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What will our heroes do now?

Zer0

Haiku Hitman
- How We Roll -
"We use 1d12"

Battles are composed of rounds, and rounds are 6 seconds long. Each round, characters have 1 minor action, and 1 major action. You can interchange the order of the two. Now, there is no initiative nor post order. People can reply any time.

When you reply, please leave your post open ended, because the GM will control the enemies and see if your attacks hit. When you write your post, please make them detailed so that I know what you want to happen and will act the enemies accordingly if your actions succeed.

And then you roll.

After this, wait until the GM ends the round. The GM rolls last, rolling for all the opponents, and summarizing what happened in an end-of-the-round post.

Now, since there is no post order, how do you know which attack hits first? There is no such thing unless you spend 1 Mp and make your attack "Quick" where your attack strikes first if your attack roll is higher than your opponent's. OR if you hold your action this round in order to attack at a specific time during the next. So, all the damage that happen in a round happen simultaneously when the GM summarizes what happened.

So, let's say you posted last, and allies have attacked and you want to use magic to give +1 to their rolls. You can still do that even though you posted late, since all the damage, all the + and - to rolls will be tallied at the end of the round.

After the GM writes the end-of-the-round-summary, round 2 begins.


MINOR ACTIONS:
  1. Hide or Find Make a dexterity roll to "Hide", making you immune to non-area attacks. OR make an intelligence roll to "Find" hidden things and see through illusions.
  2. Move | Travel to 1 adjacent area (cottage distance, or 1/4th of a football field). OR "Take cover" staying in the same area, giving yourself +2 Evasion against ranged and area-effect attacks. OR "Sprint" giving up your entire turn to travel across 2 adjacent areas (1/2 football field)
  3. Save| Make a save roll to end one affliction. You can spend additional 1 Mp for every extra 1 affliction you wish to end. You can do this for an ally nearby in their stead. OR Take an attack you are aware of in your ally's place, protecting them. If the attack was lower than your Evasion, you do not take damage.

MAJOR ACTIONS:
*You can perform any minor action as a major action.
  1. Attack |Neutralize a target non-lethally or lethally. Attacks from a hidden position are "Sneak Attacks" and give you advantage to your roll, and when performed at the start of battle, reveals you to those with a line of sight of your target, but gives you an "Ambush round" where your opponents don't get a turn.
    Open to suggestions:

    1. Disarm
    No damage. -1 accuracy. Send 1 hand-held item flying to a random adjacent area. You may deal damage, but make the disarm roll with -2 accuracy. You may choose to keep the item instead if you grab it, making the roll with an additional -1 accuracy.

    2. Distract
    No damage. -1 accuracy. Reduce target's hit by -2 for the current round. You may deal damage but make the distract roll with -2 accuracy.

    3. Grapple
    No damage. Melee attack. -1 accuracy. Grappled target cannot speak and cannot move away from place, but can be dragged 5 ft. at the moment of grapple. And then dragged at half speed as a minor action. Allies of the grappled target have a chance to hit their friend if they miss the grappler. You may deal damage, but make the grapple roll with -2 accuracy.
    Attack roll: 1d12 + Strength + Combat Proficiency
    Resist: 1d12 + Strength + Survival Proficiency

    4. Quick Attack
    Can be combined with other attacks. -1 accuracy. Your attack hits first if you rolled higher than your opponent.

    5. Team Up
    Give up your major action to grant 1 ally who is in the same area as you advantage to their next roll. Ally rolls 2d12 and picks the best result. This can stack up to 3d12, if a second ally gives up their turn for your friend.

    6. Throw Melee Weapon
    Can be combined with other attacks except for "Team Up". -1 accuracy. Throw your melee weapon anywhere in the current area you are in. Range = Cottage size (1/4th football field).
  2. Guard | Go on the defensive, doubling your shield's evasion bonus and adding the hit bonus of your weapon to your Evasion. You may Guard an ally instead of yourself.
  3. Use Item | Use an item in your inventory, or change 2 equipped items except for armor. Changing only 1 item is a minor action.
SPELLS:
Spells are considered a major action, unless stated otherwise, and can be combined with your action. Spells are cast on 1 target by default, and have a casting range = weapon range. Non-area spells manifest as missiles, and will not hit targets that are behind obstacles. Area spells have friendly fire on.
  1. Cost: 1 Mp
    • +1 or -1 to roll
    • +1 or -1 to evasion
  2. Cost: 2 Mp
    • +1 or -1 damage
    • +1 target (Max = Intelligence)
    • Advantage. Roll 2d12, pick the best roll.
    • Disadvantage. Roll 2d12, target picks the worse roll.
    • Manipulate target. No damage.
    • Alter target. No damage.
  3. Cost: 3 Mp
    • Alter small area: Cottage size. No damage.
    • Manipulate small area: Cottage size. No damage.
    • Continuous: Lasts for a number of hours = Intelligence or until your concentration is broken. Continuous spells always require a major action to maintain each round.

The same spell effect cannot be multiplied, except for +1 target. You can combine any of the effects as long as you have manna to spend for each effect

Every magical effect lasts 2 battle rounds or 12 seconds before reverting back to normal, unless it is a continuous spell. Continuous spells require concentration, and they end when your concentration is broken by receiving an attack higher than your spell power, falling unconscious, casting another spell, or using your major action for something else. Spells are also obvious when you cast them, requiring a dexterity roll to cast them stealthily.



- Altering and Manipulation -


The magical effects characters can do without enchanted items in this Roleplay are low-key. The limit is level 1 to level 6 D&D spells, where the spell level effect you can perform is limited by your character's Intelligence. So a character with 2 INT can only cast spells of the same power as level 2 D&D spells. Here is a link with a list of D&D spells: SPELLS

These spells that alter and manipulate things are spells that do not affect numbers, nor damage a target unless the alter or manipulation effect was combined with any of the +1/-1 effects.
INTELLIGENCE 1
  1. Spare the Dying
    Creature with 0 Hp no longer needs to make death saves.
  2. Charm Person
    You attempt to charm a humanoid you can see within range. Make an intelligence roll + charm proficiency against a person's Spell Power, and do so with disadvantage if you or your companions are fighting it. If successful, it is charmed by you until the spell ends or until you or your companions do anything harmful to it and its friends. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

    Resist: Intelligence + Knowledge Proficiency VS Caster's Spell Power
  3. Entangle
    Grasping weeds and vines sprout from the ground. Make an intelligence roll + combat proficiency + other hit modifiers against a target's Evasion. If successful target is grappled. Grappled target cannot speak and cannot move away from place.

    When the spell ends, the conjured plants wilt away.
INTELLIGENCE 2
  1. Misty Step
    Briefly surrounded by silvery mist, you teleport up to cottage size distance (1/4th football field) to an unoccupied space that you can see.
  2. Levitate
    1 creature or object of your choice that weighs up to 500 pounds rises vertically, up to cottage size distance (1/4th football field), and remains suspended there for the duration. Make an intelligence roll + combat proficiency + other hit modifiers against the target's Evasion. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to another cottage size distance in either direction using a major action on your turn. If you are the target, you can move up or down as part of your minor action Move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
    When the spell ends, the target floats gently to the ground if it is still aloft.

INTELLIGENCE 3

INTELLIGENCE 4

INTELLIGENCE 5

INTELLIGENCE 6

Now, we are not limited to D&D. If the magical effect reasonably falls into the spell level your character can do, then it can happen.
 
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