Alright. So I wanted to simulate a mock battle between NPC's so that everyone planning on participating can get a feel for how things will work out in this roleplay when it comes to fighting one another. While this will be one v. one, I will also clarify some tidbits of information on other battle-things at the end of it. Here I will portray two different "players" and the champions they control.
Player 1 will be named "Bob" and will control "Knight", a champion of Aesil. These are his stats:
Might - 5
Finesse - 2
Fortitude - 4
Health - 4
Speed - 2
Perception - 3
He will have a variety of light-based spells and fights with a sword and shield.
Player 2 will be named "Mary" and will control "Iaido", a champion of Palace. These are her stats:
Might - 2
Finesse - 5
Fortitude - 2
Health - 3
Speed - 5
Perception - 3
She will utilize a number of sword and maneuvering techniques and fights with a katana.
Our scene begins with Knight waiting at the entrance to a castle; he is guarding the place from a supposed assassin who is coming to try and kill its lord. Iaido eventually shows up, and the two exchange some words before retrieving their weapons (In Iaido's case, leaving it in its sheath). As they near closer and closer, one of them makes the first move.
Knight rolls Speed and earns a 4.
Iaido rolls Speed and earns a 22. Iaido gets to strike first.
Mary (player 2) writes out her IC post, stating that Iaido lunges forward and unleashes a quick-draw sword-strike upon Knight. Because of Iaido's special ability "Zephyr Strikes", her basic attacks get a bonus to Finesse if the target fails a Perception check.
Before Player 1 (Bob) can post, I respond to Mary's IC post in the OOC by letting both parties know the results of the strike.
Knight rolls Perception against Iaido's speed due to her Zpehyr Strikes ability.
Knight rolls Perception and earns an 8.
Iaido rolls Speed and earns a 17. Iaido gets a +1 to her Finesse for the strike at hand.
Knight rolls Speed to try and dodge or block with his shield, and earns a 7.
Iaido rolls Finesse to try and hit Knight, and earns a 22. Due to the high rolls, she gets a bonus to Might of +1.
Knight fails to dodge the strike.
Knight rolls Fortitude to try and resist the attack's damage and earns a 19.
Iaido rolls Might to try and hurt Knight, and earns a 15.
The attack fails to penetrate his armor/skin, and Knight takes no damage.
Now Player 1 (Bob) can respond to Mary's post, making sure to include the results of the OOC rolls in his own post. Bob makes a post detailing how Knight failed to see the strike from Iaido coming, but his fancy armor saved him from being harmed. Knight retaliates by swinging his sword at Iaido after casting "Angelic Visions", which makes his next attack reduce the enemies Finesse and Perception if it hits.
In OOC, I roll some dice again.
Knight rolls Finesse to try striking Iaido and earns a 4.
Iaido rolls Speed to try and dodge and earns a 12.
Knight's attack fails to hit.
Once again, Player 2 (Mary) does her next IC post, maintaining the spirit of what transpired with the rolls. This continues until both players either agree to cease fire or a character dies. Due to the nature of this posting scheme, it is strongly encouraged that battles be taken to a collaborative post; as most attacks and actions will be relatively simple to write out, creating extremely short IC posts over and over seems a taxing venture and only serves to make a mess of the IC.
When it comes to taking the blow for another character you must declare/have several things:
1) Your character is geared towards intercepting someone else's blow at the time
2) If the ally were to be stricken, your character would be automatically controlled by me and placed in front of the attack to intercept it.
3) Your character must not be engaged with another opponent at the time.
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Modifiers will be applied to characters depending on their status. Losing health, battling for a long time, being in certain terrain/environments, will all apply negative modifiers to your stats.
-Fortitude will determine how long your character can go back and forth before these modifiers are applied.
-Health points lost/Total Health will determine the severity of modifiers.
-Dark environments will cause lower Perception.
-Uneven terrain will cause lower Speed.
etc...
Using your abilities at their maximum exertion (or anywhere close to it) will automatically decrease certain stats temporarily until you rest.
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If your character reaches 0 health, I'll be rolling a universal and set number of dice acting as "luck" rolls. If you succeed, your character will instead be at near-death an unconscious. Failure to get your character to safe place with medical materials available in time will result in death.
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If you fail to obey the rules of the roleplay (especially in terms of battles), your opponent gets an automatic 1 health-point free hit on your character. Don't do it.
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