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Posted: Sun Apr 10, 2016 8:14 am
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Posted: Sun Apr 10, 2016 8:14 am
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Battles and duels are an important aspect of the defence sector.
Please take note of the rules of duels below, as they are rather specific to the pride.
The IC Rules . . . Duels are educational in nature, and while there are always risks of minor injuries, anyone found to be intentionally injuring others will be brought before the council.
. . . Duels are a symbol of status in the pride, particularly in the defence sector.
. . . Duels happen in the training area of the colony, far enough away from the centre of the colony to as not disturb other members. They can be pre-planned or spontaneous in this area. Both parties must agree to the duel though.
. . . Duels are not restricted to those in the defence sector, however scholars and common ranked leopards would obviously be less inclined to duel than their defence brethren.
How It Works
Roll 1 6-sided dice or RNG a number between 1-6.
1- Miss ( - 0HP) 2- Bide/Hesitate ( -0HP) 3- Light Attack ( -1HP) 4- Moderate Attack (-2HP) 5- Strong Attack (-4HP) 6- Critical Hit! (-6HP)
All adult leopards start off with a health point (HP) reading of 16. -> HP is increased in a variety of ways. (See 'Advancement' below)
All adolescent leopards start of with 12HP. -> Their HP is subject to advancement as well, and once grown, any additional HP gained will be transferred to their adult points.
At the moment, there is no familiar battle system, however if there is interest, one will be developed.
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Posted: Sun Apr 10, 2016 8:14 am
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