| Battling | ||||||||||||
| Combat (1v1, 1v2, 1v3, 2v2, 2v3, 3v3 fights) | ||||||||||||
| Home Story Rules Races Professions Weapons Skills Items Battling Miscellaneous The Hitchhiker's Guide to the Mushroom Kingdom Character Creation |
||||||||||||
| Khris and Boon circled each other, weapons drawn and shimmering in the failing light. The battle was drawing near, but the two bitter rivals wanted only to avenge the others' wrongs. In the heat of battle, they would not find each other. Boon, expecting easy victory, lunged in... Speed Speed determines the number of actions you may make per round. A weapon's speed is displayed as x/y with x being the number of actions and y being the number of turns. For example a speed of 8/1 would mean that one could take 8 actions each turn, while a speed of 7/2 would mean that those seven can be spread over the two turns as a player would like, splitting them up as close to evenly as possible (for example, three on the first and four on the second or vice-versa) Actions During the course of a round, you may make one of four actions, attacking, defending, using magc/active skills, or using an item. If you attack, you add your weapon's attack rating to your attack total for the round. If you defend, you add your defense rating to your defense total for that round. At the end of the round, each character with an Attack Total greater than his or her target's Defense Total have a 95% chance of hitting that target. If the Attack Total is less than or equal to his or her target's Defense Total, he/she has a 10% chance of hitting that target, unless attacking the head, in which case the attacker must be able to hit. Note that while all attack actions are used for one attack value, spellcasting or item use may result in having two attacks made per turn. Stamina and Endurance Endurance determines the number of stamina points a character has. For all intents and purposes, 1 point of endurance gets you 3 points of stamina. Stamina points are indicators of both fatigue and injury. Characters lose one stamina point per round, and one additional point if all of their actions were used for the same purpose. (ignore that rule if only one action was made) Points lost for hits taken can be found on this table. Endurance can be increase by leveling up. When a character loses all stamina points, speed is multiplied by 3/4 and any further hits result in losing through a knockout\mortal blow. |
||||||||||||
| Battle (army v army fights) | ||||||||||||
| A battle, between two armies, and one of the major deciding factors in the great war, will not take place often. Battles will be fought like a game of Chess, but with alterations (after all, the scenario for chess is supposed to be a medeival battle). The type of piece a character (PC or NPC) is depends on the type of weapon it uses. If the character uses polearms (like footsoliders, pikemen), hammers or boot, he's a pawn. If he uses a projectile weapon, he's a rook. If he uses a sword, he's a knight. If he uses other AND magic, he's a bishop. If he's uses other and DOESN'T uses magic, he's still a pawn. If he uses a projecitle weapon AND magic, he's a queen. The battle commander is a king. The battle commander's unit, the King piece, includes the commander's bodyguard. The battle will go forward like go forward like a game of chess, but with difference. When a unit goes to capture another unit, it does not auto-matically capture it. Those 2 units will combat each other (see Wil's combat system above), with the exception that the attacker gets +3/1 speed. Units aren't healed after combat is won, so using the same piece to keep capturing may not be a wise strategy. Instead of making a move, the commander can decide to make a long distance attack, using a ranged unit, or a seige weapon. This is similar to trying to capture a piece, except that the attacking unit does not get a speed bonus. The defending unit can either retaliate with his or her own ranged attack, or flee, ending the combat and the turn. If the defending army built a wall, the wall occupies the 2 rows that army starts on. Movement cannot be made from the field onto the wall by the attacking army unless the unit has a certain level of Climbing skill (depends on the height of the wall). A unit on the wall defending or attack a unit on the field gets a bonus of +1/1 speed. A wall can be destroy if 15 explosions take place near it (on the wall or row in front of it). The army doesn't need to have the same amount of unit as a standard chess army. It can have, say, 3 bishops. 2 bishops are on the board at once. When one bishop is lost, the replacement bishop can be put iin the lost one's starting spot at the cost of the turn. Also, that bishop cannot be used for the next 2 turns. An army is victorious when all the enemy units except the commander are annihilated, OR the commander is checkmated AND beaten in combat by the piece that had it in check. Also note that a unit's stamina is not fully healed after it wins combat. If a unit does nothing on a turn, it regain 1 stamina lost. However, if it moves, it loses 1 stamina per 3 spaces moved, rounded up. A leader starts with 48 foot soldiers ("pawns") and 7 attack-only foot soldiers. The foot soldiers can be combined to make other units. 2 foot soldiers = 1 gunman ("rook") 2 f. s. = 1 wizard ("bishop") 1 wizard + 1 fs OR 1 gunman + 1 fs = 1 swordsman ("knight") 1 wizard + 1 gunman = 1 Second in Command ("queen") It takes time to march an army from on place to another. To figure out how long, see here. Siege Rules: When rolling for a siege hit, declare a target point of intersection at the center of a group of four squares, any within range. After the attack is declared, roll 1d4 for direction (1 = north, 2 = south 3 = west 4 = east) and 1d6 + 1 less the Missile level of the operator for movement. Any negatives are treated as zero. Accompaniment by siege weapons (excepting Yoshipults) slows an army's movement to 1/2 its full capacity. When retreating, they reduce the army to 1/3 its capacity, unless abandoned. Explosive Siege Weapons (decided by a coin-flip) can either (on 1/heads) stun all units in area of effect or (on 2/tails) damage all units in area of effect as per explosive chest wound. |
||||||||||||