT MEANT TO REPLACE ANY ONGOING RP. IT IS MERELY HERE FOR ONLINE PEOPLE TO DO STUFF WHEN THEY ARE WAITING. THIS RP IS AN APPOINTMENT BASED RP, PLEASE CONTACT THE OTHER PERSON TO DETERMINE TIME AND DATE OF AVAILABILITY.

This is the registration thread for characters and realms that they would be visible in. Please copy paste the character profile here.

Rules:
1. Only one profile per person must be present here at all times. If a character dies, edit the post to N/A. Place a new profile by editing your original registration if you would be entering someone new.
2. A character only dies if they are defeated in their registered world. Being defeated in other people's maps just means you have been repelled.
3. Each player must make an excel map, upload it to google docs and have the permission shared to everyone with link. This would be your character's registered world/plain.
4. People must create a new thread with the following title when trying to invade other people's worlds. Note that only one person can invade another's at any one time and there would be no battles beyond 1 v.s. 1.
Sample Thread Title:
X-man invading Y-fields
Format of first post for these threads is similar to the system test threads wherein it contains the following: Link to this thread, link to the roll thread, link to map.
5. A character in the middle of battle that has not posted in 24 hours would void his turn. The other combatant can then post and attack if they may, defense rolls and critical phase ignored. Another 24 hours must pass before a third, fourth, fifth, etc post must be made since the last post of the AFK player.
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HoodGirl

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Re: Registration and House Rules

Post by HoodGirl on Thu May 15, 2014 10:20 pm

Registration file for Haley with map Reactor World.

Haley Restadt, Child of the Amaranth:
- Under Construction

Character Stats:
CON: 6
SPR: 2
MAS: 5
POW: 6
DEX: 3
AGI: 3
LCK: 2

Battle Stats:
HP: 800 (Vespa 500, Haley 300)
BLCK: 80% (Haley 50%)
AP: 20
Init AP: 2
APR: 3
DAM: 80
NCAP: 2
Skill DAM: 200%
SCAP: 1
RAN: 15 (Normal attack 1, Vespa Normal attack 1, Control Link 11, Area of Conflict 2 [8 AoE RAN, Vespa Anchor Point])
MOV: 3 (Vespa 2, Haley 1)
MOD: 2 (Vespa Normal 2)

Normal Attack:
Range: 1 Melee (Long sword)
Modifier: +2 MOD for Vespa
No other special behavior.

Abilities
(Innate) Control Link:
AP Cost: N/A
Range: 11
Dice type: N/A
Modifier: N/A
Description: As long as Haley is in 11 range from the Amaranthi Vespa, he can use it as a proxy that mimics his attacks and or make it perform actions. If the vespa somehow moves outside the range, Haley must re-enter range and the vespa would be controlled again on the next turn and not on that turn.

Vespa's Stats:
HP: 500
DAM: 80
RAN: 1 (melee)
MOV: 3

Haley's Stats:
HP: 300
DAM: 40
RAN: 1 (melee)
MOV: 1

Notes:

  • If the vespa's HP is brought down to 0. It would regenerate back into the battle after 2 turns at 100 HP and slowly regen 100 HP per turn. Regeneration ends once max HP is reached again.
  • Vespa has no critical phase.
  • Vespa performs twice the displacement than normal.


(Special 1 - Active) Vanguard Slash :
AP cost: 3 AP
Range: Self-Target, 4 Displacement on proc
Dice type: 10 sided
Damage: +100/125/150/175/200% Base DAM or +80/100/120/140/160 DAM (on next attack)
Modifier: N/A
Description: Hyper charges the Vespa's attack gears to deal a blow strong enough to send enemies flying away.
Notes:

  • On next successful normal attack for the Vespa, gains bonus damage and displaces enemy by 4 squares away.
  • Bonus is determined by: Roll 1-2 100% DAM, Roll 3-4 125% DAM, Roll 5-6 150% DAM, Roll 7-8 175% DAM, Roll 9-10 200% DAM.


(Special 2 - Passive) Steel Marionette:
AP cost: N/A
Range: N/A
Dice type: 10
Damage:
Modifier: N/A
Description: The Amaranthi Vespa is an 8 meter, mechanical/magical hybrid, combat doll made of self-reconstructing steel. It would take something of the same size or force to move it from its position.
Notes:

  • Immunity to displacement and environmental damage for Vespa.


(Special 3 - Passive) Area of Conflict:
AP cost: 1
Range: 8 squares around the Vespa
Dice type: 10 sided
Damage: N/A
Modifier: N/A
Description: In arena combat, enemy operators are suggested not to make rash movements when in range of Mechanical Dolls. As most have pre-built reflexes to defend their operators, any unfortunate movements from the steel giants may cause serious injury or even death.
Notes:

  • Enemies moving towards Haley would have their movement halted on the square where Vespa's attack connects. Attacks done with this is considered Special Defense and is governed by SCAP.
  • Haley can spend 1 AP to let the vespa defend when he is targeted as long as he is inside the Area of Conflict. It would be considered as Normal Defense and is governed by NCAP.
  • Projectile attacks would hit the Vespa instead of haley if it is in the trajectory. Except homing and arching attacks.


(Ultimate) Steel Stinger:
AP cost: 15 AP
Range: Self-Target
Dice type: 20 sided (20 sided on next attack)
Damage: +500% base DAM or +400 DAM (on next attack)
Modifier: N/A
Description:
Notes:

  • Stuns for 1 turn.
  • Prevents enemy from regenerating HP by any means for the whole battle.
  • Turns only the affected attack to be ignore critical phase.
  • Damage stacks additive with Vanguard Slash but displacement is not applied and is not consumed.
  • Transforms normal attack to use d20 for that attack and applies Ultimate evade/defense mechanics.

Conditions for use:

  • Vespa should have full HP.
  • Haley does not have full HP.

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