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The Sanguine Circle [Testing]


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The Sanguine Circle [Testing]
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Ninian Lune'cielv
Ninian Lune'ciel
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The Sanguine Circle [Testing] |
#1
01-23-2014, 03:30 PM
(This post was last modified: 07-16-2014, 01:00 PM by Ninian Lune'ciel.)
The Sanguine Circle
____________________________________________________



The Sanguine Circle is a Duel-Styled Roleplay-Combat Game, designed for one vs. one matches. In Character, Combatants battle against one-another until one draws blood from the other. Death or injury is a risk participants of this Blood-Sport accept when walking into The Circle. Out of Character, Hp loss does necessarily mean taking receiving injuries until the final blow, and should be roleplayed through unarmed strikes, the defender struggling to guard, or other means at the discretion of the poster.



[Rules]
____________________________


  • D20 Rolls determine Attack/Defense Success and Player Order. (rolling and calculations are handled through a moderator)
  • Combatants choose 1 Astral Aspect and 1 Umbral for permanent modifiers throughout their match.
  • Combatants Have 3 HP.
  • Successful Attacks Inflict 1 Damage.
  • Tied Rolls are won by the Defender (re-rolled for initiative).
  • Critical Hits (x3 Opponent's Defense Roll) grant an Extra Attack (cannot critically hit).
  • Counters (x3 Opponent's Attack Roll) grant +6 Attack on the Combatant's next strike.
  • A Combatant Retires after losing all Hp (In Character, upon drawing any amount of blood).


[Posting]
____________________________



[Players Roll for Initiative]

-Player A Emotes Attempted Attack.

[Players Roll]

-Player B Emotes Result and Attempted Attack.

[Player's Roll]

-Player A Emotes Result and Attempted Attack.

[This Fashion Repeats Until Battles One Player Has 0 Hp]




[Astral Aspects]
____________________________

[Image: 40px-FFXIV_Halone_image.jpg]
[The Fury]
+2 Attack/-1 Defense per Hp lost.

[Image: 40px-FFXIV_Thaliak_image.jpg]
[The Scholar]
Critical Hits grant +5 Defense to your next roll instead of an Extra Attack.

[Image: 40px-FFXIV_Llymlaen_image.jpg]
[The Navigator]
+5 on Initiative Roll. If First Strike, +6 Attack.

[Image: 40px-FFXIV_Byregot_image.jpg]
[The Builder]
+4 Attack on Extra Attacks.

[Image: 40px-FFXIV_Azeyma_image.jpg]
[The Warden]
+2 Attack per Hp Opponent has lost.

[Image: 40px-FFXIV_Nophica_image.jpg]
[The Matron]
Able to preform Critical Hits on Extra Attacks.


[Umbral Aspects]
____________________________

[Image: 40px-FFXIV_Menphina_image.jpg]
[The Lover]
+1 Defense when 1 Hp lost. +3 Defense when 2 Hp lost.

[Image: 40px-FFXIV_Nymeia_image.jpg]
[The Spinner]
Requires 2x Opponent's Attack Roll to Counter.

[Image: 40px-FFXIV_Oschon_image.jpg]
[The Wanderer]
Requires 4x Opponent's Attack Roll to Counter, but increases Counter Bonus to +9.

[Image: 40px-FFXIV_Rhalgr_image.jpg]
[The Destroyer]
Reduces Opponent's Counter Bonus by 4 Attack.

[Image: 40px-FFXIV_Nald_Thal_image.jpg]
[The Traders]
+1 Hp.

[Image: 40px-FFXIV_Althyk_image.jpg]
[The Keeper]
When Opponent misses Extra or Counter Attacks, the next attack becomes a Counter.





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