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Battle System Workings


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#1
Kiroku

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DISCLAIMER: THIS IS PRIMARILY FOR VIEWING PURPOSES, IF YOU HAVE NOT SPOKEN TO ME ABOUT THIS THEN DO NOT POST

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Characters in RoH will be grounded in a quantifiable manner via character sheets. A random number generator, or dice rolling simulator will be used to determine results. Rolls will be done using numbers 1-10, with possible exceptions to be outlined further in the guide. In a very simple sense, the character can be reduced to three areas: Stats, Skills, and Perks/Flaws.

Stats are important for determining how many dice are held onto after a roll, and are the numerical display of a character’s potential. A character can know how to do something(skill), without being physically able to complete a task(stat). Stats are typically limited to 5, and their cost reflects their importance.

Skills are important in that they display the accumulated knowledge of a character. This crosses combat, social, magical, and crafting skills.

Perks and Flaws fill in the area that skills and stats cannot. Being lucky, unlucky or having special relation to a race, ally or enemy will be reflected here. This will be used to show special background areas that are hard to classify in game terms, like being a noble, or being a sheikah.

All skill based rolls are (Skill)k(Stat). Period.

Notice/Warning: Unless Excruciating Circumstances Exist, whatever a character sheet looks like at the time of it's approval is what it's base will always be. This base is set in stone and can not be changed under most circumstances. Perks and Flaws can not be changed. You may add flaws or perks later, or change the wording on some particular, user-generated, flaws, but you will not be able to change them post-charagen. Skills and Stats may be reset Once BEFORE 100 Posts is reached. This is done via a Ticket Request. Past these resets (the freebie or the shop purchased one) you will NOT be allowed to Lower stats/skills, remove perks, add charagen perks, or gain bonuses for flaws. You Have Been Warned.

An explanation on notation: #k# format.
This format is shorthand for the roll/keep system that serves as the core of this system. The first # is the amount of dice that are rolled, and the second # is the number of those dice which can be counted towards the total result. This is important, as it will be referenced quite a bit.

#2
Kiroku

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Stats

Strength
  • Determines how hard a character can hit with melee weapons, and how much damage they can take before being knocked unconscious.
  • Examples
    • 1 Point: Weak, this person typically has problems with carrying much of anything, may be fragile, or prone to sickness.
    • 2 Points: Average, this person can accomplish most simple strength based tasks, and while not particularly fragile, wont necessarily take blows terribly well.
    • 3 Points: Above average, this person is not abnormally strong, but may be able to take hits better than most, or lift a bit more than their peers.
    • 4 Points: Strong, this person is probably known of in a small area around where they come from for being particularly strong, or being particularly difficult to knock out.
    • 5 Points: Impressive, most people in Hyrule or Termina would not want to deal this person in hand to hand combat. They can probably lift multiple hundred pound loads, and take a beating impassively.
    • 6 Points+: Insane, this person would be known world wide for their abilities, and likely carries more than a few titles to accompany this amazing status.

Agility
  • Determines how well a character can hit with ranged weapons, and how well they can move through an area.
  • 1 Point: Clumsy, this person is likely to trip over things or hit a friend rather than an enemy in close combat with a bow.
    • 2 Points: Average, this person is about as likely as not to shoot a friend in combat as foe, and isn’t likely to trip over things like logs.
    • 3 Points: Above average, this person is more likely to hit a foe in combat than a friend, and may be noted for having good balance.
    • 4 Points: Agile, this person can hit bull’s eyes regularly, and can make their way through thick undergrowth with relative ease. They may also be difficult to track.
    • 5 Points: Impressive, this person can put an arrow in between the eyes of a target at one hundred paces with relative ease. They are not likely to have issues running through rough terrain.
    • 6 Points+: Insane, this person could probably sprint through a minefield unscathed, or hit targets blindfolded.

Intelligence
  • Determines how smart a character is, how quick they learn new tricks, and how readily they can use their environment.
    • 1 Point: Stupid, this person cannot read, and probably doesn’t know what math is, only that it angers them.
    • 2 Points: Average, this person may be able to read and do math, but certainly has some manner of common sense.
    • 3 Points: Above average, this person can most certainly read and do math if they have had any inclination to learn. They spot more opportunities and notice more things than their peers.
    • 4 Points: Intelligent, this person can learn pretty much anything they set their mind to, and rarely fails to notice key environmental features they can use to their advantage.
    • 5 Points: Impressive, this person is likely a certifiable genius, and is likely to assess and adapt to any situation they may find themselves.
    • 6 Points+: Insane, this person could probably write physics text books. …if the people of Hyrule knew what physics was in the first place.

Magic
  • Determines how well a character can cast spells or use magical items
    • 1 Point: Useless, this person is more likely to kill themselves with a spell than anyone else. Magical items are likely to explode with a touch.
    • 2 Points: Average, this person probably can’t cast spells terribly well, but may be able to use magical devices without any issue.
    • 3 Points: Above average, this person has no problem with magical items, and may be learned enough in magic to cast a fair amount of spells.
    • 4 Points: Adept, this person can cast most common spells, and even some of the most complex of artifacts bend to their will.
    • 5 Points: Magus, this person is more than likely comfortable crafting their own spells and effects, and could probably level a city block with ease if they so wished.
    • 6 Points+: Insane, this person is of at least sage level potential, and under no circumstances is to be trifled with.

