Purgatory Dice Rolling Combat System (P2)

Before I get started, Purgatory and it's rules are protected by copy write by myself, Robert Holt, and are not to be claimed for personal use (AKA: claimed to be your own rules for Role Play) without express written permission.  Any breaking of this copy write will be prosecuted to the fullest extent of the law.

The following rules were modified in the extreme from the base Advanced Dungeons and Dragons rules, which are, in turn, copy written through their publisher, Wizards of the Coast.  In no way are these rules affiliated with WotC or AD&D, nor are meant for actual AD&D use.  These rules are my own....inspired, with thanks to WotC, from AD&D.

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This system may also be used for actual RP purposes.  If you desire to use this system, you must first generate your character data sheet (see link).  This style can ONLY be used with characters generated in this fashion.  Also, if you're going to use both styles, then the character MUST be registered AS both styles (First, register your character as you normally would, then post this style registry as a reply to that first one).  As in any RP combat situation, the defender chooses the style to be used.  This particular style is to be known as ‘Purgatory 2’ or ‘P2‘.  Once combat starts, the attacker receives first attack, then combat flows as normal, using turn-based rules.  As in P1, speed is not necessary, and a minor flare for descriptiveness is useful.

I’ll start out with some basics, then go into more details.  First, we’ll start off with generating characters, then get into the actual combat rules.  Near the end, I'll go through an entire battle sequence to show how it all comes together.  But, for now, grab a cold drink, maybe a sandwich also, cause you're in for a long haul....

Minimum stats are as follows:

Humans:                                                                                         Elves:
1. Chr: any                                                                                      1. 13
2. Str: any                                                                                       2. 12 
3. Wis: any                                                                                     3. 14
4. Dex: any                                                                                     4. 14
5. Const: any                                                                                  5. 12
6. HP: 1d10x2                                                                                 6. 1d10+10

Half-elves:                                                                                     Dhampiel/Dunpeal (half-vampyre)
1. 13                                                                                               1. 15            
2. 13                                                                                               2. 16
3. 14                                                                                               3. 15
4. 14                                                                                               4. 16
5. 13                                                                                               5. 16
6. 1d10+10                                                                                     6. 2d10x2+1d6

Dwarves:                                                                                         Halflings:
1. 6 (max 15)                                                                                  1. any                       
2. 15                                                                                               2. 5
3. 9                                                                                                 3. 9
4. 9                                                                                                 4. 10 
5. 14                                                                                               5. 5
6. 2d10                                                                                           6. 1d10

Full-blooded vampyre:                                                                   Celestial/Daemon
1. 16                                                                                               1. any                               
2. 16                                                                                               2. any
3. 15                                                                                               3. any
4. 16                                                                                               4. any
5. 16                                                                                               5. any
6. 2d12x2+1d6                                                                               6. 2d12x1d4+1d10

Explanations of abbreviations and meanings of rolls:

Chr stands for Charisma, how able you are with talking people into things, how people generally react to your physical appearance, and how they react to your actions.  In general terms, it’s how attractive you are to people as far as looks, your voice, etc go.  

Str stands for Strength.  Pretty self-explanatory.  It’s how strong you are.  It is also used in determining hit/miss in physical combat.

Wis stands for Wisdom.  Again, self-explanatory.  It’s how smart you are.  This is used for determining spell success or failure (combat usage explained later), as well as whether or not you learn a new spell.  You MUST pass a ‘check’ against your Wisdom for learning spells (among other reasons, such as recognizing a trap or perhaps even a weapon.  GM’s are encouraged to be creative).  To do this check, a roll of a 1d20 must be made.  If the roll equals or is less than your Wis score, then you pass.  If it is ABOVE this score, however, you fail.  On a natural roll of twenty, if you are attempting to learn a new spell, a SECOND check must be made, this time to determine whether or not you lose all memories of all spells learned.  If you fail this one, you lose every spell/ability learned to this point, and must RE-learn them.  Absolutely NO exceptions are to be made to this rule.

