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Join date : 2017-11-08

PostSubject: RULES FOR THE RP MISSIONS    Wed Jan 10, 2018 2:48 pm

Here are the Rules and how to get started for the RP missions in IMVU.

A roll to determinate if something is successful will use a D100
A roll of under 10 is a critical fail
A roll of under 30 is a  fail
A roll of over 40 is a pass
A roll of over 90 is a critical Pass

Critical fails: With magic that means something has gone very wrong and the caster takes damage.
With attacks it also means somthign horribly wrong as happened and you take damage from your target.
with everything else it can have hard consequences.

Critical Pass: With magic it becomes super effective if attacking a target they take an additional hit.
With Defence it is 2x as strong or heal x2 as much. With Buffs you gain your 5mp back for its cast turn

It is recommended that you copy your card so that you can use it as a reference in missions.  
these are modifiers that improve your chances.

Type: This is the type of demon you are and you will gain ability or traits for that
HP : This is your Health points when under 5 you pass out
MP : This is your Magic Points  any powers or magic you wish to use will require its use it only comes back after a mission.
Damage : This is how much damage you can deal Physically ( With magic your toughness is your damage )
Toughness :This is how much damage you can resit ( this number is removed from damage you take, when you use it)
Speed: How fast you are and how quick you make a move
Speech: How convincing you are when talking.
Instinct: How alert you are. ( eg hearing a arrow coming or something coming from behind )
Intelligence: How quickly one can learn how to use foreign Technology
Stamina: How much you can hold and carry on you.
Physic Ability : the chance to move objects with your mind as well as control beings

Types of Demon ------------------------------

Succubus: +20 to speech
These demons are known to get into the heads of there target convincing them and appealing to their inner desires. Commonly linked to lust.
They are able to talk or flirt to get there way.
Shadow walker: +20 to speed
These demons are able to temperately vanish into a cloud of black smoke at will. Allowing them to appear and disappear in a moment
These demons are hard to escape and fight  

Hell Hunter: + 20 to instinct
These demons are able to track down  targets and react at impressive speeds, they are very hard to sneak up on  

Demon warrior: + 20 to Strength  
These are highly trained Demon fighters the last thing most will ever see. They walk into a town and leave nothing but ash and blood in there wake.
crossing these fighters is a death wish.

Seeker: + 20 to MP
These demons have a strong connection to Hell and are able to use a lot more of its power then most demons


Thane : Adds 10 to all startpoints
Captian : Adds 5 to 4 Stats
Commander: Adds 5 to all Stats

Use of Magic-------------------------------------

All demons are able to cast magic to some level. But how much is your MP.
For each spell and or use of magic you will need to spend 5MP then see if your Spell is cast.

Attack spells are anything that is able to damage a target like a fire ball.
the amount of damage you can deal to a target is equal to your Toughness. [ You can not use a fire ball hotter then you can withstand ]
However in the event of a critical fail you can end up suffering the damage.
Example: tome wants to cast a Fire ball so he loses 5MP and rolls to see if he is successful and he is. So tom can now do a RP post and make a successful attack  on his target

Defensive spells are all forms of magic that are to aid another demon or yourself ( like healing ) Like attacking you say what you wish to cast take the 5MP loss and see if it works. You can only heal a target equal to your Toughness same  with a wall to defend them is only as strong as you can create.

Buff spells are things that have effects like making another demon stronger or even hiding yourself from detection. these spell follow the same casting as the others But for each turn you wish to continue its use you will take another 5MP loss. As well as if the caster is damaged the Spell will stop that turn [ Idea being that they lost focus ]

COMBAT ----------------------
When combat  becomes active the fastest  moves first.
a roll is made for a successful attack if that passes then the target can try to block with a defensive roll If that passes they can take their Toughness off the damage they are about to take. Then whatever damage has been done comes of the HP. If you choose to attack more then one then it in the RP is will be said how many you attack.
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