Charisma
  • Determines how good a character is with words, and how easily they can use words to influence the decisions of NPCs. In combat this will relate to support abilities.
    • 1 Point: Strange, this person more often than not insults those they are trying to compliment, and may come off as a ‘creeper’.
    • 2 Points: Average, this person doesn’t have much of an issue with basic social niceties, but is not likely to be quick witted.
    • 3 Points: Above average, this person knows how to get things they want, and how to use what they have.
    • 4 Points: Charismatic, this person can talk their way out of most situations, and probably fairly quick witted.
    • 5 Points: Impressive, this person probably lights up a room when they enter, and are either the center of attention, or the person no one ever notices.
    • 6 Points+: Insane, could talk their way out of being arrested for bank robbery with camera evidence and a police officer having seen the deed.
Health/Hit Points
  • Determines total hitpoints/a character's health/ability to absorb damage.
    • Calculated By Adding up Strength (Stat) and Endurance (Skill) and multiplying by 15/
Defense
  • Determines how hard it is to damage a user
    • Calculated By adding the base Defense (5) plus 3 points for every point in Defensive Combat (Skill) and then you add any bonuses from Perks and Armor. (Read More in the Combat Section)


#3
Kiroku

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Skills

Skills are split into five areas depending on what their dominant stat is. Below are the list of skills, separated by their dominant stat. This stat will be used in determining how many dice are kept when determining success. At character creation, no one can have five points in any stat.

Strength Skills
  • Striking
    • Striking covers the use of any and all melee weapons. It does not determine damage, only how well you can hit.
  • Endurance
    • Endurance covers how well a character can take damage. The more endurance, the more health they will have.
  • Brawling
    • Brawling covers fist fighting, wrestling, and weapons like punching knives.
Agility Skills
  • Athletics
    • Athletics covers horseback riding, climbing, running, swimming, or any similar area. In regards to combat, it also reflects how far a character can move.
  • Ranged Combat
    • Refers to any ranged combat. Bows, crossbows, throwing knives, and weapons like hookshots would fall into this skill.
  • Defensive Combat
    • This Skill Reflects how well a character can fight defensively. Allows for reactive defenses, and adds a bonus to defense scores

Intelligence Skills
  • Medicine
    • Reflects how quickly a person can heal others.
  • Puzzles
    • Skill that reflects a character's puzzle solving abilities. Possibility for hints in dungeons and quests.
  • Spells
    • This skill refers to the knowledge of different spell groups. Anyone taking this skill must take a specialty which will be approved by a moderator. After this, with each rank, they can add a new spell to their repertoire that falls within this specialty
Magic Skills
  • Casting
    • Casting refers to how strong the spells a character can cast are. It is used for determining how well a character can hit a target with spells, and how much damage they deal.
  • Potion Making
    • This skill allows characters to make potions to heal themselves.
  • Magical Item Use
    • This skill reflects how well a character can utilize magical items to their advantage.

Charisma Skills
  • Sincerity
    • Refers to how well a character can seem sincere. Applies equally to being honest or dishonest.
  • Inspiration
    • A combat ability that gives a bonus to friendly players, or a negative to enemies.
  • Natural Affinity
    • Shows how able the character is to interact with wildlife.

Still to do list: Add examples to aid in the understanding of point values.


#4
Kiroku

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Perks and flaws are an interesting area that require a bit more understanding than stats and skills. Perks will be purchased at a fixed price. Skills and stats both scale in cost given how far along the character has progressed, and do not change once the initial character generation process is over. Next to the title of each perk and flaw however will be a code that will look something like this: 1/2. This will represent the cost of the the ability. The first number is the cost during character generation, with the second referring to the cost once you have finished your character sheet. Some will not be able to be purchased later, but those that can be will double in price.

Flaws will not be using this system however. While flaws fill in much the same gap as perks do in the system, they operate fundamentally different from any other part of this system. These quirks actually return points to the creator to spend elsewhere, so the number that appears next to them is the number that is RETURNED TO THE CHARACTER AS XP. Now, this seems fantastic you might say. Why can't I just take a ton of them and get a whole lot more experience to spend? And you should expect that this idea had already been thought of. It is also why the amount of return points you can get from flaws is LIMITED TO TEN (Exception is for Stalfos, which can up to 15 (FIFTEEN. TEN PLUS FIVE). Now this is not to say that you cannot go past ten in total flaws. By all means, please do. What it does mean is that anything past ten will not count towards your character's experience pool. The last note about this is that while flaws can be taken later in the game, even if you have not yet hit the ten cap you will not get points for them. So lets recap:
  • Perks usually double in price after character sheet creation
  • Flaws give bonus experience during character creation
  • Bonus experience from flaws is limited to ten points
  • Flaws can be taken past this limit, with no additional benefit
  • Taking flaws after character sheet creation gives no additional benefit
Now! Onto the actual meat.

