Post by FennecFyre on Nov 3, 2013 14:07:43 GMT
Fights between characters can be over anything: territory, rank, mates, food, etc. Ilrea uses a tier system for determining the severity of fight outcomes, and a dice-and-stat system for fighting itself. Characters cannot train or engage in proper fights until they are yearlings, but are free to spar and play-fight before then.
Tiers
Players can set different tiers for each character, but can only change tiers once every other month. So, if a character's tier was changed January 2, it could not be changed again until March 2.
Tier One
Stats
All characters have a set of number-based stats that affect combat. Each new character starts off with 16 points to distribute how the player pleases, and a +4 bonus in one stat depending on their species. More points can be gained by training, which is covered below. Characters can have a maximum of 50 points in any stat.
Training
Stats can be raised in several ways:
Skills
Skills can be purchased in the Bazaar and used to augment a character's stats. They are usually described in-character as learned skills. All skills can only be used once per fight.
Battle Fury - Doubles attack for two turns.
Resilience - Doubles defense for two turns.
Second Wind - When a character's health drops below half of it's full value, this skill can be activated, restoring health back to 50%.
Inner Power - Doubles Prowess for two turns.
Stealing
Group members and loners alike can be kidnapped into a group or rescued out of one. Groups may have special ranks designated for stealing. The player doing the stealing must post a thread in the Espionage board stating who they are trying to steal. A defender (or the would-be victim's player if the character is a loner) must post within 24 hours to confirm if they wish to fight or roll for the character's freedom. If they choose to fight, a fight thread takes place between the two characters somewhere, and the outcome of that thread decides if the character is captured or escapes. If they choose to roll, a staff member rolls two dice for each player. A tie warrants a re-roll. The highest roll wins. Threading out the capture after a roll is voluntary.
Fighting
Combat can last either a set number of rounds, or until one character gives or is KOed. A very short duel would look something like this:
Post 1 - Alice attacks Bob.
Post 2 - Bob defends, then attacks.
Post 3 - Alice defends, then attacks.
Post 4- Bob defends, fight ends, winner is decided.
Below is a full fight between two fictional characters.
Tiers
Players can set different tiers for each character, but can only change tiers once every other month. So, if a character's tier was changed January 2, it could not be changed again until March 2.
Tier One
- Can inflict minor maims on any characters, and suffer minor maims.
- Cannot severely maim or be severely maimed.
- Cannot lead a group.
- Cannot kill or be killed without consent.
- Can inflict minor maims on any characters, and suffer minor maims.
- Can severely maim or be severely maimed.
- Can lead a group.
- Cannot kill or be killed without consent.
- Can inflict minor maims on any characters, and suffer minor maims.
- Can severely maim or be severely maimed.
- Can lead a group.
- Can kill or be killed without consent.
- Removal of a limb
- Removal of both/all ears or deafening
- Full blinding
- Mangling of the nose
- Mangling of the reproductive organs
- Removal of the tail(s)
- Removal of wings/horns/claws/anything important for survival
- Removal of the tongue (requires express permission due to impact on roleplaying as well as surviving)
By contrast, a minor maim is considered something that can be suffered without the odds of survival greatly waning, and includes:
- Scarring
- Partial/full removal of one ear
- Partial blinding
- Removal of tailtip
- Removal of nonessential wing feathers/chipping horns/removal or damaging of some claws/etc
Stats
All characters have a set of number-based stats that affect combat. Each new character starts off with 16 points to distribute how the player pleases, and a +4 bonus in one stat depending on their species. More points can be gained by training, which is covered below. Characters can have a maximum of 50 points in any stat.
- Health - This is the "Hit Points" of Ilrea, and is reduced by being attacked. Unlike the other stats, Health has a base of 10, rather than 0. When Health reaches zero, a character can no longer fight, and it takes one OOC week for Health to fully replenish. If the character enters any fights before this cooldown period ends, they will begin at half health. Fighting to a KO is not required, and a character may back down before their Health reaches zero. If so, they only have to wait five OOC days to fight again at full health. Furthermore, being in a group will grant a character an additional +10 health, as animals living in a group tend to be better-fed and healthier than loners. This increase does not apply once a character leaves a group. Health can be restored faster by two ways. The first is by using magic, in which the user must have healing magic and Prowess above 10. The amount of health restored depends on the Prowess stat, ex a character with 23 Prowess could heal 23 Health. The second way is with herbs, which is covered in the Crafting & Herblore thread. A character can only be healed or heal themselves once per thread.
- Strength - Used in attacking, higher strength often translates to good solid muscle mass and powerful jaws and claws. This is added to a random dice roll, and any bonuses (see below) that may apply, to determine total attack. Felines receive a +4 bonus in Strength upon birth/creation.
