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    Non Playable Character Information

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    Deimos
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    Non Playable Character Information

    Post by Deimos on Thu Dec 08, 2011 12:03 pm

    Independent NPC
    Incase a Staff Member cannot get to the Hunt Mission Topic, The Players can use the Independent Non Playable Characters. The INPC is a Non Playable Character that does not use an account. The INPC deals a set amount of damage per turn. The damage may gain special bonuses. The Player(s) must use the die roll code to determine how the INPC functions per turn.

    Independent Non Playable Characters Rules

    • The INPC only has a Health Bar. It does not have nor require any other.
    • Fighting an INPC follows the same rules as fighting another player/NPC.
    • The INPC cannot be Held/Blinded/Slowed
    • The INPC's can be targeted by all players. The INPC's Damage output affects all available Players/Summons/Pets
    • The Player must make several Rolls to determine many aspects of the INPC including: Health/Damage per Turn/Special Effects for Damage/Defense/ Maneuver
    • Players will have a Template they can use for All rolls; hopefully, it will save the players some time.
    Code:
    [roll]1dX[/roll]

    1: Determination of Health/Damage per Turn
    2: Special Effects
    3: Target
    4: Movement towards target/stand still

    Part 1

    Determination of Health/Damage Per Turn.
    Total Health
    Add the Values from the Mission+Level for the Number you plug into X in the Dice Roll
    D-Rank:2
    C-Rank:3
    B-Rank:5
    A-Rank:6
    S-Rank:8

    Levels:
    The Value Increases by 1 Point every 10 Levels.

    Mission Health Bonus for INPC:
    D-Rank:+0
    C-Rank:+200
    B-Rank:+400
    A-Rank:+700
    S-Rank:+1000

    Whatever The Number the Dice Rolls. Multiply it by 100.

    Damage per turn
    The value displayed is what is plugged into X in the Dice roll. Multiply the Rolled number by 10.
    D-Rank:2
    C-Rank:3
    B-Rank:5
    A-Rank:6
    S-Rank:8


    Part 2

    Special Effects
    The First roll of Special Effects determine what Form of Skill is the Ability.
    1:Ninjutsu
    2:Taijutsu
    3:Genjutsu
    4:Weapon
    5:Throwing Item

    The Player rolls the Dice, Whatever number the Dice picks is what Effect Applies to the Damage per turn. Remember, The effects become stronger the tougher the mission is.

    Boxes:

    D-Ranked
    1:Impair 25 for 1 turn
    2:Enfeeble 25 for 1 turn
    3:Berserk 25 for 1 Turn
    4:Hold for 1 Turn
    5:Immobilize for 1 Turn
    6:Blinds for 1 Turn
    7:Slows for 1 Turn
    8:Knockback:1
    9:Fracture Handsigns for 1 turn
    10:Fracture taijutsu for 1 turn
    11:+25 Life/Stamina/Chakra Damage
    12:Absorbs 50 Life
    13:Poisons 25 for 2 turns.

    C-Ranked
    1:Impair 75 for 2 turn
    2:Enfeeble 75 for 2 turn
    3:Berserk 75 for 2 Turn
    4:Hold for 2 Turn
    5:Immobilize for 2 Turn
    6:Blinds for 2 Turn
    7:Slows for 2 Turn
    8:Knockback:2
    9:Fracture Handsigns for 2 turn
    10:Fracture taijutsu for 2 turn
    11:+100 Life/Stamina/Chakra Damage
    12:Absorbs 200 Life
    13:Poisons 50 for 2 turns.

    B-Ranked
    1:Impair 125 for 3 turn
    2:Enfeeble 125 for 3 turn
    3:Berserk 125 for 3 Turn
    4:Hold for 3 Turn
    5:Immobilize for 3 Turn
    6:Blinds for 3 Turn
    7:Slows for 3 Turn
    8:Knockback:3
    9:Fracture Handsigns for 3 turn
    10:Fracture taijutsu for 3 turn
    11:+200 Life/Stamina/Chakra Damage
    12:Absorbs 300 Life
    13:Poisons 100 for 2 turns.


    A-Ranked
    1:Impair 200 for 3 turn
    2:Enfeeble 200 for 3 turn
    3:Berserk 200 for 3 Turn
    4:Hold for 3 Turn
    5:Immobilize for 3 Turn
    6:Blinds for 4 Turn
    7:Slows for 4 Turn
    8:Knockback:3
    9:Fracture Handsigns for 3 turn
    10:Fracture taijutsu for 3 turn
    11:+300 Life/Stamina/Chakra Damage
    12:Absorbs 400 Life
    13:Poisons 200 for 2 turns.

    S-Ranked
    1:Impair 250 for 4 turn
    2:Enfeeble 250 for 4 turn
    3:Berserk 250 for 4 Turn
    4:Hold for 4 Turn
    5:Immobilize for 4 Turn
    6:Blinds for 4 Turn
    7:Slows for 4 Turn
    8:Knockback:4
    9:Fracture Handsigns for 4 turn
    10:Fracture taijutsu for 4 turn
    11:+500 Life/Stamina/Chakra Damage
    12:Absorbs 700 Life
    13:Poisons 400 for 3 turns.

    Defensive Skill
    1:Guard against all Skills
    2:Dodge against all Skills
    3:Shield against all Skills
    4:Interrupt against all Skills
    5 Reflects all Skills back to casters.
    6:Defends against all Attacks.


    Part 3
    Every Player Gets a Number, Starting at 1.
    Just Roll the Dice with X= # of Players Fighting.

    Part 4
    Each INPC can move to a total of 5 Squares. It moves to the Target/ Player selected in Part 3.


    First Post for INPC:

    Code:

    [b][u]First Post:Creating the INPC[/b][/u]
    Health: [roll]1dX[/roll] x 100
    Damage Per Turn [roll]1dX[/roll] x10

    Health's X Add the Values from the Mission+Level for the Number you plug into X in the Dice Roll

    Damage per turn's X
    [i]The value displayed in the INPC topic is what is to be plugged into X in the Dice roll. Multiply the Rolled number by 10.[/i]




    INPC Post during a Match:

    Code:

    1:Type Of Attack:  [roll]1d5[/roll] (1-5)
    2:Special Effect for Attack:[roll]1d13[/roll]
    3:Defensive Skill: [roll]1d6[/roll]
    4:Target: [roll]1dx[/roll] X= Number of Players
    5:Maneuver to Target [roll]1d5[/roll]

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