Terminology and Dice Value Guide:
How to Decipher Dice Instructions:Throughout this guide, the instruction of "roll xdy" will pop up numerous times. What does it mean?
"x" stands for the amount of dice you roll.
"d" stands for "dice."
"y" stands for the sides of the dice you are required to roll.
For example, "2d6" means "roll two 6-sided dice."
Initiative: 1d20
Initiative determines who makes the first move. This is optional. See "Initiating a Battle" next post for more information.
Hit Points/HP: Varies.
Hit Points or HP determines the "life" of a character. HP in TiH represents the amount of Fear a character has: the less a character has, the greater their chance is to "dissipate" or fall unconscious. It is impossible to go over your HP limit; HP is cap at your maximum bar GM status effects.
>> Above 10 HP: Your character is still kickin', still going strong.
>> Between 5-10 HP: Your character is starting to feel tired...
>> Between 1-5 HP: Your character is nearing the end of their rope.
>> At 0 HP: Your character is exhausted.
>> At -1 to -4 HP: Your character is very weak. Extremely fatigued.
>> -5 to -9 HP: Your character is now unconscious.
>> At -10 HP and greater: Please see the section "Battle End" in the next post, "The Flow of Battle."
Every character has a different amount of HP depending on their faction. Please see the respective faction posts further down the page to determine what your character's value is.
Attacking: 2dy -m
In order to attack, every character will need to roll
two dice as determined by their faction post, as seen further down the page. If I was a stage one Halloween character, I would roll "2d6." But that is not enough -- you must also subtract the modifier. Please see the next section.
Modifiers:Represented by the "-m" on the attack roll, every player must subtract the modifier to determine how successful their character's attack was. Did the attack hit? Miss? How much damage did it do? This number also determines whether your opponent was able to successfully dodge your attack.
If I was a first year or Quest Halloween character, my modifier is six. Therefore in order to determine my damage, I would roll two, 6-sided dice (2d6) and subtract 6 from the total.
Modifiers vary by faction; please see your character's corresponding faction.
>> My attack total came to a number! Now what?:If that number is greater than zero, then congrats! You have successfully hit your opponent. Your opponent will subtract that amount from their hit points.
>> My total is less than zero. Now what?Unfortunately it means you do no damage. Don't be afraid to get creative! Did your character just miss? Or did they fumble? Get distracted? Maybe the hit would have been successful if the opponent didn't dodge out of the way. Mix it up and get creative!
Defending:You don't need to attack all the time in a battle. You can also opt to defend yourself. When you choose to defend, you cannot attack. The amount you roll will be
If you choose to defend, you are also choosing to give up attacking that turn. To defend, roll the dice that corresponds to your character's IC rank/year. The amount you rolled is the amount of damage you nullify done to your next turn.
A character can also opt to defend another character. The amount that is rolled is the amount of damage that will be nullified against them next round. Defense is reset at the end of every turn; it does not carry over.
Let's say Bob defends against an attack. Bob rolled a 4. Someone attacks him for 6 damage. Bob's damage is two: Attack - Defense = Damage. 6-4 = 2.
Let's say Bob is defending Joe. Bob rolled a 5. Someone attacks Joe for 8! 8-5 = 3. Who takes the 3 damage? Joe will. While it may make sense for Bob to take the damage (as he is defending Joe), consider this: what would happen if two people were defending? Who would take it? The person who posted last? For simplicity's sake, leftover damage will go to the original target.
Keep in mind that if your character is defending another person, they are not defending themselves. If anyone attacks a character that is defending another, they take the damage.
Let's say Bob is defending Joe for 4. Someone attacks Joe for 1. Bob is still defending Joe for 3. Another person attacks Joe, this time for 2. Bob is still defending Joe for 1. A third person comes up and attacks Bob for 4. Bob takes the full 4 damage, as he is concentrating on protecting Joe.
FEAR Attacks:A Fear attack is a special attack that all characters are capable of performing. Instead of attacking or defending, a character may choose to use one of these special attacks instead in order to deal massive damage, heal themselves, or change their opponent's modifier. For more information, please view the
Fear Mechanics Guide.
Fleeing: 1d20
Instead of attacking/defending/healing/using a Fear attack, a character can opt to flee from battle. The person wishing to retreat will roll 1d20. If their opponent wishes to prevent them from leaving, they may also roll 1d20. In order to flee successfully, the person wishing to run away must have rolled higher than their opponent. You can only attempt to flee when it is your turn.
Battle Code:Please include this code in your post in EVERY battle you participate in. This will allow you to keep track of your HP, your target, and how much damage you have dealt.
[b]HP:[/b] Your HP Value.
[color=red][b]Damage:[/b][/color] The amount of damage you to do your target.
[b]Target:[/b] Who are you attacking?
[b]Effect:[/b] List any effects you suffer here. Did your opponent set you on fire? Did their special Fear attack inflict poison? Does your character's attacks leave their opponent slightly chilled? Use this space to keep track of any battle or RP'd effects for convenience.