| Rules for RolePlaying on the AOL Chatrooms |
| For the most part, it is simple to roll and make attacks and defenses on the AIM chatroom. Type: //roll to roll for an attack in the game. Generally, each attack is given on the character's power description, but here's a quick-list: Most direct attacks need a 6 or higher to hit. Most area attacks need a 4 or higher to hit. Most non-beam-powers need a 5 or higher to hit. Most indirect attacks need a 6 or higher to hit. Any Power with an accuracy of "auto" needs a 2 or higher to work. Any power with a speed rating of "instant" is completed at the beginning of the round, or anytime throughout the round, without waiting for the character's turn. The power can also be held until it is ready to be activated by the character. There are other modifiers that can affect a character's hit, but for the most part, this is up to the CM's discretion, or are figured by the modifiers as seen below. At the beginning of a round, all characters roll a ten-sided-die, and whatever they get is their initiative roll for the round. This dictates in what order they move and attack in this round. When a character is trying to hit with their fists, their attack speed is considered a 0. If they try to move in a round, they add 2 slots to their speed score of whatever hit they are attempting to make, effectively slowing them down for the round. On each character's powers, there is a speed score. Add your speed score to your character's initiative rating to see just when they can get their attack off in the round. Characters are also allowed to dodge once per round. Generally, to dodge, a character must make a normal roll and get a higher score than the successful roll of whoever had attacked them, but there are ways to increase or decrease a person's chance of dodging. A character can also choose not to attack, and instead, go all- out-defensive. This would increase the difficulty of the roll needed to hit by 4. For instance, if a character is attempting a direct attack against the dodging character, they would need a 10 or higher to hit them instead of a 6 or higher. Characters are also allowed a counter-attack. These are only allowed on a missed attempt at attacking them. The character attempting a counter-attack must roll higher than the missed-roll of the character in question. If they somehow roll lower than the character they are attempting a counter-attack against, they make a critical miss and get hit by the original attack. If a Character chooses, they may rest for the entire round while their allies fight. This allows the character to regain 2 stamina, up to their maximum stamina allowed by their remaining health. If 2 stamina would be more than their maximum, then they only gain enough to attain their maximum stamina score. A character may attempt something called a "first-strike" to try and hit a target just at the moment before their attack is released, effectively disrupting the attacker's power. The character must have a power twice as fast as the attacker's power, and their overall initiative must be faster than the initiative of their target. However, this would mean that the character cannot dodge this round. The difficulty of the roll for the character increases by 4, but if they hit, they disrupt the attack of the other attacking target. The target is still allowed a chance to dodge, but their attack is still disrupted. If the attacking character misses by a roll of 4 or less, then their power still worked, but just didn't get a chance to disrupt the target's power, and they still lose their dodge for the round. So either characters can attack once and dodge once, attack once and counter-attack once, go all-out dodge, try a first-strike, or merely rest for the round. There are other actions that can be done, but these selections are merely what fighting actions can be done in the round. At the end of the round, everyone rolls for initiative once again. |