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APL Battle System

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AramilRose
Captain

PostPosted: Mon Dec 24, 2007 6:38 pm
-This is my battle system Ask me before you take and use it yourself in or outside of this guild. Any coping with out my Promise will get you reported-


The Battle System

The battle system is simple and easy to pick up and use with out much thought unless you are a land loving n00b. Please enjoy the following sections and feel free to ask any questions about it in the Pub if something in here confuses or does not sound right.
 
PostPosted: Mon Dec 24, 2007 6:39 pm
Health

Health maybe the one thing more valuable then gold in this guild. Now every one starts out with five health and then just like the other skills you may spend exp. on it to bring it up by one but it is not as cheap as everything else. It starts out at 25 then goes to 50 then that goes to 100 and that to 150 and from there on it goes up by 50 each time till it reaches 500, from there it goes up by 100 each time.


Damage

All damage is done by a set number of ten sided dice. (from this ponit on called d10's) Now these set numbers can be made more with training with the said item.

Now hits are rolls of seven or more, each of the dice from the attack that is a seven or more casues a health point lost. When you hit 0 you are knocked out when you reach -5 you are dead and go pay a vist to the locker.
 

AramilRose
Captain


AramilRose
Captain

PostPosted: Mon Dec 24, 2007 6:42 pm
Reductions

Reductions are a showing of knowlegde and skill in battle. Reductions work as follows...

If Wren has a reduction of two and Jack Sparrow uses his sword on me and rolls 5d10 for his attack which landed on 7,7,2,5,1 Wren would take no damage since his reduction of two would cancel out two of the damage of the attack allowing him to move out of the way with quickly enough to take no damage.
 
PostPosted: Mon Dec 24, 2007 6:44 pm
Experience and Stat Increase

Experience

Well there are many ways to gain experience such as looting form a small town capturing a ship and successfully but the biggest way to gain the most exp is by 'killing' another player.

When you kill another player you gain experience equal to 1/4 thier over all experience meaning you will gain more experience for 'killing' stronger players and less for killing weaker players.

Now say you end up killing a new member who has 0 experince this will gain you the least ammount of experince able to be earned for Player kills which is 25exp.

Stat Increase

Well to start off we the mods roll a twelve sided die to figure out your starting stats for your Strength, Intelligence, Speed and Dexterity. Now we are not having you level up and gain stats that way, with the experince you gain while roleplaying you then go and spend it on inproveing your stats.
At first all you need is 2 exp to up one of these stats but every time you spend experince on a skill its cost next time doubles for expmle.

Tom has 25 experince to spend on his skills, so he spend 2 to make his strength better and he wants to make it better again but this time he will have to spend four to up his strength stat by one while his other stats he has yet to buff up still only cost two.
 

AramilRose
Captain


AramilRose
Captain

PostPosted: Mon Dec 24, 2007 6:46 pm
Death and the Locker

The way we see it is that every pirate has got some good luck, they would have to have some seeing as what they do for a living.

So this is why we have decided that you can lose in battle five times, meaning your health total goes down past zero in unfriendly combat.

When you are beaten in unfriendly combat you are given a locker point, which will be shown in your Profiles title as a *. When you get five of these your pirate is sent to the locker.

Now there is one known way to get a pirate back from the locker, and that is to joureny to the end of the world and sail off its edge and then travel into the locker and rescue the said pirate all in one day or suffer sailing the lockers sea lost for all of time.

 
PostPosted: Mon Dec 24, 2007 6:48 pm
Swordsplay

Okay, so there are some things that are really enjoyable in a pirate's life... Rum... Gold... Ladies... Open waters... Guns... the list goes on. One thing I find fun is swordsplay. An epic battle between two pirates, going at it with only one weapon. A sword. (And possibly a gun if things go a little off track.)

So, what to do in these situations of endless sword clashing. In this game, players will go into a best of three rolls the higher roll is wining the sword play. At the end of the sword play the winner may then swing for his or her sowrds full damage.

Ranks in sword play work as followed in your profile will be a set number of d10's to roll for it, only the highest number counts so lets say you roll a six and then i roll a 4 and a 7 i would win with my seven.

Ties count as a win to both players there can be a tie only in this way during sowrd play.

And as you all know, when you run out of health, you get a locker point. So good luck with the swordplay.
 

AramilRose
Captain


AramilRose
Captain

PostPosted: Mon Dec 24, 2007 6:49 pm
Max Attack

Took keep people from swinging with out any limit with thier weapons we have now chossen to have a max attack. Your max attack starts out at ten but you can improve it. Just like every other thing in the guild the price goes up with every time you upgrade it, it starts at 100 and every time you buy more max attack you get +5 to your max attack dice.
 
PostPosted: Mon Dec 24, 2007 6:50 pm
Thievery

To steal you roll a d10, with a 6 or more a successful theft. The starting percentage stolen is 5% of the target's gold. For every 3 successful thefts the percentage stolen goes up by 1.
Like other stats this too can be upgraded by spending experience points on it. It starts at 25, and doubles with each time you upgrad it. ie. 25, 50, 100, 200....
 

AramilRose
Captain


AramilRose
Captain

PostPosted: Mon Dec 24, 2007 6:52 pm
Speed movements

1-19 1d4 squares/half hour

20-30 2d4 squares/half hour

31-45 3d4 squares/half hour

46-61 4d4 squares/half hour

82-84 5d4 squares/half hour

85-115 6d4 squares/half hour

116-154 7d4 squares/half hour
 
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