Perks
Lucky(5/10)
  • This perk allows a character to retry any one roll during a dungeon, quest, or experience granting story battle.
Gift of the Goddesses(6/X)
  • This perk represents the blessing of the golden goddesses. Once per dungeon, quest, or experience granting battle, the character may ignore one killing blow as if it had no effect. This perk is only purchasable during character sheet creation.
Tough(3/6)
  • This perk gives a character a flat +4 bonus to defense.
Stealth(3/6)
  • This perk allows a character to sneak by NPCs unseen by rolling athletics. Difficulty to be determined by moderator in charge of encounter.
Bombs(3/6)
  • This perk allows the use of five bombs per combat, they can be thrown via Ranged Combatat one person or into a melee. If thrown into a melee, it damages everyone in it the same. Damage is found with weapons.
Nobility(6/12)
  • This perk shows that the character is a Hyrulian noble. It comes with RP access to certain areas like Hyrule Castle, as well as contacts, and ease of travel. They also begin with a fine weapon of their choice.
Royalty(12/X)
  • This perk indicates that the character is a member of the Hyrulian or Zora royal family. Benefits are similar to Nobility, but to an increased level and with the added benefit of access to the royal treasury. Because of this, the character is treated as having the Rich perk. All starting gear for characters with this perk is exquisite.
  • RESTRICTIONS AND DISCLAIMERS
    • Character must be Hylian or Zora.
    • There shall only be 3 characters for each race with this perk at any one time during the course of the game. This limit also applies to characters who request to be royal family members, but do not take part in the battle system. Names of those currently with this perk will be listed here.
      • Hylian
        • Logain
        • Queen Evelyn
        • Fayte
      • Zora


    • If a player chooses this perk for their character, they should know that after a period of EIGHT WEEKS INACTIVE, their character will be PERMANENTLY RETIRED. The display name will be changed, and a new character will have to be made. Experience from the retired character will transfer over entirely to the new one. This is to prevent people making important characters, taking up the slot and then doing nothing with them.
    • This perk is only purchasable at character generation.
Rich(3/6)
  • This perk increases the base quality of weapons and armor characters have to fine. RP effects should be obvious.
Iconic Item(4/8)-Lesser, (6/12) Moderate, (8/16) Greater
  • This is the only perk to have multiple grades. Depending on how many points are spent, characters can have access to items considered iconic to the Zelda series. Character sheets are REQUIRED for these items. This is the only perk where this is the case. These items generally are those which have the potential to be reproduced.
  • Lesser
    • Iron Boots: Aids in dungeons and quests.
    • Golden Scale: Allows for breathing underwater.
    • Gilded Sword: An exquisite quality one handed sword.(see weapons)
  • Moderate
    • Bunny Hood: Adds an extra 1k1 to athletics rolls.
    • Power Bracelet: Adds an extra 1k1 to brawling rolls.
    • Lens of Truth: Character can ignore illusions when using this item.
  • Greater
    • Boomerang: A unique one handed ranged weapon, it deals 2+Strength k3.
    • Mirror Shield: Grants more defense than a normal shield. Also functions similar to the Tennis Perk.
    • Hookshot: Functions as an exquisite one handed ranged weapon for damage purposes. Also allows for specialized movement in combat. RP uses obvious.
Sheikah(8/X)CURRENTLY FULL
  • This perk allows the player to play a sheikah. Sheikahn characters come with a number of benefits.
    • +1 to Magic OR Agility
    • Immediate access to Stealth(free)
    • +2 Athletics
    • Reduced cost of Iconic Item Perk.
      • Lesser (2/4)
      • Moderate (3/6)
      • Greater (6/12)
  • RESTRICTIONS AND DISCLAIMERS
    • There shall only be 5 characters with this perk at the start of the game and no more than 10% of character population any one time during the course of the game afterwards. This limit also applies to characters who request to be sheikah, but do not take part in the battle system. Names of those currently with this perk will be listed here.
      • Richard Brandstone
      • Alaric von Voltaire
      • Mar Amden
      • Queen Evelyn
      • White Prophet
      • Ankou Interitum
      • Albel Manilar
      • Vyse Sairyn
    • If a player chooses this perk for their character, they should know that after a period of EIGHT WEEKS INACTIVE, their character will be PERMANENTLY RETIRED. The display name will be changed, and a new character will have to be made. Experience from the retired character will transfer over entirely to the new one. This is to prevent people making important characters, taking up the slot and then doing nothing with them.
    • This perk is only purchasable at character generation.
Tennis!(4/8)
  • This perk allows characters to reflect spells back at their caster. The caster does not need to take this to deal with their own spell. Spell reflection occurs only when the character is the victim of an attacking spell. If the caster fails to break their defenses, the player makes an attack roll with striking(melee weapon obviously required). If this roll breaks the caster's defense, it connects. Otherwise the caster has the chance to toss it back again.
Prodigy(4)
  • This perk reflects the character's innate talent within their chosen archetype. They get to reroll all 1s in all rolls with one archetype skill. (Can Not be taken with any skill that doesn't roll, such as Endurance, Defensive Combat, or Spells) Perk can not be taken post character creation.
Fated(3/X)
  • This perk is unique in that the effect is not chosen by the player. The moderator in charge of proofing their character sheet makes a roll and then determines the bonus of this perk.
    • 1:Noble Fate-Character receives Nobility for free. Refund spent points if already purchased.
    • 2:Guardian Fate-Character receives a +1 to the Endurance Skill
    • 3:Warrior Fate-Character receives a Tough for free. Refund spent points if already purchased.
    • 4:Merchant Fate-Character receives Rich for free. Refund points if already purchased.
    • 5:Heroic Fate-Character receives Golden Scale Iconic Item. Refund points if already purchased.
    • 6:Chosen Fate-Character receives Gift of the Goddesses for free. Refund points if already purchased.
    • 7:Blacksmith's Fate-Character receives exquisite weapon of choice.
    • 8:Mage Fate-Character receives +1 to Casting Skill. Cannot take Magical Void.
    • 9:Traveler's Fate-Character receives a writ of passage, allowing travel to any part of Hyrule.
    • 10:Healer's Fate-Character receives a +5 modifier to Medicine roll totals.
  • This perk is only purchasable at character creation, and can only be purchased once.
Gift of the Great Deku Tree(3/x)
  • Characters with this perk are Kokiri, and have been blessed by the Great Deku Tree to be allowed to leave the bounds of the Lost Woods and Kokiri forest. They start with the following benefits.
    • +1 Charisma
    • +2 Skill Natural Affinity.
Dual Wielding(7/14)
  • This perk allows a character to utilize two one-handed melee weapons at the same time. When able, these characters can take two striking based attack actions at once. These attacks are treated separately, and the second incurs a -1k0 accuracy and damage modifier. Characters with this perk and Tennis! receive a +5 defense modifier vs spells that can be reflected.


