Post by Feneroe on Nov 24, 2007 2:12:36 GMT -5
Skirmishes are the basis of the story battles. They take place on gridded. Skirmishes are broken into turns, which are further broken into phases. A turn is over when all phases are passed through. Now to the rules and other information about Skirmishes:
1.) Movement
You can only move by as much Movement you have. Each type of grid costs certain points to cover. Movement is restored at the beginning of each turn. When moving, remember that you cannot move diagonally. You also cannot stop on a space occupied by another character. You can cross a space occupied by any character IF said character is on the same side as you (Ex: Your character is on the Neutral side and another character of the Neutral side is standing on a bridge. You can move past them, but an Enemy or Other character cannot.). There is one exception to this: As the Other side is considered allied with the Ally side, characters on either side can move past each other.If you do not move before performing an action, you cannot move at all, unless you have the Canto ability, which allows you to use remaining movement to move after actions.
Movement Costs
Grassland- 1 Movement
Pathway - 1 Movement
Fortress - 1 Movement
Bridge - 1 Movement
Tree - 1 Movement
Forest - 1 Movement normally, 2 Movement for Mounted.
River - 2 Movement
Ocean/Lake - 2 Movement, Cannot be crossed normally.
Hill - 2 Movement
Mountain - 3 Movement, Cannot be crossed normally.
Wall - 1 Movement, Cannot be crossed normally. Cannot be flown over if the skirmish is inside or the wall is part of a building.
Deep Woods - 1 Movement, Cannot be crossed normally.
Building - 1 Movement, Cannot be crossed normally.
Building Doorway- 1 Movement
Chest - 1 Movement
Door - Must be opened before you can cross it. 1 Movement
Magic Seal - Cannot be Crossed
2.) Actions
Unlike arena battles in which you can only attack, Skirmishes allow you to do several things during the battle. There is, of course, attack, but there are other things, too. With exceptions, you can only perform one action a phase. You can only perform a max of two actions a phase. There are no exceptions to this.
Attack -The most basic of basics. The attack. The range you can attack varies depending on the weapon equipped.
Heal - Anyone that can use Staves can heal others. Only characters with at least 1 HP missing can be healed.
Item - Use an item to heal or activate some other effect. Can also be used to switch weapons if you do not plan to attack but feel you need to do so.
Rescue - Taking characters on your side (or other and neutral if stated as so for the skirmish) under your protection. This keeps them from being hurt while attacked but they cannot do a thing. The character you want to rescue must agree to being rescued. You can only rescue someone below your constitution. For mounted characters, the Rider constitution is what you figure if you are rescuing them and the Total is what you figure when rescuing other characters.
Rescuing lowers all stats by 1.
Drop - Drop a rescued character. They can only be dropped on an adjacent space that is unoccupied.
Take - Takes a character under one of your ally's protection and puts it under your own. You can use any other action after this, but Canto cannot be activated until after you have either used another action or decide not to do anything else.
Give - Transfers a character under your protection to the protection of one of your allies. You can use any other action after this, but Canto cannot be activated until after you have either used another action or decide not to do anything else.
Trade - Give or take unequipped weapons or items to another player character. The one you want to trade with must agree with trading and approve of the items being traded. Each side can give one item to the other side. It is not required for both sides to give an item. You can perform another action after this, Canto cannot be activated until after you have either used another action or decide not to do anything else. This only counts as an action by the one who activates this.
3.) Phases/Groups
There are four phases in battle, two which are skipped if no one is in that group. These groups (in the order they go in battle) are ally, other, enemy, and neutral.
Ally is the main phase non-NPC characters will be in. The ally phase goes first, except in very rare cases.
Other is characters against the enemy but not truly allied with the ones in the "Ally" group. They go right after the Ally phase. We ask that you do not try to kill Other characters if you are on the Ally side. They tend to help you in one way or another if left alive.
Enemy is pretty simple to explain. These are the people the characters are fighting. The go after the Other phase.
Neutral are characters that are neither for nor against either side. They go after the Enemy Phase.
