Post by Vera on Aug 21, 2019 23:54:27 GMT -5
[/li]Fighting System
To help make everything clear when characters on Destiny Calls fight as well as determining a winner; staff have developed a Fighting System based on Stats. This is to ensure that everything is done fairly and as transparently as possible. While we do understand that not everyone wishes or wants to fight with a Stat system, we want everything to be as equal as possible and have things be easy to understand.
There are currently seven different stats which include: Health, Strength, Agility, Accuracy, Wisdom, Willpower, and Charisma. Each stat ranges from 0-20 except for the Health stat which has a base starting point based an a character's age and size brackets. There are also quite a few advantages and disadvantages that will either be added or subtracted before a fight starts or after a fight ends depending on which one. We run a minimum of 2 Judges per fight to make sure that there is no bias and that everything is fair. While any member can decide to be a Judge, at least 1 staff member will always Judge a fight unless a member has been fully trained on Judging.
If there are any disputes about how a fight was judged, please bring it immediately to the staff's attention and there will be a meeting set up to respectfully discuss the dispute with all parties involved.The Stats
These stats are stated by how they would work in relation to a fight; not necessarily what they mean outside of a fighting situation.
- Health – this is how much health your character starts out with based on the height, weight, age, and skill level of your character; for every hit that your character takes, the health stat will decrease
- Strength – is how strong your character is, how much damage your character will cause per hit; however not every hit that your character takes will hit, so keep that in mind
- Your character's strength = how much damage they will do in a fight.
- For example: If Billy has a Strength stat of 7, then for each successful attack on Bob will deal 7 points of damage to Bob if Bob fails to dodge.
[li]Agility – is how fast and agile your character is, how quickly your character can respond; can either dodge or add an additional attack with the next post is successful
- 0 - 2 = 15% chance of dodging or adding an attack
- 3 - 4 = 25% chance of dodging or adding an attack
- 5 - 6 = 35% chance of dodging or adding an attack
- 7 - 8 = 45% chance of dodging or adding an attack
- 9 - 10 = 55% chance of dodging or adding an attack
- 11 - 14 = 65% chance of dodging or adding an attack
- 15 - 18 = 75% chance of dodging or adding an attack
- 19 = 85% chance of dodging or adding an attack
- 20 = 95% chance of dodging or adding an attack
[li]Accuracy – is how accurate your character’s actions are; the higher the accuracy, the more likely your character is to have a successful hit[/li]
- 0 - 3 = 25% chance of success
- 4 - 6 = 35% chance if success
- 7 - 9 = 45% chance of success
- 10 - 12 = 55% chance of success
- 13 - 15 = 65% chance of success
- 16 - 18 = 75% chance of success
- 19 = 85% chance of success
- 20 = 95% chance of success
[li]Wisdom – is how wise and intelligent your character is; plays the role of deciding whether to fight at all, how to fight, how to defend, avoiding injuries; can even try to stop the fight even as it is occurring; judges will roll dice to determine if the fight is able to be stopped or if injuries are avoided[/li]
- 0 – 2 = does not follow through with fights, gets injured easily, does not know how to defend or fight – has a 50% chance of giving up with 1st post of a fight
- 3 – 15 = will fight, knows how to fight, knows how to defend, still gets injured normally
- 16 – 18 = has a 25% success rate of stopping a fight and avoiding injuries (adds +2 to Agility per post if successful)
- 19 = has a 50% success rate of stopping a fight and avoiding injuries (adds +5 to Agility per post is successful)
- 20 = has a 75% success rate of stopping a fight and avoiding injuries (adds +7 to Agility per post if successful)
[li]Willpower – is how invested your character is to fight or their very lives; this will play an important role in determining how badly the characters wish to win; a character with low willpower for fighting will most likely not continue fighting if they sense they are losing; high willpower however, can quite possibly make a big difference towards winning against an opponent who may seem to have the odds in their favor[/li]
- 0 – 2 = will not fight for long, will almost immediately give up – has a 50% chance of giving up with 1st post in a fight
- 3 – 4 = will fight but will give up if they sense or feel like they are losing – has a 25% chance of giving up with 2nd post in a fight
- 5 – 15 = will fight to the finish regardless of if they will win or lose
- 16 – 18 = will add +2 points to overall points after the fight
