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Leszczynska
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Leszczynska


Number of posts : 102
Age : 30
Location : Barsburg Kingdom Distric 1
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Registration date : 2007-12-31

Character sheet
HP:
RPG Rule Left_bar_bleue100/100RPG Rule Empty_bar_bleue  (100/100)
MP:
RPG Rule Left_bar_bleue100/100RPG Rule Empty_bar_bleue  (100/100)
EXP:
RPG Rule Left_bar_bleue200/200RPG Rule Empty_bar_bleue  (200/200)

RPG Rule Empty
PostSubject: RPG Rule   RPG Rule I_icon_minitimeThu Jan 01, 2009 5:59 am

Base Statistics



Every MK player has 5 types of statistics; GM would roll the statistics for them in the beginning of the game. GM can give different score depend on standards and his/her own judgment.

HP
Describes player’s health. HP can be partially restored by spells/ items such as potion, decreased if the player gets attacked, and fully restored if player rest (sleep). If HP reaches 0, then the player would become unconscious. If there’s no one that rescues/give item that heals player’s HP like healing potions/spells before the end of the battle, the player would die.

Players that fight using weapon (swordsman, fighter, etc) start the game with HP 120. Players that fight using magic (magician, etc) start with HP 80.

Maximum HP will increase by 5 point each time the player level up. Some items that the player bring can also change the max amount of HP.

MP
Describes the player’s magic power. MP is used if player use magic/spell (type of spell would be described in different topic by GM). MP will decrease the same as the MP cost of each spell that is being used, increase because of item that increase MP, and fully recovered if player rest (sleep). MP can also be decreased if the player is attacked by some type of special attack/weapon.
Players that fight using weapon start the game with MP 20. Players that fight using magic start the game with MP 100.
Max MP will increase by 5 point each time the player levels up. Some item that the player bring can also change the max amount of MP.

*** exception for Dark Elf. Each level up, increase by 7.


Agility (AGI)
In fighting, AGI set:
  1. Chance of the attack hitting or missing to the target
    (MAGIC ATTACKS ALWAYS HIT, SO NO NEED TO COUNT FOR HIT/MISS)
  2. If the player can escape his/her opponent or not


Player that fight using weapon starts the game with AGI 6. Player that fight using magic starts the game with AGI 4.

How to count -- > attacker’s AGI / target’s AGI or escapee’s AGI / AGI of pursuer (the biggest if opponent > 1)
* if the sum <=0.5, then the attack misses/fails to escape
* if the sum >=2 then the attack hits/succeeds to escape
* if the sum is between that 2 number then the result would be decided by 20 eye dice, which is:
  1. Sum of divided AGI above is rounded up to nearest decimal.
  2. the result of number 1 above is then timed by ten.
  3. Throw a d20 (20 face dice). If the number of the dice <= sum of AGI, then the attack would hit. If not, then the attack would miss.



Attack (Atk) – for player using weapon (swordsman, archer etc)
Describes player’s ability to attack. There are 2 components of Atk:
  1. Base Atk: Describes ability of player in fighting using bare hand. Player that fight using weapon starts the game with Atk 6. Player that fight using magic starts the game with Atk 2.

  2. Weapon Atk: Describes ability of player in using weapon. The score would be different depend on the weapon being used. Note: if the weapon used is 2 handed-weapon(bow, spear, etc) then the player cannot bring shield.



Sum of Atk = Base Atk + Weapon Atk



Magical Attack (MAtk) – for player that uses magic (magician etc)
Describes player ability to use magic. There are 2 components of MAtk:
  1. Base MAtk: Describes base ability of a player to use magic. Player that fight using weapon starts the game with MAtk 2. Player that fight using magic starts the game with MAtk 6.
  2. Spell MAtk: Describes the strength of the spell. The score would be different depending on the class of the spell, that would be described in the other section by the GM.


Sum MAtk = Base MAtk + Spell MAtk

MAGICAL ATTACK ALWAYS HITS, NO NEED TO COUNT FOR HIT/MISS.


Defense (Def)
Describe the player's defense. There's 2 component of Def:
  1. Base Def: Describe the player's base defense. Player that fight using weapon starts the game with Def 4. Player that fight using magic starts the game with Def 2.
  2. Item Def: Describe the defense of player's item (shield, magic ring, etc). The score would be different depending on the type of the item, that would be explained in the other section by GM.
  3. Magic Def: Describes the defense of defense spell that the playerhas cast. MAGIC DEF JUST LAST FOR SOME TIME/TURNS. The score would be different depending on the type of the spell, that would be explained in the other section by GM.


Sum Def = Base Def + Item Def + Magic Def


Leveling Up
Player would receive EXP from GM if the player succeeds in finishing the task/beating an enemy. If the player receives enough EXP, the player's level could up, with the following requirement:

  • Level 1 to Level 2 : 200 EXP
  • Level 2 to Level 3 : 400 EXP
  • Level 3 to Level 4 : 800 EXP
  • Level 4 to Level 5 : 1600 EXP, etc.


All player would start the game with 0 EXP.

Every leveling up, player would receive one point that can be added to the AGI point, Atk/MAtk, or Def point. Each point could be exchanged for extra 10 Max HP or 5 Max MP.



Combat
A combat can be 1 vs 1 or 1 vs many. Combat is divided in turns, which is the player must act once per turn. Player with the biggest AGI point would start first, if there's more than 1 player with the same AGI score, the GM would decide who start first.

Every act in one turn can be done by this terms:
  1. Attacker decide the act: using item/armor, drink the potion, attack using weapon, attack using magic, or escape. wearing armor/using item/drink potion/do spell for himself is automatic.
  2. For escape or back off, refer to AGI section
  3. If attack, attacker would decide type of attack, using weapon or magic. Refer to Atk section for attack using weapon and MAtk for attack using magic.
  4. If attack using weapon, count for hit/miss(refer to AGI section). If miss, then the attack misses. If hit, then Damage = Sum of Atk- Sum of Def. Target's HP become = HP - Damage
  5. If attack using magic, it always hits. Damage = Sum of MAtk - Sum of Def. Target's HP become = HP- Damage
  6. If one of players HP become 0, then the player is unconcious. If none of the player's friends help before end of battle, then the player's dead.
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