4.) Interruptions - Joining the Skirmish After The First Phase Ends
Interruptions are what it is called when new characters charge in, besides enemy reinforcements. They can go when it is their proper phase and not before. They can NEVER come in during the enemy phase.
People are allowed to join after the first phase ends BUT there are two things that they must do. They must start at the side of the map. Anyone in the area or entering the are can enter the battle if it is not specified the battle is allowed a limited amount of people or no interruptions. If you barge in, anyone on any side the character is not on is allowed to kill them on sight, no questions asked, no matter if the character could survive or dodge an attack from the attacker or not. If you are joining a side other than the ally, state this when you enter the battle.
5.) Houses and Chests
You will notice on several maps there are houses and chests. They can be accessed by everyone, chests with the right tools, but each one only once per map.
Houses are generally found in towns. Any houses without a gate up or a door closed can be visited.Houses with red roofs usually give you items, either good or bad. No not ignore other houses, though. Houses with roofs other than red can give a variety of things, from random info to a bonus after the battle. Just remember that not every house will be useful and some of it will depend on how you rp with the NPC in the house. A small portion of it depends on luck, too.
Chests refer to treasure chests. They are pretty noticeable on a map so you cannot really miss them. To open them, you need either a Chest Key or have (and be able to use) a Lockpick. Some chests have traps and trying to open them can spring the trap if you do not use a Chest Key.
Don't be greedy and try to rush for every chest or house. If someone wants to smash your face in after a while of you taking everything and never sharing... We are not going to stop them.
6.) Doors and Cracked Walls
There will be many things hampering your movement on the battlefield and most you can't do anything about. There are two you can; the doors and cracked walls.
Doors are simply shut and locked doors that block your way. To get them out of the way, you simply need to open them with a Door Key or a Lockpick.
Cracked Walls are walls that can be broken down. They generally have good HP and require several attacks to break down. Attacking cracked walls does not give exp or weapon exp.
There are other things that block movement and shall be listed as they are encountered.
7.) Leveling
Chances are you will end up leveling in the middle of a skirmish. When that happens, you still distribute your stats like normal, but HP only gets added to your max HP.
1.) Movement
You can only move by as much Movement you have. Each type of grid costs certain points to cover. Movement is restored at the beginning of each turn. When moving, remember that you cannot move diagonally. You also cannot stop on a space occupied by another character. You can cross a space occupied by any character IF said character is on the same side as you (Ex: Your character is on the Neutral side and another character of the Neutral side is standing on a bridge. You can move past them, but an Enemy or Other character cannot.). There is one exception to this: As the Other side is considered allied with the Ally side, characters on either side can move past each other.If you do not move before performing an action, you cannot move at all, unless you have the Canto ability, which allows you to use remaining movement to move after actions.
Movement Costs
Grassland- 1 Movement
Pathway - 1 Movement
Fortress - 1 Movement
Bridge - 1 Movement
Tree - 1 Movement
Forest - 1 Movement normally, 2 Movement for Mounted.
River - 2 Movement
Ocean/Lake - 2 Movement, Cannot be crossed normally.
Hill - 2 Movement
Mountain - 3 Movement, Cannot be crossed normally.
Wall - 1 Movement, Cannot be crossed normally. Cannot be flown over if the skirmish is inside or the wall is part of a building.
Deep Woods - 1 Movement, Cannot be crossed normally.
Building - 1 Movement, Cannot be crossed normally.
Building Doorway- 1 Movement
Chest - 1 Movement
Door - Must be opened before you can cross it. 1 Movement
Magic Seal - Cannot be Crossed
2.) Actions
Unlike arena battles in which you can only attack, Skirmishes allow you to do several things during the battle. There is, of course, attack, but there are other things, too. With exceptions, you can only perform one action a phase. You can only perform a max of two actions a phase. There are no exceptions to this.
Attack -The most basic of basics. The attack. The range you can attack varies depending on the weapon equipped.
Heal - Anyone that can use Staves can heal others. Only characters with at least 1 HP missing can be healed.
