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    Non Playable Character Information

    Deimos
    Deimos
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    Join date : 2011-09-20

    Non Playable Character Information Empty Non Playable Character Information

    Post by Deimos 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:

    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:



    INPC Post during a Match:

      Current date/time is Sun May 12, 2024 4:34 pm