Post by Vera on Aug 24, 2019 13:32:11 GMT -5
[/li]Circumstances That Affects Each Fight
These are either points that are added or subtracted from your character before the fight takes place. Or there are some points that are added right after the battle ends. This is mostly for the use of Judges when determining the stats of each character before a fight starts as well as determining the winner after the battle has concluded.Expertise Advantage:
This can vary widely based on characters history, age, profession, how many battles your character has had on site, how successful those battles were, ect. (If your characters profession is not listed, then staff will discuss any possible advantages and let you know what they are before fight begins.) (Points given and determined before a fight begins.)
- Empire and Kingdom leaders = +4 to any stat or +2 to any 2 stats (This advantage is lost if the fight is for leadership)
- Military Leaders = +2 to Strength, Agility, Accuracy, or Wisdom
- Military/Guards/Fighters = +1 to Strength, Agility, or Accuracy
- Knight/Protectors = +2 to Willpower or +1 to Strength, Agility, or Accuracy
- Assassins = +2 to Agility or Accuracy
- Priest/Priestess = +2 to Charisma or Wisdom
- Healers = +2 to Charisma or Wisdom
Elemental and Unique Power Ability Rank Advantages:
(Points given after a fight has ended.)
- Novice = +1 over any non-gifted character
- Beginner = +1 over Novice, +2 over non-gifted characters
- Apprentice = +1 over Beginner, +2 over Novice, +3 over non-gifted characters
- Advanced = +1 over Apprentice, +2 over Beginner, +3 over Novice, +4 over non-gifted characters
- Master = +1 over Advanced, +2 over Apprentice, +3 over Beginner, +4 over Novice, +5 over non-gifted characters
- Grandmaster = +1 over Masters, +2 over Advanced, +3 over Apprentice, +4 over Beginner, +5 over Novice, +6 over non-gifted characters
Elemental Power Ability Advantages:
(Points given before or after a fight has ended. Only 3 Elements can be used in a fight at a time, this includes Specialties.) The Elements used must be balanced, meaning that if one character only has one Elemental Ability, then the other character must choose only one Elemental Ability to be used; even if the character has two or more Elemental Abilities.
- Fire:
- Novice = +1 Strength overall
- Beginner = +2 Strength overall
- Apprentice = +3 Strength overall
- Advanced = +4 Strength overall, -2 damage taken if successful Agility roll using fire circles per post
- Master = +5 Strength overall, -5 damage taken if successful Agility roll using fire circles/walls/shields per post
- Grandmaster = +6 Strength overall, -7 damage taken if successful Agility roll using fire circles/walls/shields per post
[li]Electricity: Specialty; should be used with Fire
- Novice = +2 Strength overall, +3 damage if Strength roll fails
- Beginner = +3 Strength overall, +4 damage if Strength roll fails
- Apprentice = +4 Strength overall, +5 damage if Strength roll fails
- Advanced = +5 Strength overall, +6 damage if Strength roll fails
- Master = +6 Strength overall, +7 damage if Strength roll fails
- Grandmaster = +7 Strength overall, +8 damage if Strength roll fails
[li]Earth = [/li]
- Novice = +1 Strength overall
- Beginner = +2 Strength overall
- Apprentice = +3 Strength overall, -2 damage if Agility roll is successful using rocks as shields per post
- Advanced = +4 Strength overall, -3 damage if Agility roll is successful using walls/shields/armor per post
- Master = +5 Strength overall, -4 damage if Agility roll is successful using walls/shields/armor per post
- Grandmaster = +6 Strength overall, -5 damage if Agility roll is successful using walls/shields/armor per post
[li]Plants = Specialty, best used with Earth [/li]
- Novice = +2 Health overall
- Beginner = +3 Health overall
- Apprentice = +4 Health overall, -2 damage if Agility roll is successful using small plants as armor per post
- Advanced = +5 Health overall, -5 damage if Agility roll is successful using plants as armor/shields/walls per post
- Master = +6 Health overall, -7 damage if Agility roll is successful using plants as armor/shields/walls per post
- Grandmaster = +7 Health overall, -10 damage is Agility roll is successful using plants as armor/shields/walls per post
[li]Water = [/li]
- Novice = +1 Agility overall
- Beginner = +2 Agility overall
- Apprentice = +2 Agility overall, +1 Strength overall
