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 Karma RolePlaying System

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PostSubject: Karma RolePlaying System   Karma RolePlaying System EmptyTue Aug 11, 2009 5:20 pm

The Karma roleplay system is not based off points but rather the idea of karma where for every move directed at another a move must be directed back at you. Eye for an eye, tooth for a tooth type of deal.

In battle there are a set of four categories of moves that a player can choose from: Assault, Dodge, Flee or K.O.

Assault: any move made in the offense, whether it is initial action or counter action. These moves are used to cause harm.
Dodge: any move that prohibits the assault from inflicting injury. These moves cannot be used to cause harm.
Flee: as it sounds, this is when a player chooses to run rather than battle. No damage may be inflicted. The character who flees loses the battle.
K.O.: this is a player imposed defeat, there will be damage but it doesn't have to be serious. The character K.O.ed loses the battle.

Understanding what these are is important to understand how they play in with the ideal of karma.

When an opponent(let's say Player 1) attacks a challenger( let's say Player 2), the initial assault acts as an attack and gives Player 2 the right to assault Player 1. However if Player 2 chooses to dodge the assault, the dodge also acts as an attack and thus gives Player 1 the right to attack Player 2, whether it is an assault or a dodge. But if a player chooses to dodge, they cannot attack again unless the opposing player has harmed them. Which is what Karma is. If they didn't harm you, you can't harm them even. (Note: Please do not just sit there and dodge each other because you might as well not battle...)

Lets say that after Player 1's initial assault (even if Player 1 and Player 2 have been attacking each other for a while), Player 2 decided to flee or get knocked out from it. While they lose the fight, Player 2 maintains the karma to strike Player 1 back however much later it may be. And if Player 1 receives another hit, they have the same choice as Player 2 and battle can begin again.

Do not misunderstand, players do not have to attack back if they do not wish. Even if a player chooses to flee or get knocked out to end the battle, the extra karma doesn't have to be used if the matter is settled. It can if need be.

What if after a round(three attacks from each players), Player 1 and Player 2 have not chosen to Flee or K.O.? While they can fight for however many rounds they wish, there is another solution to the battle called Risk.
In a fight it is natural for players to lose energy over the course of the battle, even if they continued to level up, more energy is being wasted and thus will lead to a final stand off where players could choose to end in a tie or decide the victor through risk.

In Risk a player (let's say Player 2) must choose to use a superassault that will annihalate their oppenent (let's say Player 1); however, Player 1 has a 50/50 chance of being hit by the assault, which means they are completely defeated to the point of no energy left for fighting, or asorbing the assault, meaning they make it out without being completely K.O.ed. Whatever the outcome may be, once a superassault is used, all karma for each player is gone and the battle is finished forever.

The 50/50 chance is determined by Graces.Karma RolePlaying System Geometric_Shape___Gemstone_by_Ishin

Graces are like good karma points given by the GM to the players. They are earned for good behavior, pleasing the GM, figuring out parts of the plot, moving through the story, going from thread to thread, even if your character makes a sacrifice for another chracter. Basically the GM can decided for what and when they give players graces and also have the power to take them away. Players should not worry about keeping track of graces because that is the GM's job. There will be a thread given which will display character's graces so that all players know how many everyone has. This is important because in battle, the only way to win with a superassault is to have more graces than your opponent.

If Player 1 has 20 graces and Player 2 has 12, Player 1 can defeat Player 2 with a superassault and visa verse. Nevertheless, when a Player 1 uses the superassault they are rendered powerless for at least three hours(Game-Time). Though the Player 2 is knocked unconscious and Player 1 wins, Player 1 will not be able to fight for a minimum of three hours, Player 2 longer than that right? However, because players have access to how many graces a player has, they can choose not to fight them every time until they gain enough graces to defeat them. (This helps prevent godmoding.) Remember than a player can only choose to end the battle with Risk after a single round which is three attacks from each player.
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