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.
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