Item - Use an item to heal or activate some other effect. Can also be used to switch weapons if you do not plan to attack but feel you need to do so.
Rescue - Taking characters on your side (or other and neutral if stated as so for the skirmish) under your protection. This keeps them from being hurt while attacked but they cannot do a thing. The character you want to rescue must agree to being rescued. You can only rescue someone below your constitution. For mounted characters, the Rider constitution is what you figure if you are rescuing them and the Total is what you figure when rescuing other characters.
Rescuing lowers all stats by 1.
Drop - Drop a rescued character. They can only be dropped on an adjacent space that is unoccupied.
Take - Takes a character under one of your ally's protection and puts it under your own. You can use any other action after this, but Canto cannot be activated until after you have either used another action or decide not to do anything else.
Give - Transfers a character under your protection to the protection of one of your allies. You can use any other action after this, but Canto cannot be activated until after you have either used another action or decide not to do anything else.
Trade - Give or take unequipped weapons or items to another player character. The one you want to trade with must agree with trading and approve of the items being traded. Each side can give one item to the other side. It is not required for both sides to give an item. You can perform another action after this, Canto cannot be activated until after you have either used another action or decide not to do anything else. This only counts as an action by the one who activates this.
3.) Phases/Groups
There are four phases in battle, two which are skipped if no one is in that group. These groups (in the order they go in battle) are ally, other, enemy, and neutral.
Ally is the main phase non-NPC characters will be in. The ally phase goes first, except in very rare cases.
Other is characters against the enemy but not truly allied with the ones in the "Ally" group. They go right after the Ally phase. We ask that you do not try to kill Other characters if you are on the Ally side. They tend to help you in one way or another if left alive.
Enemy is pretty simple to explain. These are the people the characters are fighting. The go after the Other phase.
Neutral are characters that are neither for nor against either side. They go after the Enemy Phase.
4.) Interruptions - Joining the Skirmish After The First Phase Ends
Interruptions are what it is called when new characters charge in, besides enemy reinforcements. They can go when it is their proper phase and not before. They can NEVER come in during the enemy phase.
People are allowed to join after the first phase ends BUT there are two things that they must do. They must start at the side of the map. Anyone in the area or entering the are can enter the battle if it is not specified the battle is allowed a limited amount of people or no interruptions. If you barge in, anyone on any side the character is not on is allowed to kill them on sight, no questions asked, no matter if the character could survive or dodge an attack from the attacker or not. If you are joining a side other than the ally, state this when you enter the battle.
5.) Houses and Chests
You will notice on several maps there are houses and chests. They can be accessed by everyone, chests with the right tools, but each one only once per map.
Houses are generally found in towns. Any houses without a gate up or a door closed can be visited.Houses with red roofs usually give you items, either good or bad. No not ignore other houses, though. Houses with roofs other than red can give a variety of things, from random info to a bonus after the battle. Just remember that not every house will be useful and some of it will depend on how you rp with the NPC in the house. A small portion of it depends on luck, too.
Chests refer to treasure chests. They are pretty noticeable on a map so you cannot really miss them. To open them, you need either a Chest Key or have (and be able to use) a Lockpick. Some chests have traps and trying to open them can spring the trap if you do not use a Chest Key.
Don't be greedy and try to rush for every chest or house. If someone wants to smash your face in after a while of you taking everything and never sharing... We are not going to stop them.
6.) Doors and Cracked Walls
There will be many things hampering your movement on the battlefield and most you can't do anything about. There are two you can; the doors and cracked walls.
Doors are simply shut and locked doors that block your way. To get them out of the way, you simply need to open them with a Door Key or a Lockpick.
Cracked Walls are walls that can be broken down. They generally have good HP and require several attacks to break down. Attacking cracked walls does not give exp or weapon exp.
There are other things that block movement and shall be listed as they are encountered.
7.) Leveling
Chances are you will end up leveling in the middle of a skirmish. When that happens, you still distribute your stats like normal, but HP only gets added to your max HP.