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File: 1433775337947.jpg (41.6 KB, 455x600, 91:120, Arena.jpg)

 No.2023[View All]

For all your bloodsport needs.

By Annon's suggestion, this is a place where you can test your mettle against each other with combat RP.

First, the rules of conduct!

1. This thread is solely for the combat RP, nothing else is allowed. Post your questions, commentary, and arrange your duels in an appropriate thread like >>2551

2. One fight at a time. The maximum number of participants is 6 and the teams are entirely up to you.

3. Don't…talk…about the arena?

And now for the rules of battle!

1. Combatants must enter stating their choice of weapon. All secondary weapons MUST be stated to avoid disqualification. ALL firearms and explosives are disallowed.

2. Combatants must state the degree of armour they will have. They may be unarmoured or pick from two the following standards:

Tier 1: scale armour cuirass, gauntlets, and greaves; all from boiled leather

Tier 2: brigandine, gauntlets, closed greaves; all from steel with a gambeson underneath

Fighting Unarmoured gives you +1 to your ATTACK rolls due to better mobility.

3. One action (plus counteraction if applicable) per post with a reasonable amount of written details and possibly side actions. Not EVERY action has to be a straightforward attack or an attack at all but will still be decided by the same rolls if it's against another player. Example: a player can use his action to drop his heavy shield but will lose his attack doing so.

4. Write what YOUR character does, not how it affects the other character; that will be decided by the roll and the other player. "Player1 slashes diagonally from right to left at Player2" as opposed to "Player1 cuts Player2 in half".

5. Fights begin with a greeting between the fighters and an unmodified 1d10 roll for initiative.

6. An attacker makes his roll along with his post, the defender makes a post for a roll and then writes his post based on the result.

7. Attack and defense rolls are made with 1d10 and are compared to each other.

Defender's roll is 8 points higher than the attackers roll, he defends and disarms the enemy's weapon and can make a counterattack that has +1 to attack roll.

Defender has a higher roll, he defends and can make a counterattack, taking the offensive.

Attacker's roll is equal or a point higher than the defender's, the defender defends himself but can't attack and the attacker can follow up with another strike.

Attacker's roll is 2-3 points higher than the defender's, he deals a light wound and can take the next action.

Attacker's roll is 4-5 points higher than the defender's, he deals a medium wound and can take the next action.

Attacker's roll is 6-7 points higher than the defender's, he deals a heavy wound and can take the next action.

If the attacker's roll is 8 points higher than the defender's, he deals a fatality ONLY if it is aimed at the opponent's torso or head. Otherwise it counts a lethal wound and likely (but not always, only with an edged weapon) dismemberment. The defender can take a desperate counterattack.

8. Unarmed fighters can take two actions instead of just one every time. They will lose their second action at the bleeding threshold of 9. They do -1 damage to a body part with Tier 1 armour, and they cannot damage a body part with Tier 2 armour.

9. Armour does NOT affect whether an attack is successful but is added afterwards to mitigate the wound. Tier 1 adds a point to the defender and tier 2 adds 2 points. Example:

Player1 defends with a roll 6 against a roll of 8. He IS struck and should take a light wound but his tier 1 armour adds +1 to his defense and is unwounded.

If the attacker rolled a 10, his attack connects but deals a light wound instead of medium because the armour mitigates the power of his attack by 1.

10. Armour is locational - if you specify that you are attacking an unarmoured body part, no damage is mitigated. This can make a HUGE difference against an armoured opponent.

11. If you want to attack a specific area of the body, state so. Otherwise the defender will decide for you. When attacking the head or neck, the defender gets +1 to his defense roll when avoiding the hit is considered but -1 when deciding the wound if the hit is successful. Example:

Player1 attacks Player2's neck with a roll of 7 to a defense roll of 4. Player2's defense is 5 in this case, Player1's attack is successful. For the damage, Player2's defense is 3 and he receives a medium wound instead of a light one.

12. Shields. Combatants have 3 choices of them.

A buckler adds +1 to the defense when determining if an attack connects but does NOT mitigate damage.

A heater shield adds +1 defense in both the roll and damage mitigation. This is offset by -1 to attack rolls.

A kite shield adds +2 defense to the roll but only +1 for damage mitigation. This is offset by -2 to attack rolls.