- 19 = will add +5 points to overall points after the fight
- 20 = will add +7 points to overall points after the fight
[li]Charisma – is how persuasive, likeable, or disliked your character is; while this stat does not reflect fighting very much, the amount of in this stat will affect how your character is perceived directly after the fight or even during the fight; for instance, characters with high charisma can have others who are following them join in on the fight to create a larger scale battle or even a war (this goes for good and evil characters). Whereas a character with low charisma might find themselves not able to get any help for their injuries regardless of winning or losing[/li]
- 0 – 2 = will not be able to get help for their injuries after fight
- 3 – 10 = will be able to get help for their injuries
- 11 – 15 = has a 25% chance of 1 other character joining the fight to help them (can be before, during, or after fight)
- 16 – 18 = has a 50% chance of 1 other character joining the fight, a 25% chance of another 1 character joining the fight to help them (can be before, during, or after) AND has a 25% chance of stopping a fight or forcing the fight to continue (if evil aligned character)
- 19 = has a 75% chance of 1 other character joining the fight, a 50% chance of another 1 character joining the fight to help them, a 25% chance of yet another 1 character joining the fight to help them (can be before, during, or after), AND has a 50% chance of stopping a fight or forcing the fight to continue (if evil aligned character)
- 20 = can start wars if desired with multiple characters AND has a 80% chance of either stopping a fight or forcing a fight to continue (if evil aligned character)
How Many Stat Points You Start Out With
Stats range from 0 – 20 in each category; except for Health. How many Stats your character starts out as depends on their age and skill level based on their Elemental and/or Unique Power Ranks.
- Age Stats: (Based upon character's age at time of creation and acceptance.)
- Newborns, toddlers, and children = 5 stat points
- Teenagers = 10 stat points
- Young Adults = 15 stat points
- Adults = 20 stat points
- Middle Adults = 25 stat points
- Seasoned Adults = 30 stat points
- Later Adults (Elders = 35 stat points
[li]Power Skill Levels: (Based upon the skill level of your character's Elemental or Unique Power ability at the time of creation and acceptance.)[/li]
- Novice = 5 stat points
- Beginner = 10 stat points
- Apprentice = 15 stat points
- Advanced = 20 stat points (Limit of 2 per RPer at start of creation)
- Master = 25 stat points (Limit of 1 per RPer at start of creation)
- Grandmaster = (This rank must be earned on site)
[li]Base Health Stat:
This stat is different than the other stats in the fact that everyone will receive a base level Health Stat that is based on your characters size and age at the start of creation. Your character’s base Health Stat will be given to you upon acceptance and added to a list in the Staff Board so that we can keep track of everyone’s base Health Stats.
Health Stats range from 0 – 40 with every character starting out at 20 Health. But there are natural factors that will either increase or decrease a characters base Health. (A character's base Health stat will change throughout their lives as children grow into their adult sizes and ages; as well as when adult characters become elderly.)[/li]
- Size:
- Tiny - 0 lbs – 25 lbs = -4 health, +4 Agility
- Small – 25 lbs – 150 lbs = -3 health, +3 Agility
- Medium – 150 lbs – 400 lbs = -2 health, +2 Agility
- Large – 400 lbs – 1000 lbs = +2 health, -2 Agility
- Extra Large – 1000 lbs – 2000 lbs = +3 health, -3 Agility
- Gigantic – 2000 lbs + = +4 health, -4 Agility
[li]Age:[/li]
- Babies, toddlers, and children = -3 health
- Teenagers = +4 health
- Young Adults = +3 health
- Adults = +2 health
- Middle Adults = -2 health
- Seasoned adults = -3 health
- Later Adults (Elders) = -4 health
How To Gain More Stat Points
Stat points are gained mostly through how active your character is around the site and what you choose to buy at the Shop for your character. With DC being so open to creativity and trying hard not to limit the possible paths that you decide for each of your characters; certain things will add to certain stats. Here are some ways to add Stat Levels:
- Going to the next age bracket – adds 10 stat points
- Increasing any new Elemental or Unique Power branch’s Rank – adds 5 stat points
- Adding a new Elemental or Unique Power branch – adds 5 stat points
- Certain posting and activity requirements found in the Destiny Dust Points section found: HERE
How Fights Actually Happen
This is a step by step guide to how fights actually take place here on DC. If anyone has any further questions or if any of the steps are not clear, please contact staff.
- When 2 members decide that their characters are going to fight, a form must be completed; found: HERE.
