AshuraaHunter
A Roleplayer with Standards
Academiae Lucius (Latin for The Academy of Battle) is a roleplay idea I was curiously and quickly conceiving in my head as an enjoyable and fast-paced form of fighting-based roleplay. There are two sections of the roleplay - the first is the academy itself, which is a curriculum based around mathematics, sciences, and of course, battle methods, and especially that latter one. The second consists of an arena, which will boot up one roleplay time day has passed in the academic section, and this consists of text-based, fighting roleplay, with teams of three taking each other on simultaneously. This was inspired by many sources of roleplaying and media in general, such as the ASB you see on Smogon, the stat-fueled, suspense-filled rump kicking you'll find on SSB:LI, and the team action you may have discovered in the Marvel vs. Capcom series. There will be three divisions of the modern, sports centre-esque arena, so as multiple of these fights can take place at once. Spectators are allowed, but they must make their position as a crowdgoer clear to the others. (We don't want any, unneccessary injuries, now do we?) Up to four characters for each roleplayer can be accomodated at once, and there are always teachers for hire in the academy. Not to mention, these professors can partake in the battles, but to be a professor, your character needs to be at least 35 years old, which seemed like a balanced enough age to me, alotting all the human characters into consideration, and must show a high degree of understanding in their subject, as well as maturity. Each character has their own stats, as well, to aid them in the battle, and balancing them with the others.
Health is a stat that is simply set in stone as a value. It's no teensy number, either. Health in here ranges from 1250 to 4000. This is a very important number, as it determines how long you can survive before you need to retreat to the back lines of the arena to inject your veins with a first aid kit or consume a stim pill.
Offensiveness is identical to an Attack stat you'd find in many roleplay systems. It will determine how powerful your physical, melee attacks and thrown items will be. This stat, like most others, ranges from 1 to 20. The minimum will decrease base damage by 80%, and the maximum increases it by 50%.
Defensiveness is identical to a Defense stat you'd also find using in an RP systen. It determines how much physical, thrown item, and firearm damage sources will deal against tough old you. It also alters the effects of certain status ailments (more to come on those). It ranges from 1 to 20. The minimum will increase oncoming damage by 75%, and the maximum decreases it by 68%.
Mettle is to determine how experienced you are in the gun world, and it alters the damage of firearms and explosives respectively. Ranges from 1 to 10, the minimum decreasing firearm damage by a maximum of 50%, and the maximum increases it by 40%.
Specialization is to determine how much damage your out-sourced, magical/elemental attacks will deal. It ranges from 1 to 20. The minimum decreases magical damage by 80%, and the maximum increases it by 50%.
Guard is to determine how well you can take magical/elemental attacks from hostiles. It ranges from 1 to 20, and the minimum increases damage taken by 80%, and the maximum decreases it by 68%.
Intelligence is to determine the overall smartness of that character of yours. It affects problem-solving, the ability to receive taunts, and your ability to repair and build machines. It ranges from 1 to 20, and depending on your ranking, will either leave your ITL-involving roll alone, will subtract from it or add to it.
Charisma is your ability to befriend others in the academy, to aid in cooperation in battle, to convince and persuade others, and to pose others angering taunts that impairs one select stat, excluding Health. Ranging from 1 to 20, depending on your ranking, it will either leave your CHA-involving roll alone, will subtract from it or add to it.
Luck affects your chance of dealing critical hits in battle, using the critical dice. Critical hits deal 3x the base damage of a given attack to the target's Health, regardless of OFF or DEF, unless the DEF stat is low enough to allow extra damage to be received. Luck ranges from 1 to 20. The base rate of crits is 2% per attack. The minimum will decrease this rate to 0.1% and the maximum increases it to 15%.
Stamina affects the order of the roleplay posting, and also affects your character's ability to dodge. This ranges from 1 to 20, the minimum always ensures you are last to post in a single turn, and the maximum always ensures you are first in a post. In addition, depending on your ranking it will either leave your dodge roll alone, subtract from it, or add to it.
Momentum is another set in stone stat. It is almost an 'energy' stat, determining how much you can consecutively attack and move around in battle before requiring a Recharge. Energy ranges from 200 to 450, and each attack and movement consumes a certain amount of MMT. Recharging 100 points of MMT will cost 1 Action Point.