Dex is how flexible/agile you are.  It is also used to determine speed, lightness of foot, as well as for thieves’ stealing abilities.  As a thief, if you attempt to pick someone’s pocket, you must pass a check for this ability (much as for a Wis check for learning spells).  In a nutshell, for combat purposes, this is your ability to dodge attacks, bring up your weapon/shield for a block, or how quickly you could draw, for instance, an arrow and shoot.  

Const is how much stamina your character has.  This has a wide range of uses, anywhere from how much punishment/pain you can take, to how much beer you can drink before passing out.  Again, GM’s are encouraged to be creative for when this is to apply.  

HP is your hit points.  Pretty self-explanatory, it is how many points of damage your character can take before being killed or knocked out.  If an attack does enough damage to wipe out all of your hit points at once, you’re killed instantly (natural roll of 20 on a 1d20 will accomplish this).  If this condition is not met, then your character is simply knocked unconscious at 0 HP.  To be killed, your character’s HP must be reduced to -10, if knocked out.

This is only a general guide for your races.  However, as there are a wide range of other Player Character races not covered in this, GM’s are to use their best discretion on racial minimums for the characters used.  Alternatively, there are many sub-races within those described above, but the minimums will still apply for them.  

The character’s race is to not be changed if their roll does not meet the restrictions, however.  Instead, the player is to simply re-roll until they either receive the minimum score or get a roll higher than the minimum.  To roll your stats, a 1d20 (1 twenty-sided die) is rolled and the result recorded on the stat sheet.  For the HP, the die/dice used is shown.  

Characters that are already made and registered are not required to roll for your stats.  However, your best judgment must be used on what to place in what field.  A normal human, say, could not possibly have the maximum strength allowed (25) simply because that would make them as strong as the strongest giant.  GM’s are instructed to look over the character sheet and decide whether or not the stats look to be appropriate.  When and if you register your pre-made character’s stat sheet, a moderator will look over the sheet, as well, to see if you’re following the rules and not simply making a ‘super-character’ out of what was, in other RP’s, a simple adventurer.

Generating a brand-new character:
Let’s say your character is a human.  Your stats might appear to be:

Chr: 12
Str: 15
Wis: 8
Dex: 18
Const: 16
HP: 15

Now, as you can see, this character would be clearly suited to be either a thief or a fighter.  Magic use is simply out for this person, as their Wis score is very low.  

The scores are relative to their character’s class.  Str, Dex, and Const are requisites for fighters, Dex is for thieves, Wis is for mages.  The higher your score, the better your character is in this field.  

Other listings on the Character Data Sheet:

Name and Race are self-explanatory, if I have to go over them, then you may want to re-think Role-Playing.  *snickers*

Type is your character’s alignment, whether they’re good, evil, or neutral in nature.  There is also the law vs. chaos plane.  Lawful characters are pretty straightforward, they (no matter their alignment) will deal strictly by their word.  Chaotic ones are those that only look out for themselves, again regardless of alignment.  A chaotic good priest, for instance, would only be interested in the betterment of his or her parish, caring little for other parishes unless it serves their particular deity or church.  A lawful good one, however, would follow the tenants of his or her god, aiding freely if it is required by the deity.  

To make it easier to understand: Chaotic Good creatures tend to do as their heart tells them is right, Lawful Good ones tend to do what the law says is right.

Chaotic evil characters, however, no matter their class (see below), are purely self-serving, caring only for themselves if not out for world-domination.  They are not above any means to their attaining their goals, not even murder is ruled out of their repertoire.  A lawful evil character, however, is just as selfish, but will find ways within the law of whatever land they are in to achieve their desires.

Chaotic Evil creatures do whatever they want just for the fun of it, Lawful Evil ones only follow laws out of fear of punishment, otherwise they just do what they want within the limits of the law.