- Advanced = +2 Agility overall, +2 Strength overall, -2 damage if Agility roll is successful using water walls/shields
- Master = +3 Agility overall, +2 Strength overall, -5 damage if Agility roll is successful using water walls/shields
- Grandmaster = +3 Agility overall, +3 Strength overall, -7 damage if Agility roll is successful using water walls/shields
[li]Ice = Specialty, best used with Water[/li]
- Novice = +1 Strength overall
- Beginner = +3 Strength overall if against Tiny-Medium sized opponent, +2 Strength overall
- Apprentice = +4 Strength, -2 damage if Agility roll is successful using ice spikes/walls/shields
- Advanced = +5 Strength, -3 damage if Agility roll is successful using ice spikes/walls/shields
- Master = +6 Strength, -4 damage if Agility roll is successful using ice spikes/walls/shields
- Grandmaster = +7 Strength, -5 damage if Agility roll is successful using ice spikes/walls/shields
[li]Air = [/li]
- Novice = +1 Agility for non-flying animals, +2 Agility for flying animals
- Beginner = +2 Agility for non-flying animals, +3 Agility for flying animals
- Apprentice = +3 Agility for non-flying animals, +4 Agility for flying animals
- Advanced = +4 Agility for non-flying animals, +5 Agility for flying animals, -5 damage if Agility roll is successful using tornadoes per post
- Master = +5 Agility for non-flying animals, +6 Agility for flying animals, -7 damage if Agility roll is successful if using tornadoes per post
- Grandmaster = +5 Agility for non-flying animals, +7 Agility for flying animals, -10 damage if Agility roll is successful using tornadoes per post
[li]Telekinesis = Specialty, best used with Air[/li]
- Novice = +3 Willpower overall
- Beginner = +4 Willpower overall
- Apprentice = +5 Willpower overall
- Advanced = +6 Willpower overall, can lift Tiny and Small creatures in air causing +3 damage to them (Limit: once per fight.)
- Master = +7 Willpower overall, can lift Tiny, Small, and Medium creatures in air causing +4 damage to them (Limit: twice per fight.)
- Grandmaster = +8 Willpower overall, can lift Tiny, Small, Medium, and Large creatures in air causing +5 damage to them (Limit: three times per fight.)
[li]Light = (All bonuses are effective if fight happens in daylight, if not then half the bonus for Health & Agility.)[/li]
- Novice = +2 Health overall
- Beginner = +4 Health overall, +2 Agility overall
- Apprentice = +6 Health overall, +4 Agility overall
- Advanced = +6 Health overall, +4 Agility overall, +1 Strength overall, +2 damage to opponent for glow per post, any healing bonus will be decided by judges at end of fight
- Master = +6 Health overall, +4 Agility overall, +1 Strength overall, +4 damage to opponent for glow per post, any healing bonus will be decided by judges at the end of fight
- Grandmaster = +6 Health overall, +4 Agility, +1 Strength overall, +5 damage to opponent for glow per post, any healing bonus will be decided by judges at the end of the fight
[li]Healing = (Automatically goes with Light only.)[/li]
- Regardless of rank, Healing does not effect anything during a battle; the battle must be played out normally; any healing bonus will be decided by judges at the end of the fight
[li]Dark = (All bonuses are effective if fight happens in darkness/night, if not then half the bonus for Health & Agility.)[/li]
- Novice = +2 Health overall
- Beginner = +4 Health overall, +2 Agility overall
- Apprentice = +6 Health overall, +4 Agility overall
- Advanced = +6 Health overall, +4 Agility overall, +1 Strength overall, -4 to opponent's overall Willpower, any healing bonus will be decided by judges at end of fight
- Master = +6 Health overall, +4 Agility overall, +1 Strength overall, -6 to opponent's overall Willpower, any healing bonus will be decided by judges at the end of fight
- Grandmaster = +6 Health overall, +4 Agility, +1 Strength overall, -8 to opponent's overall Willpower, any healing bonus will be decided by judges at the end of the fight
[li]Spirit = (Automatically goes with Dark only.)[/li]
- Novice = No advantages or disadvantages
- Beginner = Has a 45% chance to communicate with a God/Goddess (increases to 55% for Death, Fate, Time) at any point during a fight (Limit: once per fight.)
- Apprentice = Has a 55% chance to communicate with a God/Goddess (increases to 65% for Death, Fate, Time) at any point during a fight (Limit: once per fight.), also has a 85% chance to reanimate a Tiny or Small corpse/skeleton (Judges will determine stats for creature.)