SPECIAL: Greatshield of Scarfu. +999999 defense, -999999 attack. You can't get off of Scarfu's boring ride.

13. Wounds add up. Players must add their wound status to the end of every post.

Everyone has a threshold of bleeding of 10 points that is counted up. At 4 points you will have -1 to your rolls, at 6 you will have -2, at 9 it will be -3 and you will bleed out on your second next turn after receiving the blow that brought you there. If it reaches 10 you are decisively struck down by the attack to do it.

Light wounds add 1 point of bleeding.

Medium wounds add 3 points of bleeding.

Heavy wounds add 4 points of bleeding.

Lethal wounds add 8 points of bleeding.

14. Combatants may agree beforehand for characters to have advantages or disadvantages to their rolls due to respective skill but this is not necessary.

15. Battles of multiple people proceed accordingly. The initial roll of initiative remains for the entire game. If one team outnumbers the other, they get a decrease to all their attack rolls by an initial 1 and another decrease corresponding to the number of people they outnumber them by to simulate the confusion of several people attacking one target. If there are more than 2 teams, this minus only counts if they attack people from the same team.

If a person has to defend from several attacks in a row, he gets -2 to his defense roll for each successive attack. This applies even if his team is not outnumbered and simply 2 opponents with higher initiative both attack him. Example:

Player1 and Player2 fight Player3. They will have -2 to all their attack rolls. Because Player3 is last in the initiative, he will defend two times in a row and has -2 to his defense roll against Player2.

16. All fights are to the death. You can treat it as virtual reality, pocket plane or whatever else if you're using your personal character to fight.

To make rolls on the board, access the extra options when making a post. Just above the password are the options for a diceroll.

126 posts and 62 image replies omitted. Click reply to view.
Post last edited at

 No.5871

File: 1434099937646.jpg (157.16 KB, 1728x1080, 8:5, [HorribleSubs] Ninja Slaye….jpg)


 No.5875

File: 1434100269844.png (152.39 KB, 500x281, 500:281, bestgirl3.png)

>>5871

P- Please….? M- maybe add more rolls for g- gun users or something….?


 No.5878

>>5875

In exchange for a blowjob.


 No.5890

The more I read the fight between Lisa and Aleister, the more I have no idea what the fuck is even going on. I don't know.

I've edited the rules a bit to try and be as clear as possible. I'll lurk for one more day to answer any questions on it. Oh, maybe I should see another test run of the kite shield in case it needs nerfing.

Edit for latest changelog:

Damage and wound systems tweaked; lethal wounds added

Kite shield nerfed

Post last edited at

 No.5960

>>5890

Okay, I've mostly cleared my head. Damn, this is a mess.

I'll break it down as far as I can manage. It's all a bit hazy.

[spoiler]I'll separate <reality> with what I {subjectively} believe is happening.

Turn 1: <I rolled a nat 1 on my attack>

<Aleister rolls a nat 10. The difference is 9.>

<Here I should have been disarmed and forced to my backup weapon, while Aleister counter-attacks with a +1>

{I totally manage to ignore this loss of weaponry}

Turn 2:

<Aleister counter-attacks and rolls a 6, + 1 from the previous roll and applies another +1 because in reality, I am now swordless. I see no fault in this>

Here is where it starts to get fucked up.

<I roll a 6. This is actually for defending against Aleister's attack>, {but I manage to somehow think that we've already solved that roll, with me

on the loosing side}. This is correct, but only because I apparently possess weird dice-predicting powers when I'm high.

<My defence roll is two short, so the attack goes through and he deals a light wound to me. I'm wearing maille though, which covers my torso, shoulders and

a bit of the upper biceps so the 1 bleed is nullified>

What I BELIEVE is happening here though, is that {Aleister has somehow managed to deal an unmitigated heavy wound on me the turn before}.

I apply the wounds and roll for attack. AFAIK, so far this is all me messing it up bigtime.

Turn 3?:

<I attack with my defense roll. Yeah. 6>

Aleisters rolls with it though (Thank you! Also whyyy. We have now entered the wyrd. When I screw up next time, please tell me about it firmly T.T) and <defends with a 6>

Turn 4?:

<In my daze I somehow manage to recognize that we rolled the same number. I roll for another attack, at an 8>

<Aleister defends with a 7. I'm just one point over, so he looses his turn but my attack doesn't connect>

Turn 5?:

<I go for a follow up swing, and roll a 5>As far as I can see this is correct for this alternate-alternate reality that we've entered.

