Post by Kurtis Ise on Feb 18, 2016 17:16:38 GMT -7
An excerpt from the Boring Book:
Chapter 5: Destiny Rolls
5.1 – General Information
Destiny Rolls are intended to place a limit on story mod control. In most threads, Destiny Rolls will occur very rarely. Action Rolls are the most common kind of Destiny Roll. Death Rolls are dangerous Destiny Rolls, produced only in the direst of situations. They also represent a trainer’s ability to push their Pokemon too hard, or for Pokemon to take massive risks for their trainers.
5.2 – Action Rolls: Run Away
1. In order to escape a thread when encountering a hostile NPC or boss character, trainers must attempt to Run Away. Run Away is a special kind of Action Roll (see 5.4). Performing a Run Away removes trainer(s) from the thread.
2. When a Run Away is performed, the mod rolls a d20 (ie. a 20 sided die).
3. If the trainer scores 10 or less, they fail their Run Away.
4. If the trainer scores 11 or more, their Run Away succeeds.
5. The story mod may add up to 4 on a Run Away score, based the merit of the Run Away post. (Example: If a trainer has an elaborate plan of escape, and it seems viable, the mod may want to add a +3 modifier to the score.)
6. Some boss characters will have negative modifiers to a Run Away.
7. Trainers may only attempt one Run Away until their next battle. If there has not been a battle since their last Run Away, they cannot Run Away.
5.3 – Action Rolls: Capture
1. If a trainer defeats a wild Pokemon, they may initiate a Capture, if they have enough slots.
2. When a Capture is performed, the mod rolls a d20.
3. If the trainer scores 10 or less, they fail their Capture.
4. If the trainer scores 11 or more, their Capture succeeds.
5. The story mod may add or subtract up to 4 on a Capture score, based the merit of the Battle post. (Example: If a trainer has dominated a Pokemon in battle, and the battle post reflects a high level of competence from the trainer, the mod may want to add a +3 modifier to the score.)
Note: Captures are intended for remarkable Pokemon resistant to capture. In most situations, a Capture will succeed regardless of the Action Roll. This is based on story moderator discretion.
5.4 – Action Rolls: Stealth, Ambush, etc.
1. Trainers may perform an Action Roll for narrative actions like fooling or sneaking past hostile NPCs or boss characters.
2. When an Action Roll is performed, the mod rolls a d20.
3. If the trainer scores 10 or less, they fail their Action Roll.
4. If the trainer scores 11 or more, their Action Roll succeeds.
5. The story mod may add or subtract up to 4 on an Action Roll score, based the merit of the Action post. (If a trainer has an elaborate plan to sneak past the enemy, and it seems viable, the mod may want to add a +3 modifier to the score.)
6. Some boss characters will have negative modifiers to Action Rolls.
5.5 – Death Rolls: Pokemon
1. If a trainer’s Pokemon has been KOed in a battle, they can be used in another battle before being healed.
2. If a Pokemon is used that was KOed previously in the thread in a battle, and that Pokemon is KOed again, the mod will perform a Death Roll.
3. When a mod performs a Death Roll, they will roll a d6.
4. If the Pokemon scores 3 or less, the Pokemon will die.
5. If the Pokemon scores 4 or more, the Pokemon will survive.
6. Every time a Pokemon survives a Death Roll, they will receive a -1 modifier on all further Death Rolls until they are healed. This debuff stacks.
7. Moderators may change the Death Roll to a d8, for high difficulty missions.
8. In most situations, a trainer can surrender or attempt a Run Away in order to avoid risking any Death Rolls on their Pokemon. In rare circumstances, trainers themselves may attempt a Death Roll in lieu of a battle (See 5.5).
5.6 - Death Rolls: Trainers
1. Trainers may opt out of Death Rolls. If a trainer opts out of Death Rolls, they will still have a roll performed against them. If they fail the roll, they are injured, lose $25,000, and are removed from the thread.
2. If a trainer unable or unwilling to engage in a battle and fails a Run Away (see 5.1), and the hostile NPC or character has lethal intent, a Death Roll will be performed.
3. Trainers will be warned and consulted by the story mod before entering any thread with any lethal consequences for their trainer character.
4. When a mod performs a Death Roll, they will roll a d6.
5. If a trainer scores 2 or less, their character dies.
6. If a trainer scores 3 or more, their character survives.
7. Every time a trainer survives a Death Roll, they will receive a -1 modifier on all further Death Rolls until the end of the thread. This debuff stacks.
8. Moderators may change the Death Roll to a d8, for high difficulty missions.
Note: Trainer Deaths are intended to be a very rare occurrence, and lethal intent is a very rare motivation for our hostile boss characters.