Strength bonuses:
+2 - Sneak attacking (For this bonus to count, the attacker must be out of their foe's field of vision or otherwise undetected. Can only be used in the first round).
+2 - Attacking a vital region (Throat, eyes, nose, chest, stomach, leg tendons, or groin. Specify which one(s) you're attacking. +1 for every additional vital region being attacked in that turn).
+3 - Using a trait against an enemy (venom, spines, horns, etc). - Endurance - Endurance represents how much a character can take when being attacked. This is added to a random dice roll, and any bonuses (see below) that may apply, then subtracted from a foe's attack, to determine how much damage was actually done. Canines receive a +4 bonus in Endurance upon birth/creation.
Endurance bonuses:
+1 - Ears flattened
+1 - Eyes narrowed
+1 - Head drawn in close to shoulders to protect neck
+1 - Wearing armor in the area(s) being attacked. For each tier of armor above Apprentice, add 1.
+2 - Limbs spread evenly(if only two limbs, ex the hindlegs, are spread, this counts as +1).
+2 - Using a trait to defend oneself (hard scales, spines, etc). - Prowess - Prowess marks a character's mastery over their magic. It can be used in place of Strength or Endurance to attack or defend, respectively, but operates a little differently. While characters with less than 10 Prowess can use weak magic sparingly outside battle, they cannot actually use it in combat until they are competent enough, which is represented by reaching 10. The number of times a character can use magic goes up with each multiple of ten in this stat. A character with 10 Prowess would be able to use magic once, then twice at 20, three times at 30, and so on, up to a grand total of five times at 50. Gryphons receive a +4 bonus in prowess upon birth/creation.
Prowess bonuses:
+3 - Using magic to indirectly hurt an enemy (Such as something that would stun them, frighten them, slow/restrict them, or trap them).
+5 - Using magic to directly hurt an enemy (Such as fire, poison, flying rocks, etc).
+5 - Using magic to defend oneself (Creating a shield, using magic to dodge, etc).
Training
Stats can be raised in several ways:
- Completing fights. When a fight is finished, the winner receives 8 points to spend however they wish, while the loser receives 4. If it is a draw or a friendly spar for the purpose of training, both receive 6. When you decide how you want to distribute your points, you should post in the Stat Updates thread so it can be recorded.
- Completing training threads other than spars. For every 100 words in a post, a character will receive 1 point in whatever skill they're training for, up to a maximum of 1000 words. Characters can train together, but only the first three posts of each character will count towards stat gain. Training threads should be marked with a [T] in the title and should clearly state somewhere which stat the characters are training. Whatever they are doing should also relate to that stat somehow (health could be exercising/stretching, strength could be pulling a load, endurance could be running/hunting, prowess could be magic practice, etc). Once a thread is completed, it should be posted in the Stat Updates thread with how many points total each player will get for that stat. A staff member will then post in that thread to confirm or correct and add it to the records. Attempting to balloon a post with gibberish or repeated words will result in a stat loss.
- Participating in Boss Battles and Random Events. Once a boss is defeated, everyone who participated will receive points to spend based on how much damage they inflicted. In that thread, you can then make an OOC post stating which skills you plan to use those points on. Some Random Events may also give stat boosts or even temporary reductions.
Skills
Skills can be purchased in the Bazaar and used to augment a character's stats. They are usually described in-character as learned skills. All skills can only be used once per fight.
Battle Fury - Doubles attack for two turns.
Resilience - Doubles defense for two turns.
Second Wind - When a character's health drops below half of it's full value, this skill can be activated, restoring health back to 50%.
Inner Power - Doubles Prowess for two turns.
Stealing
Group members and loners alike can be kidnapped into a group or rescued out of one. Groups may have special ranks designated for stealing. The player doing the stealing must post a thread in the Espionage board stating who they are trying to steal. A defender (or the would-be victim's player if the character is a loner) must post within 24 hours to confirm if they wish to fight or roll for the character's freedom. If they choose to fight, a fight thread takes place between the two characters somewhere, and the outcome of that thread decides if the character is captured or escapes. If they choose to roll, a staff member rolls two dice for each player. A tie warrants a re-roll. The highest roll wins. Threading out the capture after a roll is voluntary.
Fighting
Combat can last either a set number of rounds, or until one character gives or is KOed. A very short duel would look something like this:
Post 1 - Alice attacks Bob.
Post 2 - Bob defends, then attacks.
Post 3 - Alice defends, then attacks.
Post 4- Bob defends, fight ends, winner is decided.
Below is a full fight between two fictional characters.