<Aleister rolls a whooping 10. He perfectly defends against my ineptitude and attacks >

Turn 6?:

<Aleister attacks and rolls a five, with a +2 modifier.> I assume one is from the previous roll and one because I'm technically unarmed?

Idk seems as legit as anything at this point.

The dice gods does not favour me despite all the prayers I've offered at /tg/. <I defend with a meek 1>

The attack goes through since the <difference between our rolls is a 5> <I am dealt a heavy wound here instead of a medium one since he was aiming for my head,

and Aleister gets to follow up with another attack> I took my sweet time making the reaction for this though, and before I managed to post it

(with some almost unwarranted gore I realise, jeeze) Aleister proceeds to the next turn. With my much {enlarged} injury from before I'm now at 6 bleeding and take a

-1 to all of my rolls.

Turn 7?:

<Aleister attacks one final time. His attack is not very impressive with a total of 3.>

However, I am now completely confused. Again using my phsyco dice-predicting skills, I {apply the wound penalty *from this* turn *to* this turn. I roll as if I'm at 9 bleeding already with a -3 to my defense,

which means that his attack goes through. Which means Aztec bat to face}[/spoiler]


 No.5962

>>5960

I think the extra +1 that Aleister was applying was the bonus from being unarmoured.

As for the rest…after reading it, I feel like I've gone on a psychedelic trip. I'll just chalk it up to user error.


 No.5975

>>5962

Please do. I'll try to take it as a lesson not to try and do things that involve math when I'm under the influence, no matter how much I want to.


 No.5988

>>5962

>>5960

>>5975

I was just as confused.


 No.6167

File: 1434129958258.png (129.81 KB, 658x766, 329:383, battlemeido16.png)

Dice rollRolled 10 (1d10)

-Nanashi enters the coliseum. Every muscle in her body is tense, and the grip on her armaments are tight.-

Come out, Aleister.


 No.6169

File: 1434130045596.png (230.39 KB, 426x545, 426:545, 38.PNG)

Dice rollRolled 3 (1d10)

>>6167

*Aleister perks up at the sight of Nanashi and readies his weapon*

Another sacrifice?


 No.6172

File: 1434130262332.png (158.98 KB, 1039x767, 1039:767, battlemeido13.png)

Dice rollRolled 9 (1d10)

>>6169

You'll pay…!!

-The battle maid raises her mace high above her head and bull rushes the menace. Her eyes are full of flames, in what could only be described as a potent and focused rage.-


 No.6173

Dice rollRolled 10 (1d10)

>>6172

*taking note of the rushing woman Aleister braces himself and prepares to take the hit. his teeth clenching tightly as he use Macuahuitl to shield himself.*


 No.6176

Dice rollRolled 5 + 1 (1d10)

>>6173

*Aleister receives the mace at the perfect angle and deflects the maid's powerful blow. He then spins to pick up momentum and makes a mighty swing at her knees*

You've brought this upon yourself!


 No.6179

File: 1434130713635.png (126.5 KB, 678x767, 678:767, battlemeido17.png)

Dice rollRolled 7 + 1 (1d10)

-Nanashi grimaces as the wooden implement threatens to maim her. She rushes to change her footing and drops her buckler low to defend herself.-

Urgh…! I have to stand strong… For Lisa!


 No.6183

File: 1434130956823.png (169.6 KB, 911x752, 911:752, battlemeido12.png)

Dice rollRolled 1 (1d10)

Go down, damn you…!!

-The hefty Aztec weapon just barely glances off of Nanashi's reliable shield. A silent prayer crosses the maid's mind before she brings her mace behind her… And then swings forth a hopeful sidewinding attack to Alesiter's hip.


 No.6186

File: 1434131092227.png (252.27 KB, 431x560, 431:560, 14.PNG)

Dice rollRolled 5 (1d10)

>>6183

*Clucking at his missed blow Aleister tries to right himself before the maid's mace comes down to his body*

I won't let you do that!