Chaotic neutrals are the true maniacs, the insane ones.  You never know what they’re going to do from one moment to the next.  They might, for instance, drop a few silvers into a beggar’s bowl, then slit the same beggar’s throat for the gold piece he sees inside that bowl.  Be creative with this type…but, at the same time, be careful.  You may find yourself being a target for persecution by all, something that no player in their right mind would desire…unless they, themselves, are insane.  (hint towards INSANE Shane =P)  Lawful neutral characters are just that, completely neutral in regards towards good or evil.  They simply do not care, as long as they are left alone.

Simply put, Chaotic Neutral creatures are just plain nuts, Lawful Neutral creatures simply follow routine, never deviating from it.

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Class is your character’s job, basically.  Players have no restrictions on their class, save that mentioned above with their stats.  

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Level is your character’s current experience level.  Pre-made characters are not required to use this stat.  New ones that are created for the dice-rolling rules for RP, however, ARE required to make use of levels.

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G, S, P, E, R, D, EM….This is your money.  Gold, silver, platinum, electrum, rubies, diamonds, and emeralds, respectively.  Later in this guide, you will find a conversion chart for how much each type is worth.  To determine what amount of each your (new ones only) character has, roll 1d12x10 for G, S, P, R, and EM.  For E and D, it’s a simple 1d12.  

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Ht, Wt, Hair, Eyes, and age…Physical description.  How tall they are, how much they weigh, etc.  Not much to go into on this.

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AC and AT: This is your character’s Armor Class and Armor Type.  Pre-made characters are required to use AC as much as new ones are.  This is essential to combat.  AC is used, to determine the amount of damage taken if and when hit in combat (more on this later).  A listing of suggested AT’s to match AC’s would be:

6:    Leather/None
5:    Chain mail
4:    Chain mail over leather
3:    Plate mail
2:    Plate mail over leather
1:    Plate mail over chain mail
0:    Plate mail over chain mail over leather
-1:   Elven chain mail 
-2:   Elven chain mail over enchanted leaather
-3:   Elven plate mail
-4:   Elven plate mail over enchanted leaather
-5:   Elven plate mail over Elven chain mmail
-6:   Elven plate mail over Elven chain mmail over enchanted leather
-7:   Mithril chain mail over enchanted lleather
-8:   Mithril plate mail over enchanted lleather
-9:   Mithril plate mail over mithril chaain mail
-10: Mithril plate mail over mithril chaiin mail over enchanted leather

Again, this is but a sample.  As you can see, the lower the AC, the better the armor.  GM’s and Players are to decide between themselves which type of armor should go where, if a particular kind is not found in the above listing.  Note, any type of enchanted armor, whose adjusted AC is not already known, would fit in with the Elvish variety.  The Mithril variety can be also used for Celestial/Hell-forged types of armor.  Brand new characters roll a 1d6 and NEVER receive a ‘minus bonus’ to their armor.  

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EXP is your character’s experience points.  Later, I will include a listing of what experience points equal what level.

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Okay, the good stuff to your quests, the encounter charts.  GM’s are encouraged to either create their own for random encounters, or they may set up specific encounters to happen at random.  Be creative if you use the second method.  Also, make sure that your creatures to be encountered can be found in that terrain or climate.  A yeti, for example, would not be found in a desert, nor would a giant squid be found in an arctic region in the mountains.  Use common sense.

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If the player(s) have a question about something that you’ve not already predetermined the answer to (and, yes, this DOES happen on occasion; players are nothing but unpredictable at times), a simple 1d4 roll is to be used.  If your NPC (Non-Player Character) wishes to lie to the characters, then use a secret roll, perhaps rolling a 1d4 on your desk instead of the chat room would be advised.  If the NPC is not the type to lie and is telling the truth, then simply roll it in the room.  A result of 1 or 2 is no, 3 or 4 is yes.  Simple.

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Combat rolls:
Ah, yes…the nitty-gritty of this combat system.  Actual combat.  We’ll start with physical combat, then move on to magic.

