The World's Finest Battle League.

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[sage]
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The World's Finest Battle League.

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Post by [sage] » Wed Dec 10, 2008 5:50 am

The World's Finest Battle League (WFBL) is an international competition on Valoros,with a variety of different skill levels, tournaments and leagues dedicated to testing and improving oneself in gladitorial combats and duels. Its a competition to find the greatest warriors and mages in the land. There's a lot of fame and fortune to be found by competing.
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I felt like running a battleclub as well. Character creation is different, but the system is similiar to Arcane Royale. I'll continue the story topics. This topic should move a bit faster than the story updates, which I'll try to keep updated at least 3 times a week.

Create a character
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Name:
Age:
Sex:

Rate Attributes, Skills, Equipment, and Magic as -2 to +2. The four categories should average out to 0.

Attributes
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You get 28 points to split between the four attributes. You gain or lose 4 points for each positive or negative you assigned to Attributes.

Primary: Skills and your secondary attributes are based off one of the four attributes.

Brawn: Physical strength and endurance.
Agility: Speed, reflexes and accuracy.
Intelligence: Strength of mind and magic.
Wits: Perception and ability to think on your feet.

Secondary: You gain 9 points to assign to the secondary attributes. You gain or lose 3 points for each positive or negative you assigned to Attributes. These points are added to the multiplier.

HP = 2 x Brawn
MP = 2 x Intelligence.
AP = 2 x Agility/2 + Wits/2.

So if split HP, MP and AP 4/3/2 your HP would be 6 x Brawn, MP would be 5 x Presence, and AP would be 4 x the average of Agility and Wits.

Skills
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This rpg focuses on the combat side of things. We'll leave out non combat skills for this rpg.

You have 50 skill ranks to start with. You gain or lose 10 skill ranks for each positive or negative you assigned to Skills. In addition to skills, there are techniques. You can go up to Rank 10 in a Skill at character creation. Rank 1-4 is generally the level of someone learning the basics. 5-10 is considered trained and skilled. You can put up to 5 ranks into a technique for now.

Skills are divided into Weapon Skill(the weapon is your choice), as well as the two defensive skills, Dodge and Parry.

Techniques are categorized in two ways. The first category is whether they are Basic, Linked or Master Techniques. The second category is whether they are Supports, Reactions, or Manuevers. All techniques use the Rank of another Proficiency.

Basic Techniques: Basic techniques are not linked to any particular Skill. When a technique is used, your Rank is determined by the Rank of the weapon or defense skill you are using right now. Spending one rank allows you to use a basic technique at Skill -2. Every rank spent on the technique raises the Rank the technique is used at. (2 ranks is Skill -1, 3 ranks is Skill +0, 4 ranks is Skill +1, etc).

Linked Techniques: Linked techniques work like Basic Techniques, except they're attached to a specific Skill. In addition, they don't start at Skill -2, they start at Skill +0.

Master Techniques: Master Techniques are like Linked Techniques, except that they are based off another Technique, rather than being attached to a skill. However, they start at Skill -4, rather than Skill +0.

Manuevers are actions chosen in combat. If you want to use it in a combat round, you spend AP on it. You don't have to use a manuever, you can just spend AP on attacking. Manuevers can be used to combine attack and defense, attack and movement, gain bonuses, limit the opponent's actions, reduce the enemy's effectiveness, or any number of things. Manuevers can be used without any ranks in a technique. However this incurs an additional -2 rank penalty.

Support techniques automatically give their benefit when you use the the skill (or technique, if they're Master techniques) they're linked to.

Reactions are actions taken automatically when something happens. You generally need to tell me what the trigger is when you create the technique.

The techniques listed are examples. You can create your own techniques as well.

Manuevers can be done without any skill levels invested (although if not's defined anywhere already, it'll slow combat down since I need to come up with the rules for it). Reactions and Support skills cannot.