#5
Kiroku

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Flaws

Unlucky(5)
  • This flaw reflects the fact that a character is particularly unlucky. On any one roll during a dungeon, quest, or battle the moderator supervising can choose to fail the attempt.

Frail(2)
  • This flaw reflects a frail body, and the likelihood to take more damage. These characters are suffer a -5 Health Pool penalty.

Weak(3)
  • This flaw reflects a character being weak, and causes a -5 modifier to all striking rolls.

Magical Void(6)
  • This flaw reflects the complete inability of a character to use magic. These characters cannot raise any magic skill, or the spells skill above 0. Because of the complete inability to use magical items as well, these characters are restricted to non-magical(Lesser) Iconic items. The cost of Tennis! is increased to 6/12
  • Hylians, Sheikah, and Kokiri cannot take this flaw.
  • This flaw does not give magical immunity.

Bad Eyesight(3)
  • Characters with this flaw cannot see well. Subsequently, they suffer a -5 modifier penalty to Ranged Combat rolls.

Cripple(Varies)
  • This flaw has varying point rewards based on how the person is crippled.
    • Blind(10): This character cannot see, and subsequently suffers a -5 penalty to ALL attack rolls.
    • Missing Arm(5): This character cannot use bows, two handed weapons, or both a sword and shield.
    • Missing Leg(5): This character suffers a -5 to Athletics rolls.
    • Mute(5): This character cannot speak, and cannot take the Sincerity skill.

Ugly(3)
  • This character is in some way ugly. They suffer a -5 penalty to Inspiration.

Poor(3)
  • This character is exceptionally poor, all weapons and armor they own begin at poor instead of average.

Wanted(5)
  • This character is wanted in Hyrule or Termina. They cannot show their face in public or risk guard intervention. This flaw will be monitored by moderators, and NPC intervention may take place. This flaw can be taken twice, though it is not recommended. Which country they are wanted in should be included in character sheets. Note: Stalfos Automatically Start with Wanted twice

Cursed(4)
  • This character suffer is cursed to being poor at a particular archetype skill. They suffer a -5 modifier to this skill, and raising it costs twice as much.

Gullible(2)
  • Characters with gullible believe everything they hear. EVERYTHING.

Bad Liar(2)
  • Characters with this flaw take a -5 modifier penalty to sincerity rolls to lie.

Pathological Liar(2)
  • Characters with this flaw take a -5 modifier penalty to sincerity rolls to tell the truth.

Self Non-preservation(3)
  • Characters with this flaw have to be dragged away from any fight.

Pansy(2)
  • Characters with this flaw must be rallied with an Inspiration roll to be able to participate in a fight. Otherwise they immediately flee.

Juevos de Acero(4)
  • Once per combat this character must do something ridiculous to prove themselves. If they fail, or do not, they receive a -3 penalty to all rolls for the remainder of combat.

Driven(3)
  • Characters with this flaw must define one goal, or focus that they have. Nothing gets in the way of them completing or satisfying these goals or focuses. They cannot be convinced or swayed to divert their attention. Only knocking them out will prevent their action in certain cases. If your character kills themselves because of this flaw, too bad. Violations of this flaw will result in a removal of the flaw, and an xp deduction.
Buying Out Flaws


It is possible to spend XP to undo flaws later on. For example somewhere down the line a character that had the driven flaw, can spend 3 XP to "Buy it off" What this will do is create the following perk for a character that will outline what occurred.

Blessing of the Great Fairy
  • Purged of (Flaw) - (#)


#6
Kiroku

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Character Creation

At this point you're probably thinking, "Kiro, what in the world are you even on about. I don't know what this even means." Well, things will be clear soon, I assure you. Here, we are going to discuss the character generation process. The first thing you need to understand is what the stats and skills actually mean. The battle system is a modified roll keep system. What this means is that you roll a certain number of dice based on one stat, and then keep a number of those equal to another. Here, we will be rolling your skill, and keeping the dominant stat for most things. Now, with that out of the way the first thing that you'll need to do is understand that you start with a certain amount of points. 35. Yay! Now store that away because right now it isn't important, because you need to create your archetype.

Your archetype name should be one word that you think adequately describes your character, a name for the innate skill set that the character has. You choose one stat that gets a +1, and then three "archetype skills". These skills are important, not only because you get two free skill points in them, but also because these are the only skills that can be taken past level 5 for your character. As such, make sure that you choose wisely. Do not be afraid to ask for advice on this issue, and here are a few examples.