With physical combat, or Melee, all types are included: weapon vs. weapon, weapon vs. hand to hand, hand to hand vs. hand to hand.  To determine hit or miss, the attacking player uses a 1d10, the defender uses a 1d8.  I know, sounds unbalanced, but, this is because the defender is  reacting to the attacker’s movements.  If an anticipation of attack is stated before the actual attack takes place, say, during a previous turn, then a 1d10 is permitted for defense.  However, the character MUST possess sufficient Wis to be able to anticipate (roll a simple Wis check to determine this).  

For the attacking character, his or her Str and Dex is used to find if there is a bonus to their roll or not.  Use the higher of the two, no matter what their score is, not both combined.  If the defender is simply dodging, then they only get to use their Dex score for their roll-bonus.  If they are using a weapon, then they, too, are to use Str and Dex.

Bonus or penalty for attack/damage and defense: 
24-25 recieves a +6 to their roll.
22-23 gets a +5
20-22 gets a +4
18-20 gets a +3 
14-17 gets a +2
10-13 gets a +1
8 and 9 gets no bonus or penalty
5-7 gets a -1 penalty
3 and 4 gets -2
1 and 2 gets a -3

The best way to show how this works is to show by example.  We’ll have Malachi and Tracius spar for us to show what happens in a simple Melee exchange:

Malachi draws his dagger and sends it slicing in for Tracius’ belly.  He puts his full 17 (not actual score) Str behind his stroke, as well as using his full 18 Dex to try and take him by surprise.

-At this point, Malachi would wait for Trracius’ defense-

Tracius sucks his belly in and jerks his body back, relying on his own 18 Dex to carry him out of harm’s way.  (No AC bonus is used yet)

-Now, both take their turns to roll, Malaachi first-

Malachi rolls one 10 sided dice: 5
Tracius rolls one 8 sided dice: 7

Now, Malachi has a bonus of +3 to his roll due to his 18 Dex score, his Str has no bearing on the roll since it’s lower.  However, Tracius also gets the same bonus because his Dex is the same as Malachi’s.

As can be seen, Malachi missed his attack, and now it’s Tracius’ turn.

Now, let’s say that Malachi did NOT miss his attack, and managed to cut into Tracius’ belly.  Then, the GM rolls for damage with a 1d20.  To determine the results of the roll, the AC is now taken into account.  

Penalties to damage roll due to AC:
AC of 6: no penalty.
AC of 5 and 4: -1
AC of 1-3: -2
AC of 0: -3
AC of -5 through -1: -4
AC of -6: -5
AC of -9 through -7: -6
AC of -10: -6 plus 50% chance of breaking a weapon (roll 2d10, combine the two numbers for percentiles, if double-zero’s is the result, then roll 1d2 [flip a coin in cchat terms], 1 being 0, 2 being 100)

After penalties are determined, if any (this is actually GM’s discretion, but it’s STRONGLY advised you use this), then any plus factors due to high strength (again, GM’s discretion) or from any weapon’s bonus are added.  The results are:

Natural roll of 20: Instant death.
17-(adjusted)20: severe damage, 2/3 to 5/6 of remaining HP are lost, Const check required to see if knocked out, 25% chance of 
                         loss of limb if attack is directed at one. 75 or higher on percentile roll
14-16: moderate to severe damage, ½ to 2/3 of HP are lost.
10-13: moderate damage, ¼ to ½ of HP is lost
7-9: Light to moderate damage, 5 pts or maximum of ¼ HP lost, dependant upon current HP total.
1-6: Light damage, 1-5 HP lost

For those characters just starting out and don’t have much HP, the GM is to use his or her own judgment on how many HP are lost if damaged.

Again, an example:

Malachi has hit Tracius with his slice to the belly.  He rolls a 1d20 for damage.  As Tracius has simple leather clothing instead of armor, and Malachi was using all of his 18 Str, Malachi receives a +3 to his damage roll (see bonus/penalty chart) with no penalties.  The roll is a natural 20, meaning that it’s 20 before any bonus or penalty is applied.  This results in Tracius being immediately disemboweled, his guts will fall out of his belly and he will fall face-first into a rapidly spreading pool of blood and other body fluids.  He would be dead.  Now, let’s say that Malachi had rolled a 10.  His +3 bonus would make this an adjusted result of 13, meaning that Tracius would then lose ½ of his remaining hit points.