*he jumps back with the grace of a Jaguar*


 No.6187

File: 1434131096948.png (165.15 KB, 467x390, 467:390, 1400419395537.png)

Memories of Lisa's face flash before Nanashi's eyes. The painful sting of a lost friend throws her balance off in what ultimately becomes a pitiful excuse for an attack.


 No.6190

Dice rollRolled 5 + 1 (1d10)

>>6186

*Aleister watches as Nanashi's mace hits the the air. He tightens his grip and swings the paddle with great brutality attempting to sever the girl's head from her body.*


 No.6194

File: 1434131412684.png (140.91 KB, 1034x756, 517:378, battlemeido15.png)

Dice rollRolled 4 + 1 (1d10)

>>6186

>>6190

-Nanashi begins to pant heavily from the long-going battle. As her opponent winds up for what could be a fatal blow, she readies her shield again.-

Goddesses… Just one more time…


 No.6199

Dice rollRolled 5 + 1 (1d10)

>>6194

*slight dismay crosses the warriors face as the maiden once again deflected his blow*

Will you just give up already!

*he uses the recoil to power a swing aimed at the woman's gut*


 No.6203

File: 1434131858006.png (126.9 KB, 766x724, 383:362, battlemeido18.png)

Dice rollRolled 10 + 1 (1d10)

>>6199

Hurgh…!

-Struggled to right herself after Aleister's weapon knocked her back. Although unharmed at that moment, she had a second swing being delivered to her right after.-

Come on…! Nanashi!


 No.6207

File: 1434132066817.png (153.69 KB, 983x764, 983:764, battlemeido8.png)

Dice rollRolled 8 (1d10)

-The maid's defensive persistence paid off remarkably. She didn't hesitate one second to launch her own swift strike, aimed at Aleister's right arm.-

With this…!

Also, fight theme.~

https://www.youtube.com/watch?v=D4Vd53GnHFo


 No.6209

Dice rollRolled 5 (1d10)

>>6207

*He had no time for banter in the face of Nanashi's next attack, reading the arc of the swing he attempted to step out of harms way*


 No.6214

>>6209

*But he was too slow and the mace clipped his arm leaving the meat tender and causing a small puncture*

Damn Maid!

9/10


 No.6218

File: 1434132758267.png (128.2 KB, 771x759, 257:253, battlemeido19.png)

Dice rollRolled 5 (1d10)

>>6214

-Nanashi narrowed her eyes as she drew first blood. By the time her first blow registered, her mace was already flying through the air once again towards her opponent. With this strike…With this strike she hoped to make it clear that she was a woman of passion-


 No.6222

Dice rollRolled 4 (1d10)

*The pain wasn't enough to break Aleister's focus and he saw the mace winding up again and prepared to duck out of it's path*

This time I'll draw blood!


 No.6228

Dice rollRolled 10 (1d10)

>>6222

>>6222

You won't get away…!

-Nanashi prepped herself for her third attack, silently praying that she would hear the sound of her opponents crushed bones-


 No.6231

Dice rollRolled 3 (1d10)

>>6228

*scrambling to right himself Aleister raising his weapon to try and mitigate the damage from the next swing*

Let this work.


 No.6234

>>6231

*But his guard came up too late and he felt the mace crash into his side shattering his ribs and causing blood to erupt from his mouth. Aleister's weapon fell from his hands as he felt life leaving him.*

ARGH!

1/10


 No.6235

>>6234

Sorry about that I'm 5/10.


 No.6236

File: 1434133884674.png (132.82 KB, 934x712, 467:356, battlemeido21.png)

Dice rollRolled 5 (1d10)

>>6231

>>6235

This is… it…! I've gotta end it…!

-Small tears welled up in Nanashi's eyes as she lunged forward. Her weapon glistened with fresh blood as she brandished it skyward.-

For Lisa…!

-With that cry she brought her mace down hard towards Aleister's shoulder.-


 No.6237

Dice rollRolled 4 - 1 (1d10)

>>6236

*He winced in pain but still noticed the mace coming down on him again, fear of death surged him and he made an attempt to roll to the side while recovering his weapon.*


 No.6238

>>6237

*despite his motion to get out of the way the iron still manage to glance his shoulder. He thanked his blessings that his shoulder was not destroyed by the attack*

4/10


 No.6241

File: 1434134444680.png (136.35 KB, 1040x767, 80:59, battlemeido22.png)

Dice rollRolled 1 (1d10)

-Nanashi continued her bloody barrage. She had found strength in each and every strike up till then, but the future was still uncertain.-

Have to keep going…!