Tank
  • +1 Strength
  • +2 Striking
  • +2 Endurance
  • +2 Defensive combat

Martial Artist
  • +1 Agility
  • +2 Brawling
  • +2 Defensive Combat
  • +2 Athletic

Mage
  • +1 Magic
  • +2 Spells
  • +2 Casting
  • +2 Magical Item use

Healer
  • +1 Intelligence
  • +2 Medicine
  • +2 Potion Making
  • +2 Defensive Combat

Archer
  • +1 Agility
  • +2 Ranged Combat
  • +2 Puzzles
  • +2 Athletics

Bard
  • +1 Charisma
  • +2 Inspiration
  • +2 Sincerity
  • +2 Puzzles

Now, from this point you will have to pick a race for your character. There should be obvious RP benefits for some races, like the Zora being able to breathe water or the Gerudo being able to enter the pirate area in the Great Bay. For our purposes though they do only one thing, which is to increase a single stat by one. The list is as follows.

Human
  • +1 Intelligence OR Charisma
Hylian
  • +1 Magic OR Strength
Goron
  • +1 Strength OR Agility
Zora
  • +1 Agility OR Intelligence
Gerudo
  • +1 Charisma OR Agility
Rito
  • +1 Agility OR Intelligence
Stalfos**
  • +1 Strength OR Intelligence
Sheikah*
  • +1 Magic OR Agility
Kokiri*
  • +1 Charisma OR Magic
*: These race require a perk to be able to access them.
**: These races start off with Wanted x2 But have a max possibility of 15 points gained from Flaws

Now, at this point you may be wondering about those 35 points we spoke about. Well. Now is when you can actually use them. From this point on you can spend those points as well as points you get from flaws and posts, on stats, skills and perks. Experience points will be counted by post count, with every ten points equaling 1 point of experience. Pricing and examples are listed below.

Skill Points
Cost for skill points is a number of experience equal to the next rank. So, if you are going from nothing to 1, you would need to spend 1 experience point to do so. From 4 to 5, you would have to spend five. Simple right? Keep in mind that you cannot start with a five in any skill.

Stat Points
Cost for stat points is a number of experience equal to the next rank multiplied by five. So, if you are at 2 and want to raise that to 3, you would need fifteen experience points to do so. From 4 to 5, you would need a total of 25. Still relatively simple. Keep in mind, you cannot start with a 5 in any stat.

It should also be noted that all stats begin at 2, and that all skills begin at 0 before racial and archetype bonuses are added. Also, characters are limited to keeping 2 experience points after character generation. Any amount over this will be removed.

#7
Kiroku

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[b]Name:[/b]
[b]Other Aliases:[/b]
[b]Gender:[/b]
[b]Race:[/b]
[b]Archetype:[/b]
[b]Nationality:[/b] (Going to be either Hyrulean or Terminian)

[b]Health[/b]:
[b]Defense[/b]:
[b]Stats[/b][list]
[*]Strength: 2
[*]Agility: 2
[*]Intelligence: 2
[*]Magic: 2
[*]Charisma: 2
[/list]

[b]Skills[/b][list]
[*]Striking: 0
[*]Brawling: 0
[*]Endurance: 0
[*]Athletics: 0
[*]Ranged Combat: 0
[*]Defensive Combat: 0
[*]Medicine: 0
[*]Puzzles: 0
[*]Spells: 0
[*]Casting: 0
[*]Potions: 0
[*]Magical Item Use: 0
[*]Sincerity: 0
[*]Inspiration: 0
[*]Natural Affinity: 0
[/list]

[b]Perks and Flaws[/b]

[b]Weapon Type and Quality[/b]

[b]Physical Description:[/b]

[b]Personality:[/b]

[b]Family:[/b]

[b]Magical Talents:[/b]

[b]Weapons and Talents:[/b]

[b]Strengths and Weaknesses:[/b]

[b]History:[/b]

[b]Spells:[/b]


#8
Kiroku

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COMBAT!

Ha! The point of all this nonsense is finally at your disposal. Of course, there are a few things that I'm sure everyone is curious about. Namely, how much damage your weapons, spells, and fists will do, how defense works, and how much HP everyone has. All good questions. In order to understand how combat will run, we'll explain the latter two first. Health is a simple calculation. Health is a number equal to your Strength + Endurance multiplied by fifteen. This means that the maximum health that someone can have without an allowance for insane levels of Strength is 150. Defense, likewise is a simple calculation. Defense starts at a flat 5 for everyone. With each point into defensive combat, this number raises by 3. Armor will add its own bonus which varies based on the quality of said armor. So, with that out of the way lets look at a chart for armor bonuses by quality.

  • Poor: +2 Defense
  • Average: +3 Defense
  • Fine: +4 Defense
  • Exquisite: +5 Defense
  • Shield: +3 Defense
  • Mirror Shield: +5 Defense

A note about shields. Shields can only be used with one handed weapons. Spell casters, Brawlers, and those using two handed weapons, either melee or ranged, cannot use them.

With that out of the way, lets get to the damage aspect. Damage obviously should change between how you deal it. Spell damage, regardless of spell is (Magic)k(Magic). Brawling is (Agility)k(Agility). Weapons vary based on their quality and type.