In unarmed combat, a natural 20 has a different result, if ruled thus by the GM.  A natural 20 would not mean death, but simply immediate unconsciousness.  

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Magick combat rules:

Now, to use magick in combat, AKA Melee/Magick, Wis is used instead of Str or Dex.  The rest of the rules apply, with the exception that damage, if any, is not blunted by armor, meaning that there are no penalties to the damage roll.  However, this also means that there are no bonus’, either (to be fair to the poor victim of the attack).  

Some spells are not harmful in and of themselves.  Some are simple charm-related spells.  For example:

Malachi casts his hold for two rounds spell against Tracius. (Wis 19 due to magickal influence [by now, he’s using his Berserk Rage-Lvl 1 ability, raising his Str, Dex, and Wis by one point)

Tracius uses his force of will (Wis 18) to keep from being held.  (this is pretty much all he could do)

-Tracius could, however, cast an anti-maggic spell, but we’re keeping this simple.  If a counter-spell is used, then the player MUST post what the spell does.  Same goes for the attacking character if the results are not apparent through the spell’s name.  Since MalachI’s using hold, he does not have to post what it does, since it’s obvious that it’s a spell to hold Tracius in place.-

MalachI rolls 1 10 sided dice: 8
Tracius rolls 1 8 sided dice: 2

-Now, the combatants and the GM add in thhe bonus’.  While they both get a +3 to their rolls, Tracius still fails to defend against the hold spell since his actual roll was so poor.  He’s now paralyzed on the spot and unable to defend himself for the next two rounds-

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Death and Resurrection:

Face it, we’ve all lost characters, even ones that we liked.  Never fear, here comes resurrection to save the day….or, perhaps not.  To do this, a Const check is required.  Only a priest or cleric are permitted to do resurrections, Player Character priests MUST have the spell in their list in order to use it.  

Resurrections are a tiring process, both for the priest as well as for the character being revived.  This process requires a full day to complete, and another week to recover fully from the drain on their Const.  If successful, the revived character’s Char is dropped down to one point, as is the priest’s.  However, the priest will still lose these points even if the resurrection fails.  

Note to the GM: If the priest character’s player skips a step in their prayer postings, their god or goddess is to be RP’ed as being angry at not being placated sufficiently, and the resurrection fails.

The player must roll a Const check to see if their character’s body can withstand the sudden returning of the soul, as well as the upsurge of life force within it.  (Side note: all wounds are healed when this happens)  The Const check is simple enough, but at a cost.  They roll a 1d20 as they normally would for any other check, but their score is treated as being only HALF of what it actually is.  For instance, if their Const score is 18, then the check is made as though it were only 9.  

The character, upon being returned to life, as mentioned before, is reduced to only having one HP and one Const point.  Also, more costly, is the fact that they forever lose one Const point to their maximum.  They can regain this through (usually) costly training or through magickal means, however, but cannot regain it through simple rest.

Another side note for both players and GM’s:  The skull of the character to be revived is enough for the ritual, but the character’s items and clothing must be gathered by his or her fellows if the player does not wish his/her character to return to life only to find him/herself bare-assed naked, defenseless, and penniless.  Items and clothing are NOT automatically returned to the character as their body is.

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Const checks are also required for survival in harsh conditions.  In extreme cold or heat, if the check is failed, their score is then halved and they fall unconscious for 1 to 4 rounds, defenseless to any attack upon their body while out.  

They are also required for checks against poisons, illnesses, massive damage (to see if they’re knocked out from it), and the like.  

Morale is also checked against Const.  If your character’s entire party is wiped out around you in a single, massive attack, there’s a very real chance that your character will turn tail and run away, no matter how brave you want them to be.  After all, wouldn’t YOU take off if seven of your friends ended up turned into crispy-fried critters by a hundred foot tall red dragon?  Thought so.

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Another type of check is the Chr check.  This is to see how others (NPC’s) react to your character.  This a simple check, done as normal.