-As her eyes scanned Aleister's battered body she sought to stop him once and for all. Just like in her first battle, she spun on her heel with a sort of hypnotic grace. She clenched her mace with both hands and twirled into her next strike.-


 No.6245

File: 1434134806830.png (250.63 KB, 423x513, 47:57, 21.PNG)

Dice rollRolled 933 - 2 (1d1010)

>>6241

*The hair raised on the back of Aleister neck, he felt if he could not dodge this next blow it would be the end of him. He planned to take advantage of Nanashi's spin to move into her blind spot and out of danger.*

4/10


 No.6246

Dice rollRolled 1 - 2 (1d10)

>>6245

Seriously, how the fuck.


 No.6249

*Aleister's plan failed him and he felt the girls mace brush by his face breaking his nose*

3/10


 No.6256

File: 1434135621122.png (130.54 KB, 794x725, 794:725, battlemeido23.png)

Dice rollRolled 5 (1d10)

>>6249

-Frowned as she saw more of her opponent's blood gush from his face.-

…I'll crush you.

-She muttered before spitting in his discolored face. She brought her mace high up into the air one more time before slamming it downwards towards Aleister's head.-


 No.6257

Dice rollRolled 1 - 2 (1d10)

>>6256

*He watched the mace come down towards his face, tears and blood muddled his face and time came to a crawl, he felt his body grow light as if he could move out of the way if he tried. The muscles in his legs grew tense and began to spring.*


 No.6260

Dice rollRolled 6 - 2 (1d10)

>>6257

*But it was all the illusion of a dying man, his body only light from the blood that was leaving his wounds and his legs only tense from buckling under his weight. Time only slowed for him to reflect on his life as the mace crushed his skull taking his vision and his life.*


 No.6262

File: 1434136143624.png (412.55 KB, 600x764, 150:191, lewd.png)


 No.6266

File: 1434136348592.png (112.75 KB, 894x763, 894:763, battlemeido14.png)

-Stepped on Aleister's corpse. She grunted as she withdrew her weapon from the head cavity it was so deeply lodged it into.-

Hah… I did it, Lisa.

-The victory was somehow hollow for her… But the result satisfied her grudges at least. With a quiet bounce in her step she left the Arena with a soft smile.-

Well fought.~


 No.6291

(Is there a way we can make unarmed fighters have a chance in these fights? I was talking about this with Rosa and we thought that giving unarmed combatants and extra attack per turn might work without braking the game.


 No.6298

>>6291

(Unarmed fighters should not stand a chance but I can make changes to better suit them anyway. The addition you suggest is good and I'll add it. But I'll also add the condition that they can only damage unarmoured body parts.)


 No.6304

>>6298

(Fair enough. But what about the case of an unarmed fighting a fully armored foe?)


 No.6306

>>6304

(Check the armour section again, both tiers of armour have uncovered head and upper limbs. And if someone should try fighting a fully armoured opponent with his fists, he CANNOT win conventionally anyway.)


 No.6310

>>6306

(how about light weaponry like daggers, brass knuckles, and American Crakers and the like? If you specify that you're attacking a joint, then could you at least deal half damage?)


 No.6313

>>6310

(There's nothing even close between a dagger and a brass knuckle. A dagger counts on the same level as a sword. And I don't know understand your last part - if you attack an unarmoured part, you deal full damage. Gauntlets don't protect the elbows, greaves don't protect the knee. You simply state you're attacking an unarmoured part.)

Edit: I'm technically wrong about greaves, but it can still be struck from above.

Post last edited at

 No.6317

>>6313

(Oh, I misread then. Sorry, and thank's for taking my suggestion)


 No.6326

I have taken notice that the system is too focused on the defensive. I will make additions to add more offensive bonuses depending on weapon and style hopefully without bogging it down too much. It should give fights slightly quicker resolution as well.

Edit: after consideration, I've decided to hold off on this change for now. All the ideas I had would just needlessly complicate the game. I'd like to analyze more fights before I think about it again.

Post last edited at



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