Techniques: Some example techniques. Feel free to use any of these or make up your own.
Charge (Basic/Manuever): A sprinting attack. Closes all distance between opponent's.
Disarm (Basic/Manuever): Disarms your opponent instead of dealing HP damage.
Counter (Basic/Reaction): Attack automatically when your Initative becomes higher than opponent's.
Flurry (Basic/Manuever): Succesful attack reduces opponent's Initative rather than guard, allowing for easy consecutive attacks.
Break (Dodge/Reaction): Flee after a successful dodge. Ends Combat.
Fleet-footed (Dodge/Support) Negates opponent's attempts to close or create distance as long as you dodge successfully.
Sidestep: (Dodge/Reaction) Circle or side step around to opponent's flank after successful dodge.
Back Step (Dodge/Reaction) Create distance after successful dodge.
Step in (Dodge/Reaction): Negate distance after successful Dodge.
Spring Attack (Dodge/Manuever): Attack and move to a safe distance while dodging any attacks from your opponent. AP spent towards Spring Attack is split evenly between Guard and Initative.
Deflect (Parry/Support): Deflect your opponent's weapon wide with a successful parry. Deflecting reduces opponent's Initative faster than normal.
Block (Parry/Manuever): Use the body of your weapon to stop the opponent's attack. Odds of successful defense are high using this method. A successful defense drops opponent's Initative to 0 for one exchange, but the weapon or shield takes damage.
Riposte (Parry/Reaction): Attack after a successful defense. If successful, drops opponent's Initative. If failed, opponent may continue his attack if his Initative is higher
Quick Draw (Sword/Manuever): Draw your sword from your sheath for a fast sudden attack. AP spent for quick draw grants a bonus to Initative.
Slash (Sword/Manuever): A cutting attack with a lot of power, but easier to defend against.
Thrust (Sword/Manuever): A thrusting attack. Higher chance of critical and hard to defend, but low damage if it hits non critically.
Lock Blades (Block/Manuever): Hold your opponent's weapon into a deadlock, ending the combat round. Combatants may choose to push, continue locking blades or withdraw. This becomes a rock-paper-scissors battle. The winner gets an attack against their opponent without any guard.

Push: Using strength to overwhelm and push your opponent back. Beats a combatant who chooses to lock blades. Loses to an combatant who chooses to withdraw. In case of a tie, the opponent who is more skilled and stronger wins and gets an attack against their opponent without any guard.

Lock Blades: Hold your opponent at bay by continuing to lock blades. Beats a combatant who chooses to Withdraw. Loses to a combatant who chooses to push. In case of a tie, the combat round ends, and the blade lock continues in the next round.

Withdraw: Break away from your opponent. Beats a combatant who chooses to push. Loses to a combatant who chooses to Lock Blades. On a tie, both opponent's withdraw to a safe distance, the blade lock and combat round ends.

If you want some more techniques, or have an idea but aren't sure how to put it in game terms, I'll help you come up with a good technique.

If you create a technique, categorize it in paranthesis like I did in the examples. A basic technique should say basic. A linked technique should state the linked skill, and a master technique should state the linked technique. Also, please remember to say whether it's a Manuever, Reaction or Support technique in paranthesis.

Magic
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You have 20 ranks to build your character's magical powers. You gain 10 ranks for each positive or negative you assigned to Magic. You can assign up to 10 ranks in any one power.

A power is defined by a Key word, like in Arcana Royale. However, it's not particually important to seperate into action and target keys.

When you create a power, you can assign ranks to the power itself, or to spells and a focus. Spells are like techniques for your powers. The focus should have a clear purpose and benefit, and at least imply what the downside of not having it would be.

Example Powers

Summon-6: Tiran has the ability to summon objects and animals from elsewhere.
-Focus (1) As long as he holds his pendant of summoning, Tiran can keep the object or animal summoned and under control, while exhausting little energy to do so.
-Object (2)
-Animal (1)

morph(7) Tiran can change into animals and transform his body.
-Transform other (3) Tiran can change the form of other people or animals.

Feel free to create powers as you wish. All powers are subject to my approval and editing.

Equipment
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You get 100gp to start with. You gain or lose 25gp per positve or negative assigned to Equipment. The shops will be available first thing after you create your character. 1gp = 10SP.

Rules of Combat
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I'll have a topic dedicated to the Combat Rules once someone creates a character, where I'll also list all defined techniques and powers that have been seen.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.

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