- Advanced = Has a 65% chance to communicate with a God/Goddess (increases to 75% for Death, Fate, Time) at any point during a fight (Limit: once per fight.), also has a 75% chance of reanimating 2 Tiny or Small corpses/skeletons (Judges will determine stats for creatures.)
- Master = Has a 75% chance to communicate with a God/Goddess (increases to 85% for Death, Fate, Time) at any point during a fight (Limit: once per fight.), also has 65% chance of reanimating a single medium sized corpses/skeletons (Judges will determine stats for creature.)
- Grandmaster = Has a 85% chance to communicate with a God/Goddess (increases to 95% for Death, Fate, Time) at any point during a fight (Limit: once per fight.), also has a 55% chance of reanimating 2 medium sized corpses/skeletons OR a 45% chance of reanimating a single large corpse/skeleton (Judges will determine stats of the creature(s).)
Physical Condition:
Your characters physical condition will also play a factor in your characters health stats once a fight begins. This will be added in before a fight begins by staff contacting the members of the characters who are about to fight. To learn what is considered a minor vs major injuries, please go: HERE. For mental and physical disabilities, please go: HERE. (These stats points will be added or subtracted to the base Health stat before a fight begins.)
- Superb = +7 health
- Character is part of an Empire/Kingdom with no major or minor injuries
[li]Excellent = +5 health[/li]
- Character is part of an Empire/Kingdom with minor injuries or has a minor mental illness/disability
- Character is a rogue or loner traveling with companions with no major or minor injuries, and no mental or physical disabilities
[li]Good = +2 health[/li]
- Character is part of an Empire/Kingdom and has minor physical disability
- Character is part of an Empire/Kingdom with major injuries or has a major mental illness/disability
- Character is a rogue or loner traveling with companions with minor injuries or has minor mental illness/disability
- Character is a rogue or loner traveling alone with no major or minor injuries, no mental or physical disabilities
[li]Fair = -2 health[/li]
- Character is a part of an Empire/Kingdom and has major physical disabilities
- Character is a rogue or loner traveling with companions with minor physical disabilities
- Character is a rogue or loner traveling with companions with major injuries or has a major mental illness/disability
- Character is a rogue or loner traveling alone with minor injuries or has minor mental illness/disability
- Character is a prisoner or slave with no major or minor injuries, no mental or physical disabilities
- Character is an outcast traveling with companions with no major or minor injuries, no mental or physical disabilities
[li]Poor = -5 health[/li]
- Character is a rogue or loner traveling with companions with major physical disabilities
- Character is a rogue or loner traveling alone with minor physical disabilities
- Character is a rogue or loner traveling alone with major injuries or major mental illness/disability
- Character is a prisoner or slave with minor injuries or has minor mental illness/disability
- Character is an outcast traveling with companions with minor injuries or has minor mental illness/disability
- Character is an outcast traveling alone with no major or minor injuries, no mental or physical disabilities
[li]Suffering = -7 health[/li]
- Character is a rogue or loner traveling alone with major physical disabilities
- Character is a prisoner or slave with minor physical disabilities
- Character is a prisoner or slave with major injuries or major mental illness/disability
- Character is an outcast traveling with companions with minor physical disabilities
- Character is an outcast traveling with companions with major injuries or major mental illness/disability
- Character is an outcast traveling alone with minor injuries or minor mental illness/disability
[li]Deplorable = -10 health[/li]
- Character is a prisoner or slave with major physical disabilities
- Character is an outcast traveling with companions with major physical disabilities
- Character is an outcast traveling alone with minor physical disabilities
- Character is an outcast traveling alone with major injuries or major mental illness/disability
[li]Dying = -12 health[/li]
- Character is an outcast traveling alone with major physical disabilities
Posting Advantage:
This advantage deals with points gained from how the RPer is posting in the fight. These bonuses will be based on description, how accurate and realistic your character is fighting and defending itself, how much damage your character takes in battle, and is your post was clear and easy to understand. (This advantage is not supposed to make or break the fight in determining the winner, but this could help if the fight is really evened out in stats and skill level.) (This advantage is given at the end of a fight.)
- +0 – posts during fight were either not very descriptive, accurate, realistic, or not very clear or easy to understand; damage taken was exceptionally light
- +2 – posts during fight were descriptive, somewhat or realistically accurate; was clear and easy to understand; damage taken was light to average throughout fight
- +5 – posts during fight were exceptionally descriptive, accurate, and realistic; very easy to understand; damage taken was average to excessive throughout fight
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