One Handed Weapons
  • Poor: 2k1
  • Average: 2k2
  • Fine: 3k2
  • Exquisite: 3k3

Two Handed Weapons
  • Poor: 2+Strength Score k1+5
  • Average: 2+Strength Score k2+5
  • Fine: 3+Strength Score k2+5
  • Exquisite: 3+Strength k3+5

Ranged Weapons
  • Poor: 2k1
  • Average: 2k2
  • Fine: 3k2
  • Exquisite: 3k3
Ranged weapons are special in that they have two types, one handed and two handed. These two do the same amount of base damage, but can be modified in fundamentally different ways. The shop will allow for special arrows that deal more damage and have special effects to two handed weapons. Weapons that do not use ammunition fall under the one handed category, and shields can be used with these. Examples of two handed ranged weapons would be bows and crossbows. Examples of one handed ranged weapons would be hookshots, boomerangs, throwing knives, and grappling hooks.

All pretty simple right? Right. Well then, lets get to an actual battle.

Stages of Combat:
Initiative - The first thing that will be done is to check who goes first. For this, both players roll (Agility)k(Agility), with the higher total winning, and then for any additional players, order is decided in order from highest to lowest total. Exception to this rule is that characters who are acting under Stealth bypass (Stealth bypass can only be initiated on NPCs and under RP conditions where both parties are in agreement) this order and go first. With order of action laid out, we can discuss the various actions that you can take during combat.

Attacking - If a character is within attacking range, he/she declares the attack and what type of weapon they are going to use. After checking for the appropriate skill roll a number of dice equivalent to the character's skill points, and then keep a number of those dice equal to the skill's dominant stat. The dice that are kept are then added up, and if that number is greater than the defender's Defense, the attack hits. Damage is determined by the above information.

Moving - So what if you're not in range? You take a move action, ruled by athletics. Base movement is 10ft, and each point of Athletics adds five feet to movement available.

Healing - Pretty Straight forward. Roll Potion for healing yourself, roll medicine for healing others. Simple right?[/list]
Aiming - Aiming is an action that a character can to increase their chance to hit on their next attack roll. Effectively, the character gives up a turn waiting and taking aim at the target. On their next turn, they get a bonus 1k0 to attack. Alternatively, they can wait two turns, and receive a 1k1. Attacks do not benefit from this bonus if they are not taken immediately after aiming.

#9
Kiroku

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Special Combat Mechanics
This is the area where special parts of the combat system will go. For the most part these include rule systems that are exceptions or modifications to the normal rule sets. Most of these rules are here for flavor, or to keep things as fair as possible. I realize that min-maxing is possible with any system however, and as most builds can be min maxed to a rather disgusting end the goal of this section is primarily for balancing. This section will probably receive further additions as time goes on.

Critical Success!
In most systems there is a reward for rolling well, which represents either the random chance of exceptional success or exceptional failure. Because I want to keep this system as rewarding as possible, we're going to ignore that second exceptional case and focus on the first. The system for this will be very simple. If a 10 is rolled, that die is rerolled. The result of that roll is added to the first ten, for a final total that counts as ONE die.

Example:
  • Character rolls 4k2
  • Results are 10, 2, 5, and 7
  • Reroll 10, result 3
  • Keep 7, and 13
  • Final total 20
As a note, the typical gaming term for this system is called exploding criticals. The reason for this is 10's continue to be rerolled. If by some voodoo shenaniganry, you roll a 10 and it comes up 10 ten times, your result for that die is 100.

Flying, and Hanging from Hookshots
So. This is a rather important area to address, because the idea of kiting(keeping distance and still doing damage) is one that is made all too easy with these tools. To counter balance the issue, Rito and people with hookshots can only drop bombs directly beneath them, they cannot otherwise attack. Obviously, taking flight, using a hookshot to grapple to another location, and maintaining either the grapple of flight will require a move action. After a movement action however, the hookshot will need to recharge and such a movement action cannot be taken for another five turns.

BOMBS!
So. Here's something I know many of you have been waiting for. Bombs are unique in our battle system, as they deal a flat amount of damage. Each bomb deals exactly 15 damage, and hits ANYONE within melee range of the target. Why 15 you might ask? Right now most of the hardest hitting weapons are k3, meaning they keep 3 dice. Bombs are a relatively cheap perk, and 15 is about the median number that an exquisite weapon would deal. This is of course excluding criticals, but for our purposes we're going to assume there's not much skill in throwing an explosive into a melee. AND GUESS WHAT?! This is reflected in how you hit things. Instead of hitting a target with this attack, you hit an area. Subsequently, the target number for attack rolls is only 15. For perspective, this would be the target number for someone with 1 point in defensive combat and poor armor.

Unskilled Rolls
For rolls where players have no skills, they CAN still roll that skill. For instance, someone with no points in defensive combat can still make a defensive move. However, if they roll that skill, they can only roll one die and it cannot critical.

Inspiration
Inspiration is something that is important to cover if points are placed in it, as it can be a huge help to your allies. This is a different sort of roll than just about everything else. For every 5 points you get in your total, you can choose to give either your enemies a -1, or your allies a +1 modifier to all rolls for the rest of combat. If the number is at or above 14, this value cannot be split between both ally and enemy stat modifiers. Only one may be selected. In the case of competitive Inspiration rolls, the higher roll always sticks, and new rolls do not automatically override previous ones.

