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SKILLS IN BATTLE
- Endurance = Hit Points
- Each point of END gives 5 HP.
- A 0 in END will result in having only 1 HP.
- Brawn = Attack
- Each point in BRN gives +1d6.
- Everyone gets the Base Attack of 3d6.
- Agility = Evasiveness/Defense
- Each point in AGL blocks 1 damage.
- Mind = Tactical
- Each point in TACT allows you to do ONE of the following:
- Swap a Fail (1,2,3) to a Success (4,5,6).
- Reduce an attack's DMG by half. Rounded down, Min 1.
- Each point can only be used once per fight.
- When using edit post within 10mins stating what you do with them.
- Each point in TACT allows you to do ONE of the following:
SPECIAL MOVES
- Critical Strike
- Happens when you roll all Successes.
- Deal full damage ignoring all AGL.
- Critical Miss
- Happens when you roll all Fails.
- Deal 0 damage to the opponent.
- Deal half your Attack to yourself. (Round down, min 1)
- Glancing Blow
- When you get 2+ Successes but AGL would block the whole amount.
- Deal still 1 Damage.
SOME USES FOR TACTICAL POINTS
- Create a Crit
- You can turn your Fails into Successes to deal more damage or create Critical Strikes.
- To make a Crit All dice have to be Successes(4,5,6). So the more failures you have the more TACT you will need to make a Crit.
- You can of course just use a TACT point to increase an attack without making it a Crit.
- Don't Hurt Yourself
- You can use a Tactic Point to Swap a Fail to Success to avoid taking damage from a Critical Miss.
- If you do this, you cannot use the success to deal damage.
- Endure Final Blow
- Use all your remaining TACT points to survive a knockout blow with 1 HP.
- You must have at least 1 TACT to use this.
- This uses ALL the TACT points you have left, regardless of how much you have at the time.
- It can be handy for times when half damage isn't enough or to give you a final attack.
BATTLE STAT CODE
Code:
[Battle damage/tracking or Tact use]
[b]HP: [/b]0 || [b]ATK: [/b]0 || [b]AGL: [/b]0 || [b]TACT: [/b]0
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