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I don’t think I have to explain any other types of checks to you, the members of Purgatory.  However, if there are ANY questions, no matter how stupid it sounds, leave a message for me in the Moderator Questions area and I’ll answer them.

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Experience points=Level chart:

   Level-EXP
1:   1-9
2:   10-19
3:   20-29
4:   30-39
5:   40-59
6:   60-79
7:   80-99
8:   100-119
9:   120-139
10: 140-179    
11: 180-219
12: 220-259
13: 260-299
14: 300-339
15: 340-419
16: 420-499
17: 500-579
18: 580-659
19: 660-739
20: 740-899      (Bonus: Stats can go higher through training instead of through magick)
21: 900-1059
22: 1060-1219
23: 1220-1379
24: 1380-1539
25: 1540-1859
26: 1860-2179
27: 2180-2499
28: 2500-2819
29: 2820-3139
30: 3140-3779    (Bonus: HP to 1000, if not already there)
31: 3780-4419
32: 4420-5059
33: 5060-5699
34: 5700-6339
35: 6340-7619     (Bonus: All stats go to 25 due to experience with fighting)
36: 7620-8899
37: 8900-10179
38: 10180-11459
39: 11460-12739
40: 12740             (Retirement as the char would prolly be pretty old in RP years by this point)

Every five levels, re-roll your HP and then add it to your previous maximum total to get a new maximum HP total.  EXP is gained through rolling of dice, the stronger the opponent, the more dice to be rolled, as well as the more sides to the dice.  (Example: if you kill a relatively weak opponent, say a first level character, you would only roll a 1d10.  If you defeat a tenth-level opponent, then you'd roll a 3d20).  As always, GM's are to use their judgment.

Exchange Rates:

10 Silvers=1 Gold
1 P=1000 G
1 E=100,000 G
1 EM=1 G
1 R=10 G
1 D=100 G

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Example of a ‘proper’ character sheet.  (Not a real character)

CHARACTER SHEET

Name: Nerium                                                                                                         CHR: 17
Race:   Elf                                                                                                                   STR: 15
Type:  Chaotic Good                                                                                               DEX: 18
Class:  Ranger                                                                                                            WIS: 16     
Level:  3                                                                                                                CONST: 14
G: 100                                       EM:  60                                                                       AC: 6
S:   110                                          R:  50                                                                        AT: Leather
P:   50                                            D:   3                                                                     EXP: 23
E:   2                                          Age:  320                                                                   HP: 18
Ht:  5’ 3”                                     WT:  115 pounds                      Hair: Dark Blonde  Eyes: Ice Blue

Fighting proficiencies: Two-handed fighting, archery mastery, blind fighting, hand-to-hand
Non-fighting proficiencies: Wilderness survival, herbalism, first-aid, minor tailoring

WEAPONS:
1. Long sword
2. Long-bow (quiver of 20 arrows)

MAGIC:
SPELLS:                                                                                                                                                                     ITEMS:
                                                    
1. Talk with animals                                                                                                                         1.
2.  Fireball                                                                                                                                         2.             

EQUIPMENT:
1. Camping supplies-no tent
2. Small pouch

WEAPONS AND ITEMS LEFT AT HOME:
1. N/A
2. N/A

LIVESTOCK:
1. Horse-black-male
2. Companion hawk-male-trained to hunt-befriended when it’s wing was broken, healed through careful tending

As can be seen in this example, Nerium is well-suited to his lifestyle as a Ranger.  His companion animal is a hawk that he had befriended and healed when it’s wing was broken.  However, as devoted as the hawk is to his benefactor, he will not risk his life for Nerium.  

Animal companions are just that, companions…NOT pets.  Those are classified as ‘normal’ livestock.  

Any new characters are started out at first level, are able to have only two weapons, two spells (if Wis allows them to know any at all) or two magickal items, two items of equipment, and two livestock.  It is NOT required that they fill out all these, however.  They can choose to use only one slot at first.  But, they cannot automatically learn or have something if they change their minds later; they must either earn or buy them.

