Hgeocities.com/area51/shire/3112/ctsimrules.htmloocities.com/area51/shire/3112/ctsimrules.htmldelayedx^JM&OKtext/htmlw5M&b.HWed, 14 Oct 2009 05:13:09 GMTMozilla/4.5 (compatible; HTTrack 3.0x; Windows 98)en, *^JM& The Rules

In Brand New Text -O- Vision! come the Chrono Trigger SIM rules. First, the basics. How to play.
UPDATED FIGHTING SYSTEM: RULES CHANGE, and new enemy
Basics: Questing is only allowed in the designated chat room(s) at the time
7:00 p.m. - 9:00 p.m. Eastern
6:00 p.m. - 8:00 p.m. Central
5:00 p.m. - 7:00 p.m. Mountain
4:00 p.m. - 6:00 p.m. Pacific

There will only be matches if I am present that day.

The designated chat room is Truce Village 1000 AD(Send Mail to me for a link). A good idea would be to go there now and put it in your favorite places, so you don't have to keep opening your filing cabinet to get the link.

Experience points: Every time you get in a fight (and walk out alive), you get rewarded with 10 XP. Each time you rack up 50 XP, you go up a level. When this happens, your HP raises by 20 and your MP raises by 5.

Tech Points: Fight and win, get 2 Tech Points. When you get to 5, you get a tech. Then you start over, this time going to seven. Then 10, etc.

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Now for buying stuff!
Welcome to Evil's House `O` Nasty Weapons!
To buy stuff, you have to get money. Once you get the money, send an E-Mail to JLHFan and I saying what you bought. Selling is the same way, but since the goods you are selling to us are used, we'll only buy them back for 1/2 the purchase price. Big long list of stuff coming your way soon.
Want money? Go fight people, or get a job (What did Marle say?). Getting money in a fight is easy. Beat up some poor little Naga-ette (frowned upon), or jump a friend. Both people in the fight wager on how much the fight is worth (i.e. BETTING) and start from there. The winner gets a pat on the back and the cash, the loser gets kicked around for getting beaten up.
Or, you can get a job. The boring way out. For one night of work, you get 40 GP. When you are working, you cannot fight that night. Working is on a night-by-night basis, but you must maintain it all night.

Naga-ette
HP: 50
The evil Naga-ette's have evil tendancies . They carry 25 GP and come in pairs.

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Fighting!!
You mean, you put down your rock, and I'll put down my sword, and we'll try to kill each other like civilized people? ~Cary Ewells
Now to the fun part. Beating up your friends!
1. when the fight begins, both characters roll initiave on a 5 sided dice. (//roll-dice1-sides5) the number of sides can be increased with things such as a haste spell, or weapons that increase speed (i.e. Slasher), or items. Get the idea?

2. opponents take turn rolling 3 ten sided dice. This roll is modified by the weapon. //roll-dice3-sides10+X where X = to the modified strength. Weapons increase strength. (i.e. Steel Saber adds +2 to strength, letting you roll //roll-dice3-sides13, instead of the normal //roll-dice3-sides10). These three rolls are then averaged (add them, then divide by three). This is how much damage is sustained.

Armor and damage

For every 5 (five) points of armor rating, damage is reduced by one Hit Point. The powest damage can go is 0. If a specialized armor is worn (i.e. White Mail, etc.), damage is rolled normally, but instead of reducing hit points, you add them to the total.

Hitting people with Techs/Spells:
When you attack with a tech/spell, you roll the amount of dice equal to the MP it costs plus 3 (example: I want to zap you with Lightning. I would roll //roll-dice5-sides20. See? The dice increased with the MP. If I wanted to drop a BIG frog on you, it would be //roll-dice18-sides20, because Frog Squash costs 15 MP.). Damage is done as stated, by averaging the rolls.



WEAPONS!