Disarming
This roll is the only one similar to Inspiration. Presently, disarm mechanics do not exist in the game, but will be added later. On a successful attack attempt, the target is disarmed for one turn. For every ten points over your opponent's defense score that you roll, they cannot use that weapon for one additional turn.
Example:
On a total attack roll of 20 vs a defense score of 10, the opponent would not be able to use the weapon for 2 turns.

Kiting and Fleeing Battle
A special rule about movement, players can only take 5 movement actions in a row before having to take another action. Also, 60ft is the maximum distance you are allowed to be from another player. If you go past that, you flee the battle.

Tennis Mechanics
Tennis is an especially interesting portion of the Battle System, as it does not behave similarly to any other action. Firstly, it must be noted that the defender's use of Tennis is reactionary and takes place entirely within the turn of the caster. After a Tennis 'match', it is the next player's turn. There are also only two types of spells that can be reflected with spells, AoE and Ranged. All others completely ignore this mechanic. To activate Tennis, a caster must miss with one of those two spells. The defender then rolls striking to return the attack. If they miss, the match continues with the spell caster utilizing the casting skill to send the spell back. In this instance, the caster needs no weapon to return the volley. This continues until either someone is hit with the spell, or one player simply allows the spell to miss and does not return it.


Healing Mechanics
To heal, you roll a skill and keep its respective stat. Medicine keeps Intelligence, and Potions keeps Magic.

#10
Satsuriku

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Spells!
So spells, what are they and how do they work? Spells are for the most part are user defined. You take a specialty (Such as Fire, Earth, Time, Etc.) and then you name the spells you have. Remember, for every point in spells, that's one spell your allowed. You are allowed different specialties, you just have to remember that they do in fact come from the same Spell pool. So if your spell skill is five, you are allowed a total of five spells, if you want five specialties and one in each, so be it. The number of specialties one is allowed to take is equivalent to their Intelligence stat. Now, you have complete control over what your spells are called, how they look, whatever. But for the battle system each spell must fall under one of the following categories:

Spell Categories: (Note, for all spells you have to roll (Casting)k(Magic) and see if that number is higher than the defending player's Defense. This is to check for hit. The following only deal with how damage is done.)
  • Ranged: Standard spell, roll (Intelligence)k(Magic) for damage.
  • Melee: For damage you roll (Magic)+1k(Magic) so if your magic skill is 3, you roll 4k3
  • Area of Effect (AoE): For damage you still roll (Magic)k(Magic) except damage caps out at 10. For every 5 points above 10 that damage goes, you increase the range that the attack goes by 5ft radius around the target. Friendly fire and self damage IS possible.
  • Damage over Time (DoT): Damage is done in a different way for this one. The caster's magic stat is done once per turn every turn for 3 turns. But you still roll (Magic)k(Magic) and for every 5 points above 30, you add an extra turn. So if your magic stat is 5, you do a total 15 damage, and if you roll a 40, then you do a total of 25 over the course of 5 turns. Limited to 3 DoTs per target.
  • Attack Debuff: No damage roll. If successful every attack the target makes loses 1 point of damage (not attack) for every 5 points of damage. (So instead of doing 15 damage, they'd do 14). Number is rounded down.
  • Defense Debuff: No damage roll. If successful every attack on the target gains 1 point of damage (not attack/defense) for every 5 points of damage (So instead of taking 15 damage, they'd take 16). Number is rounded down.


#11
Kiroku

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INSANE Stats and Skills
This, of course, is something I'm sure many of you have been curious about. This is obviously not an early game feature, it is something that would take a lot of effort much further into the game. First we'll tackle 6+ level skills. The only skills that a character can raise above 5 are their ARCHETYPE SKILLS. These are the three skills that come with your class as a +2 starting bonus. So lets say you're a tank. The only skills you can raise past five are Striking, Endurance, and Defensive Combat. Yes, this does mean that some classes have a much higher cap for health and defense. While in the early game this wont mean much for specialization, it does mean that later you will be able to specialize much more strongly given your archetype.

Stats are of course, another matter entirely. Firstly, you are limited to having only ONE insane level stat. Which one this is, is entirely up to you. However, to be able to access this stat at such high levels a number of things must first be accomplished. First, all the skills for that stat must be at five or higher. After this, a request must be made via the ticket system with a self designed quest to explain the reasoning for this ridiculous power. As a general idea, expect to be making quests that take at least one hundred posts to complete.

#12
Kiroku

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Archetype Skill Abilities
The following abilities are accessed after characters enter into the insane levels of their skills.