Chapter 5: Destiny Rolls
5.1 – General Information
Destiny Rolls are intended to place a limit on story mod control. In most threads, Destiny Rolls will occur very rarely. Action Rolls are the most common kind of Destiny Roll. Death Rolls are dangerous Destiny Rolls, produced only in the direst of situations. They also represent a trainer’s ability to push their Pokemon too hard, or for Pokemon to take massive risks for their trainers.
5.2 – Action Rolls: Run Away
1. In order to escape a thread when encountering a hostile NPC or boss character, trainers must attempt to Run Away. Run Away is a special kind of Action Roll (see 5.4). Performing a Run Away removes trainer(s) from the thread.
2. When a Run Away is performed, the mod rolls a d20 (ie. a 20 sided die).
3. If the trainer scores 10 or less, they fail their Run Away.
4. If the trainer scores 11 or more, their Run Away succeeds.
5. The story mod may add up to 4 on a Run Away score, based the merit of the Run Away post. (Example: If a trainer has an elaborate plan of escape, and it seems viable, the mod may want to add a +3 modifier to the score.)
6. Some boss characters will have negative modifiers to a Run Away.
7. Trainers may only attempt one Run Away until their next battle. If there has not been a battle since their last Run Away, they cannot Run Away.
5.3 – Action Rolls: Capture
1. If a trainer defeats a wild Pokemon, they may initiate a Capture, if they have enough slots.
2. When a Capture is performed, the mod rolls a d20.
3. If the trainer scores 10 or less, they fail their Capture.
4. If the trainer scores 11 or more, their Capture succeeds.
5. The story mod may add or subtract up to 4 on a Capture score, based the merit of the Battle post. (Example: If a trainer has dominated a Pokemon in battle, and the battle post reflects a high level of competence from the trainer, the mod may want to add a +3 modifier to the score.)
Note: Captures are intended for remarkable Pokemon resistant to capture. In most situations, a Capture will succeed regardless of the Action Roll. This is based on story moderator discretion.
5.4 – Action Rolls: Stealth, Ambush, etc.
1. Trainers may perform an Action Roll for narrative actions like fooling or sneaking past hostile NPCs or boss characters.
2. When an Action Roll is performed, the mod rolls a d20.
3. If the trainer scores 10 or less, they fail their Action Roll.
4. If the trainer scores 11 or more, their Action Roll succeeds.
5. The story mod may add or subtract up to 4 on an Action Roll score, based the merit of the Action post. (If a trainer has an elaborate plan to sneak past the enemy, and it seems viable, the mod may want to add a +3 modifier to the score.)
6. Some boss characters will have negative modifiers to Action Rolls.
5.5 – Death Rolls: Pokemon
1. If a trainer’s Pokemon has been KOed in a battle, they can be used in another battle before being healed.
2. If a Pokemon is used that was KOed previously in the thread in a battle, and that Pokemon is KOed again, the mod will perform a Death Roll.
3. When a mod performs a Death Roll, they will roll a d6.
4. If the Pokemon scores 3 or less, the Pokemon will die.
5. If the Pokemon scores 4 or more, the Pokemon will survive.
6. Every time a Pokemon survives a Death Roll, they will receive a -1 modifier on all further Death Rolls until they are healed. This debuff stacks.
7. Moderators may change the Death Roll to a d8, for high difficulty missions.
8. In most situations, a trainer can surrender or attempt a Run Away in order to avoid risking any Death Rolls on their Pokemon. In rare circumstances, trainers themselves may attempt a Death Roll in lieu of a battle (See 5.5).
5.6 - Death Rolls: Trainers
1. Trainers may opt out of Death Rolls. If a trainer opts out of Death Rolls, they will still have a roll performed against them. If they fail the roll, they are injured, lose $25,000, and are removed from the thread.
2. If a trainer unable or unwilling to engage in a battle and fails a Run Away (see 5.1), and the hostile NPC or character has lethal intent, a Death Roll will be performed.
3. Trainers will be warned and consulted by the story mod before entering any thread with any lethal consequences for their trainer character.
4. When a mod performs a Death Roll, they will roll a d6.
5. If a trainer scores 2 or less, their character dies.
6. If a trainer scores 3 or more, their character survives.
7. Every time a trainer survives a Death Roll, they will receive a -1 modifier on all further Death Rolls until the end of the thread. This debuff stacks.
8. Moderators may change the Death Roll to a d8, for high difficulty missions.
Note: Trainer Deaths are intended to be a very rare occurrence, and lethal intent is a very rare motivation for our hostile boss characters.