- The judges of the fight will be determined and any stat that needs to be revised before a fight starts will also be determined with the judges letting the RPers of the fighting characters know what each characters stats are for the fight. Please allow Staff 24 hours to determine the Judges. Once Judges are determined, please allow another 24 hours for the stats to be determined before a fight begins. Hopefully, no one will have to wait the full 48 hours but if there are multiple characters or facets for instance, determining stats could become a lengthy process. Thank you for your patience.
- Any rolls made during a right will be done by clicking the dice symbol on your posting screen and entering 1-100. Your rolls must also be labeled so that way your opponent and judges know if your character was successful or not. There will be an OOC form that will need to be filled out with every post of a fight.
- 1st Post Attacker:
- The attacker must roll Accuracy to determine if their 1st attack is successful.
- If Accuracy roll fails, the attacker misses their target and half damage is done.
[li]If attacker wants to make an additional attack with their 1st post, they can also roll Agility. (This will forfeit their ability to dodge the defender's 1st attack if successful.)[/li]
[li]If attacker has between a 0-2 Wisdom and/or Willpower; they must also roll Wisdom and/or Willpower with their 1st post. (If Willpower is 3-4 or higher, do not include a Willpower roll for 1st post.)[/li]
- If roll is 0-50, the fight is over.
- If roll is 51-100, the fight continues.
[li]1st Post Defender:[/li]
- If the attacker succeeds their Agility roll for a 2nd attack with their 1st post; the defender takes the full amount of damage from one of the 2 attacks.
- If attacker fails their Agility roll for a 2nd attack with their 1st post then the 2nd attack can be ignored and does not exist.
- This post must include a roll for Agility to determine if they successfully dodged the 1st attack.
- If defender wants to make an additional attack with their 1st post, instead of dodging; this must be stated OOCly. (This will forfeit their ability to dodge the attacker's 1st attack if successful.)
- If defender fails this Agility roll with the attacker succeeding in having 2 attacks; the defender will take the full damage from both attacks.)
[li]Must roll Accuracy to see if their 1st attack is successful.[/li]
- If Accuracy roll fails, the defender misses their target and half damage is done.
[li]If defender has between a 0-2 Wisdom and/or Willpower; they must also roll Wisdom and/or Willpower with their 1st post. (If Willpower is 3-4 or higher, do not include a Willpower roll with 1st post.)[/li]
- If roll is 0-50, the fight is over.
- If roll is 51-100, the fight continues.
[li]2nd Post Attacker:[/li]
- If the defender succeeds their Agility roll for a 2nd attack (if not dodging) with their 1st post; the attacker takes the full amount of damage from one of the 2 attacks.
- If defender fails their Agility roll for a 2nd attack with their 1st post then the 2nd attack can be ignored and does not exist.
- This post must include a roll for Agility to determine if they successfully dodged the 1st attack.
- If attacker wants to make an additional attack with their 1st post, instead of dodging; this must be stated OOCly. (This will forfeit their ability to dodge the defender's 1st attack if successful.)
- If attacker fails this Agility roll with the defender succeeding in having 2 attacks; the attacker will take the full damage from both attacks.
[li]Must roll Accuracy to see if their 2nd attack is successful.[/li]
- If Accuracy roll fails, the attacker misses their target and half damage is done.
[li]If attacker has between a 3-4 Willpower, they must post a Willpower roll on their 2nd post.[/li]
- If roll is 0-25, the fight is over.
- If roll is 26-100, the fight continues.
[li]2nd Post Defender:[/li]
- If the attacker succeeds their Agility roll for a 2nd attack (if not dodging) with their 2nd post; the attacker takes the full amount of damage from one of the 2 attacks.
- If attacker fails their Agility roll for a 2nd attack with their 2nd post then the 2nd attack can be ignored and does not exist.
- This post must include a roll for Agility to determine if they successfully dodged the 2nd attack.
- If defender wants to make an additional attack with their 2nd post, instead of dodging; this must be stated OOCly. (This will forfeit their ability to dodge the attacker's 2nd attack if successful.)
- If defender fails this Agility roll with the attacker succeeding in having 2 attacks; the defender will take the full damage from both attacks.
[li]Must roll Accuracy to see if their 2nd attack is successful.[/li]
- If Accuracy roll fails, the defender misses their target and half damage is done.
[li]If defender has between a 3-4 Willpower, they must post a Willpower roll on their 2nd post.[/li]
- If roll is 0-25, the fight is over.
- If roll is 26-100, the fight continues.
[li]3rd Post Attacker:[/li]
- If the defender succeeds their Agility roll for a 2nd attack (if not dodging) with their 2nd post; the attacker takes the full amount of damage from one of the 2 attacks.