Spells are to be either taught or learned through an acquired scroll or spell book.  It’s assumed that if the character knows any spells to start with, it is because they learned it/them through their original training.  (After all, you have to train at being whatever your class is)

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Okay, now, let's have Malachi and Tracius spar again, this time going through an entire battle to show how it should look on-screen:

Malachi challenges Tracius to combat.
Tracius accepts and chooses P2.
Malachi.oO(No GM.  We'll GM it ourselves, okay?)
Tracius.oO(Agreed)
Malachi slashes out at Tracius' belly with his dagger, putting behind it all of his 18 STR and 18 DEX
Tracius sucks in his gut and shoves his butt backwards, relying on his 18 DEX to pull him out of the way
Malachi rolls 1 10-sided dice: 7
Tracius rolls 1 8-sided dice: 8
Tracius narrowly survives the swipe, then comes back in towards Malachi, casting a vampyric strike spell, hoping to drain Malachi of some of his HP
Malachi focuses his will upon staving off the effects of the spell
Tracius rolls 1 10-sided dice: 3
Malachi rolls 1 8-sided dice: 7
Malachi manages to shrug off the magick, then draws his katana and allows the runes on it to bring forth his Beserk Rage Lvl 1 to increase his STR, WIS, and DEX by 1 point each.
Tracius is not aware that the sword can do this (not IC, anyways) and allows it to happen 
Malachi.oO(We're assuming they've never met before?)
Tracius.oO(Yes, this IS just an example, remember?)
Malachi.oO(Oh, yeah...that's right.  I had forgotten.  lol)
Tracius.oO(Stuff the OOC and fight)
Malachi.oO(:P)
Malachi casts hold for two rounds upon Tracius, using his increased WIS of 19
Tracius casts anti-magick shell using his own WIS of 18
Malachi rolls 1 10-sided dice: 10
Tracius rolls 1 8-sided dice: 3
Tracius fails to cast his spell before Malachi does and is now paralized for the next two rounds
Malachi stabs his katana at Tracius' head, using only his 18 STR, DEX is unneeded
Tracius cannot do anything to defend himself
Malachi rolls 1 20-sided dice: 17
Malachi adjusts the 17 to 20 with his +3 bonus, hitting Tracius' head for 5/6 of his HP, then rolls for loss of facial feature, chance of this happening: 25% 
Malachi rolls 2 10-sided dice: 8, 6
Tracius 's right eye is lost (chosen at random) and now only has 15 HP left.
Tracius now rolls Const check
Tracius rolls 1 20-sided dice: 18
Tracius barely remains conscious
Malachi decides to try and finish Tracius by slicing his katana at his neck, aiming to decapitate, using all of his STR
Tracius is still held for the rest of this round
Malachi rolls 1 20-sided dice: 20
Tracius 's head rolls to the ground, followed soon after by his body, blood spurting out from the stump of his neck.
Malachi rolls for EXP
Malachi rolls 3 20-sided dice: 20, 10, 9
Malachi adds 39 EXP to his total.

This was just an example, but I suspect that most combats will follow in this general direction.  Actually RP your fight, don't just post your actions...Flesh it out a bit.  I just did all this in a simple fashion to give you an idea of how the actual battle would appear.

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Well, that’s it.  The basic guidelines for P2 combat and RP.  I know it looks like a lot to learn, and it is, truth be told.  However, it’s actually very easy to master once you DO learn the rules.  Yes, it is a VERY ‘math-heavy’ style, however, it is only simple math…adding and subtracting, for the most part.  

Again, these rules are the same that I use for my r/l RP group, however they are HEAVILY modified for online use.  

(Legal Disclaimer: I do not use these rules, nor any of WotC's or DBZ's copy written material, for personal gain or profit, only for entertainment)............*is making sure his butt's covered, does not want sued*

And, again, if there are any questions or if there’s anything that you need help understanding, feel free to drop me a message in the Moderator Questions board, or through an IM, and I’ll gladly clear any problems up for you.