Strength Skills
  • Striking
    • Spin Attack: Characters with 6 or more points in striking can charge up their attack to do damage to all targets within five feet of them. After one aim action, they do one attack, and after two they do two. They must only hit a target score of 20 to hit all targets in range. Usable only once every five turns.
  • Endurance
    • Might of the Gorons: Characters beyond five points in Endurance gain 25 HP per skill point expendature.
  • Brawling
    • Pressure Points: Characters with 6 or more points in Brawling gain the ability to render a stun a target for two turns on attack instead of doing damage. Usable once every five turns.
Agility Skills
  • Athletics
    • Flying Leap: Characters with 6 or more points in Athletics gain the ability to make a brawling or striking attack upon the completion of their movement. Usable once every third turn.
  • Ranged Combat
    • Specialty Arrows: Characters with 6 or more points in Ranged Combat imbue their 2H ranged weapon rolls with either Fire Arrow, Ice Arrow, or Explosive Arrow. Can be changed every shot.
      • Fire arrows place a stacking damage over time component on their target, dealing 5 damage per turn and lasting five turns. Maximum of 3 burns per target.
      • Ice Arrows freeze their target in place, preventing any movement for a turn.
      • Explosive arrows do immediate damage, adding 2k2 to each attack.
    • Crack Shot: With one handed ranged weapons, characters that have 6 or more points in Ranged combat can utilize their impressive skills with such weapons to gain an additional 1k1 attack and damage. This is only usable three times per combat.
  • Defensive Combat
    • Taunt: Characters with 6 or more points can force a target to chase or attack them once every five rounds. The compulsion only lasts two rounds, and if the character does not engage the target, the effect will fade.
    • Shield Bash: Characters with 6 or more points in Defensive combat can use their shield to attack in melee combat every other round. Damage from a normal shield does 3k2 damage, and 3k3 from a Mirror Shield. This is not an extra attack, but defensive combat is used for the roll, not striking.
Intelligence Skills
  • Medicine
    • Overheal: Any healing beyond a character's health pool increases their health by the amount of healing past maximum. Lasts until damage or end of combat, does not stack.
  • Puzzles
    • Puzzling Defense: Characters with 6 or more points in Puzzles can use their Puzzle score instead of Defensive Combat for determining their defense score. The two do not stack.
  • Spells
    • Elemental Affinity: At 6 points in spells the caster's spells gain an additional component based on the element being casted. If a spell uses two elements, ONLY ONE added effect can be chosen.
      • AoE:Spirit, Light, and Earth based spells gain an AoE component that cannot damage the caster. Radius is determined with the same roll as that of the initial damage spell.
      • DoT:Wind, Fire, and Ice all gain a DoT component that functions in the same manner as an individually cast spell. Damage is not increased by any means other than the magic stat however.
      • Debuff: Forest and Shadow both gain a debuff component. Forest Debuffs attack, while Shadow debuffs defense. Debuff strength is determined with the same roll as that of the initial damage spell.
Magic Skills
  • Casting
    • Dual Casting: Once a character reaches 6 points in casting, they gain the ability to cast two spells in one attacking turn. There are no limitations outside of the normal ones for AoE, DoT, or debuff spells. Ranged and melee spells though are restricted in the amount of dice kept to 2. The amount of dice rolled is not reduced.
  • Potion Making
    • Great Fairy's Brew: Players with 6 or more points in potions gain the ability to give themselves an added benefit once per combat. Upon a successful potion roll, a second is made that determines a special effect that lasts until the end of combat.
      • 1-2:+5 Defense
      • 3-4:+5 to Attack Rolls
      • 5-6:+10ft movement speed
      • 7-8:+30 maximum health pool, and additional 30 points healing
      • 9-10:All of the above.
  • Magical Item Use
    • Blessing of the Hero: Characters with 6 or more points in Magical Item Use pay character generation costs for iconics rather than the increased version. They also gain access to a few exclusive greater iconic items.
      • Guitar of Waves: This bonefish guitar is a magical artifact of Termina's past. Typically owned by zora musicians, it inspires great performances. On Inspiration rolls, characters with this item receive a bonus 2k1
      • Double Helix Sword: It is unknown from whence this magical blade originated, only that it must have been created by some fierce diety of war. This magical two handed sword allows its bearer to hurl disks of energy from it, and deals 3+Stength Score k4+5 damage. Its ranged attacks that deal 3k3 damage. Hitting with the disks rolls striking rather than ranged combat.
      • Dungeon Map and Compass: These magical items do nothing outside of dungeons, and have been traded frequently as useless by those who do not realize their power. Within dungeons or on quests, characters with these items are given the entire layout of the dungeon, as well as what rooms contain loot.
      • Claw Shot: This item functions almost identically to the hook shot, save that it can be used for movement every other turn, rather than every fifth.
      • Greaty Fairy's Bow: This magnificently crafted bow is truly useful only to those who understand ranged combat to its fullest extent. Those users that have 6 or more points in Ranged Combat DOUBLE the effectiveness of any specialty arrow used. Otherwise it functions the same as an exquisite bow. Users who do not have more than six points can still utilize it as an exquisite bow, but gain no additional benefits.
      • Tome of the Desert Witch: This magical book was thought to have been used by the ancient witches that inhabited the Desert Collosus. It grants a bonus to ranged magic, increasing the damage dealt by 1k1.
Charisma Skills
  • Sincerity
    • Silver Tongue: Characters with 6 or more points in Sincerity can force a target to do something other than chase or attack them for 2 turns. Damaging this target removes the effect, and it can only be used once every four turns.
    • The Power of Guilt: Characters with 6 or mor points in Sincerity can utilize their wily ways to cause their opponent to occasionally attack themselves. After rolling a Sincerity check vs defense, guilt last for 5 turns. During this time, an affected enemy must roll 1k1 in order to be able to attack. If the roll does not surpass a 6, they attack and automatically hit themselves.
  • Inspiration
    • Great Speak: Characters with 6 or more points in Inspiration grant their allies 2 points per 5 rolled, rather than 1. The same applies to enemy debuffs.
  • Natural Affinity
    • Summon Roots: Players with 6 or more points in Natural affinity can summon roots to snare their opponents. They roll an attack using Natural Affinity (k) Charisma, and then roll and keep Charisma to determine effectiveness. For every five points, their opponent cannot move for two turns.






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