- If defender fails their Agility roll for a 2nd attack with their 2nd post then the 2nd attack can be ignored and does not exist.
- This post must include a roll for Agility to determine if they successfully dodged the 2nd attack.
- If attacker wants to make an additional attack with their 3rd post, instead of dodging; this must be stated OOCly. (This will forfeit their ability to dodge the defender's 2nd attack if successful.)
- If attacker fails this Agility roll with the defender succeeding in having 2 attacks; the attacker will take the full damage from both attacks.
[li]Must roll Accuracy to see if their 3rd attack is successful.[/li]
- If Accuracy roll fails, the attacker misses their target and half damage is done.
[li]3rd Post Defender:[/li]
- If the attacker succeeds their Agility roll for a 2nd attack (if not dodging) with their 3rd post; the attacker takes the full amount of damage from one of the 2 attacks.
- If attacker fails their Agility roll for a 2nd attack with their 3rd post then the 2nd attack can be ignored and does not exist.
- This post must include a roll for Agility to determine if they successfully dodged the 3rd attack.
- If defender wants to make an additional attack with their 3rd post, instead of dodging; this must be stated OOCly. (This will forfeit their ability to dodge the attacker's 3rd attack if successful.)
- If defender fails this Agility roll with the attacker succeeding in having 2 attacks; the defender will take the full damage from both attacks.
[li]Must roll Accuracy to see if their 3rd attack is successful.[/li]
- If Accuracy roll fails, the defender misses their target and half damage is done.
[li]4th Post Attacker:[/li]
- If the defender succeeds their Agility roll for a 2nd attack (if not dodging) with their 3rd post; the attacker takes the full amount of damage from one of the 2 attacks.
- If defender fails their Agility roll for a 2nd attack with their 3rd post then the 2nd attack can be ignored and does not exist.
- This post must include a roll for Agility to determine if they successfully dodged the 3rd attack.
- If attacker fails this Agility roll with the defender succeeding in having 2 attacks; the attacker will take the full damage from both attacks.
[li]This is the last post of the fight before the judges post the results.[/li][/ul]
[li]Conclusion of Fight:[/li]
- Once a fight is done, the two judges will make sure that all of the math was done correctly when taking damage.
- The judges will also add any points that each character is entitled to at the end of the fight.
- Any damage taken in a finished/concluded/and judged fight is official; both the winner and the loser must take the full amount of damage that was done to them.
- The judges will also let each member know if their character has minor or major injuries. To see how long it will take to heal, please reference this page: HERE.
- If your character reaches 0 health points at any point during the fight, your character is considered unconscious if member had not given permission for character to be killed (also should be stated in Battle Settings) OR your character is dead.
[li]Rolls That Can Happen Anytime During A Fight:[/li]
- Wisdom - can be rolled at any point in the fight and with every post in a fight if it's between 16-20.
- If successful, character can stop the fight. If fight continues, character gains Agility bonus per post based on number.
- If failed, character cannot stop the fight and does not receive Agility bonus for that post.
[li]Charisma - can be rolled at any point in the fight and with every post until successful if it's between 11-20.[/li]
- If successful, then another character can join in the fight. Rolls can continue if desired for more characters to join if high enough number. Can also stop/continue a fight.
- Please give the new character(s) joining the fight and the Judges 24-48 hours to determine the Stats for the new character(s) before continuing the fight!
- If failed, then another character cannot join in the fight. Can not stop/continue a fight either.
[li]Spirit Users - can be rolled at any time during a fight. Communicating with God/Goddess can only be done once. Resurrecting can be tried with every post in fight. (Two separate rolls must be made: 1 for communicating, 1 for resurrecting.)[/li]
- If successful, RPer must contact staff letting them know which God or Goddess you choose to interrupt fight. RPer must also let Judges know if stats need to determined for corpses/skeletons to enter fight.
- If communication fails, that's it, it cannot be tried again for duration of fight. If resurrecting fails, no corpses/skeletons are added to fight.
[/ul]
[li]Witnesses of a Fight:[/li]
- Witnesses can post at any time during a fight.
- Witnesses cannot interfere with a fight unless one of the fighter's has a high Charisma and rolls successfully to include one or multiple witnesses.
- If a witness is particularly upset about the way a fight is going, the character must wait until the fight is over (and judged) before interfering.
- If a witness chooses to intercede after a fight has just finished/been judged; then that character's RPer must start an entirely new fight by filling out the form.