Brass Knuckles- A mob favorite, used to punch people. +1 50

Knife- About as sharp as your average kitchen knife. +2 100

Short Sword- A little sharped and longer, the short sword is used to gut imps. +3 200

Club- One of Ayla's favorites, the club is used to hit people. +4 300

Iron Sword- A strong sword made from iron, used to cut with. +5 350

Steel Saber- Stronger then it's non-strengthened counterpart, the Saber is a favorite of kids with funky haircuts. +6 450

Lode Bow- A self loading crossbow that fires dull rusty bolts. +7 550

Plasma Gun- Used by droid keepers, the Plasma Gun works best against robots, but the electric shock also harms people. +8 700

Comet Arrow- Crossbow named after a big fat comet smashed into Guardia, hurting lots of people. Fires buckshot bolts. +9 850

Star Sword- A sword MADE from the mineral of the comet. +10 1000

Megablast- A gun that shoots gernades. Just a little painful. +11 1200

Steel Club- The strength of the person who wields this has to be great, for it weighs quite a bit! Used to whack Nu's on the head. +12 1400

Rune Blade- A powerful sword carved from the essence of a dead knight, lends a helping hand in battles. +13 1600

Star Scythe- A sickle forged from the last of the smelted ore of the comet, this weapon bestows a powerful sense of strength on its owner. +14 2000

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Supra Weapons!
These weapons can only be used by their rightful wielders. +18 3000

Rainbow - Crono
Masamune + - Frog
Valkerye - Marle
Wonder Shot - Lucca
Doom Sickle - Magus
Crisis Arm - Robo
Chaos Club - Ayla
The Rest upon demand, meaning, I won't make it until the character comes into play.



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ARMOR!

Helmets:

Hide Cap - 1 50 GP
Aeon Helm - 2 100 GP
Vigil Helm - 3 150 GP

Armor:

Hide Tunic - 4 150 GP
Karate GI - 6 200 GP
Bronze Mail - 8 275 GP Males Only
Maiden Suit - 10 300 GP Females only
Iron Armor - 12 400 GP
Titan Vest - 13 450 GP
Mist Robe - 15 525 GP Females only
Meso Mail - 15 525 GP
Lumin Robe - 17 650 GP Females only
Flash Mail - 19 800 GP
Lode Vest - 21 900 GP
Aeon Suit - 22 950 GP
Zodiac Cape - 24 1000 GP Females only
Nova Armor - 24 1050 GP Males only
Moon Armor - 28 2000 GP Males Only
Prism Dress - 32 2700 GP Females Only

Specialized Armor:

White Mail - 15 Absorb Lightning 600 GP
Black Mail - 15 Absorb Shadow 600 GP
Red Mail - 15 Absorb Fire 600 GP
Blue Mail - 15 Absorb Water 600 GP

White Vest - 8 Reduces Lightning by 50% 300 GP
Black Vest - 8 Reduces Shadow by 50% 300 GP
Blue Vest - 8 Reduces Water by 50% 300 GP
Red Vest - 8 Reduces Fire by 50% 300 GP




Items!
Tonic - Heals 10 HP. 10 GP
Mid Tonic - Heals 100 HP. 100 GP
Ether - Restores 10 MP. 150 GP
Mid Ether - Restores 60 MP. 300 GP
Elixer - Fully heals and restores. 600 GP
Heal - Restores Status. 10 GP
Revive - Revives dead ally. 100 GP
Barrier - Reduces magic damage by 1/2. 700 GP
Shield - Reduces physical damage by 1/2. 700 GP

Accessory Land!

This month, Accessory Land is offering a wide varity of accessories. These accessories can be bought, sold (for 1/2 price), or won from a fight, when it is placed as a bet. ONLY ACCESSORIES CAN BE BET LIKE THIS! nothing else.

Defender - Adds 2 to total defense 250 GP
Bandana - Adds one to initiave roll 125 GP
Magic Scarf - Adds 3 to a magic attack 200 GP
Amulet - Protects Status 500 GP
Silver Earring - Increases max HP by 20. 250 GP
Silver Stud - Reduces MP consumption by 1/2 300 GP
Wallet - Changes XP into GP 800 GP
Green Dream - Instant Revival after defeat NOTE: can only be used once! 800 GP
Power Scarf - Adds 2 to damage by weapon 200 GP
Flea Vest - Reduces magic damage by 1/2 1500 GP

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