Each character can have five moves, and one passive ability, but more moves can be saved in a Sealed Attacks book, and they are obtained by earning MVP of your team from a group of voters each match you participate in. They can be switched out for one another, preparing you for each battle. An example of a passive ability is a double jump, or an increased critical chance when your character loses 5/6ths of their health. The following actions consume Momentum:
-Attacking
-Dodging
-Moving around excessively
-Repairing electronics or weapons
Every character can dodge, move to a certain point in the arena, climb objects, and jump to a higher surface. Each of these cost 1 Action Point, like attacking, and you have 2 Action Points each turn, unless stated otherwise.
There may be more info to come. I'd like some praise or criticism on this idea, and I will change it accordingly. Don't be a douchebag if you do not find yourself fond of anything, however, please be polite. I was also way too lazy to incorporate proper paragraphing in this post, so forgive me for that.
Health is a stat that is simply set in stone as a value. It's no teensy number, either. Health in here ranges from 1250 to 4000. This is a very important number, as it determines how long you can survive before you need to retreat to the back lines of the arena to inject your veins with a first aid kit or consume a stim pill.
Offensiveness is identical to an Attack stat you'd find in many roleplay systems. It will determine how powerful your physical, melee attacks and thrown items will be. This stat, like most others, ranges from 1 to 20. The minimum will decrease base damage by 80%, and the maximum increases it by 50%.
Defensiveness is identical to a Defense stat you'd also find using in an RP systen. It determines how much physical, thrown item, and firearm damage sources will deal against tough old you. It also alters the effects of certain status ailments (more to come on those). It ranges from 1 to 20. The minimum will increase oncoming damage by 75%, and the maximum decreases it by 68%.
Mettle is to determine how experienced you are in the gun world, and it alters the damage of firearms and explosives respectively. Ranges from 1 to 10, the minimum decreasing firearm damage by a maximum of 50%, and the maximum increases it by 40%.
Specialization is to determine how much damage your out-sourced, magical/elemental attacks will deal. It ranges from 1 to 20. The minimum decreases magical damage by 80%, and the maximum increases it by 50%.
Guard is to determine how well you can take magical/elemental attacks from hostiles. It ranges from 1 to 20, and the minimum increases damage taken by 80%, and the maximum decreases it by 68%.
Intelligence is to determine the overall smartness of that character of yours. It affects problem-solving, the ability to receive taunts, and your ability to repair and build machines. It ranges from 1 to 20, and depending on your ranking, will either leave your ITL-involving roll alone, will subtract from it or add to it.
Charisma is your ability to befriend others in the academy, to aid in cooperation in battle, to convince and persuade others, and to pose others angering taunts that impairs one select stat, excluding Health. Ranging from 1 to 20, depending on your ranking, it will either leave your CHA-involving roll alone, will subtract from it or add to it.
Luck affects your chance of dealing critical hits in battle, using the critical dice. Critical hits deal 3x the base damage of a given attack to the target's Health, regardless of OFF or DEF, unless the DEF stat is low enough to allow extra damage to be received. Luck ranges from 1 to 20. The base rate of crits is 2% per attack. The minimum will decrease this rate to 0.1% and the maximum increases it to 15%.
Stamina affects the order of the roleplay posting, and also affects your character's ability to dodge. This ranges from 1 to 20, the minimum always ensures you are last to post in a single turn, and the maximum always ensures you are first in a post. In addition, depending on your ranking it will either leave your dodge roll alone, subtract from it, or add to it.
Momentum is another set in stone stat. It is almost an 'energy' stat, determining how much you can consecutively attack and move around in battle before requiring a Recharge. Energy ranges from 200 to 450, and each attack and movement consumes a certain amount of MMT. Recharging 100 points of MMT will cost 1 Action Point.
Each character can have five moves, and one passive ability, but more moves can be saved in a Sealed Attacks book, and they are obtained by earning MVP of your team from a group of voters each match you participate in. They can be switched out for one another, preparing you for each battle. An example of a passive ability is a double jump, or an increased critical chance when your character loses 5/6ths of their health. The following actions consume Momentum:
-Attacking
-Dodging
-Moving around excessively
-Repairing electronics or weapons
Every character can dodge, move to a certain point in the arena, climb objects, and jump to a higher surface. Each of these cost 1 Action Point, like attacking, and you have 2 Action Points each turn, unless stated otherwise.
There may be more info to come. I'd like some praise or criticism on this idea, and I will change it accordingly. Don't be a douchebag if you do not find yourself fond of anything, however, please be polite. I was also way too lazy to incorporate proper paragraphing in this post, so forgive me for that.