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Welcome to Crimson `Vanguard` Tutor,

I will be directing you on how to use the dice system of Crimson in the following page.
Please pay close attetion to the page.
If you have any questions or comments, please check the link at the bottom of this page.
Thank for your your time! Let's begin!

First of all, you have to understand the commands that activate the dice-bot.
The Command that rolls the dice bot in www.RPGWorlds.com is 'D#', a simple Letter/Number.
Crimson uses a One Hundred (100) sided dice in its battles and games.
You add this number (100) to the end of the D to make the dice-bot roll a 100 Sided dice.


Example(s) of: Rolling the Dice.

Player1: D100
DiceIV: Player1 chances the fates, rolls a [1D100] and gets 55.


Now that you've gotten the dice rolling part down.
Time to move on to the Rates -&- Percents.
These are what you add After the D100.
Each of the following commands have a set specific pertent range.
If the dice rolls over what its percent is.
It is considered a Miss.

Note : Before you use the Dice you must type in the command that you are trying for.
Say if you kick someone, you have to type in the action, and then roll the dice to see if you hit.
DEATH BLOW NOTE: After the needed hit points are taken away from the life force of a character.
The 'Finishing Rate' goes up to meet whatever attack you do.

Example: It's 5-0 you, the character is a Sazeion.
Insted of 1-5% being the hit rate, whatever normal attack you would do would be the rate.
(e.g. For the final blow. If you used a short range attack. The Fatality Attempts Range would be lifted from 1-5% to 70-80%)

Mind you -- the percent of Death and Knock Out only rise for the 'Finishing Move'.
No other move will it rise for, unless personal percents achive this.
(Explained in Create-A-Character FAQ)


Fatality Attempt: - 1-5%+
KnockOut Attempt: - 5-10%+
Special Skillz: - 10-30%+
Tag-Team/Combos: - 30-40%+
A.R.T.S.: - 40-50%+
Long Range: - 50-60%
Middle Range: - 60-70%+
Short Range: - 70-80%+
Magick: - 80-90%+
Items: - 90-95%+
Defense: - 95-99%+

Example(s) of: Percents -&- Rates

Player1: Rushes towards Foe with his blade drawn, as he draws closer he jumps high into the sky.
Soon vanishes into the clouds. As he raises towards the sky Player1 closes his eyes and charges up.
His eyes flash brillantly with Red Energy. Not long after he sends a chilling look down towards the ground and releases it, sending a massive peering fireball headed towards Foe.
Player1: D100 90%
DiceIV: Player1 chances the fates, rolls a [1D100] and gets 39.
CombatMaster: Hit.


If you succeed in hitting your opponent you will be able to do a Damage Attack.
Damage Attacks have different Rates and Percents, just as the attack themselves.
Note : Not all Commands are Attacks.
Damaging an opponent has to have come from an Offensive Action.

Death Blow: - Death
Knock Out: - K.O.
Special Skillz: - N/A
Tag-Team/Combos: - D1+
A.R.T.S.: - D4+
Long Range: - D3
Middle Range: - D2
Short Range: - D1
Magick: - D1+
Items: - D1+

Example(s) of: Damage Attacks.

Player1: D100 40%
DiceIV: Player1 chances the fates, rolls a [1D100] and gets 39.
Staff-Member: "Hit, Player1. Go for Damage."
Player1: D4
DiceIV: Player1 chances the fates, rolls a [1D4] and gets 3.
Staff-Member: "Damaged 3 Hp's, Player1's Lead."












_Death_Blow_

If you hit with this blow, the foe dies.
Any Questions?

Note : If A Death Blow is used out side of The Blood Pit Arena, it is considered Murder.

_Knock_Out_

If you land this blow on a foe, he/she/it becomes K.O.'ed for at least 24 hours.
The alternative to the Death Blow.

_Special-Skillz_

These are set abilities that a character can learn and master. Unlike A.R.T.S., these can not be personalized.

_Tag-Team/Combos_

Tag-Team: Tag-Team is a move where you can 'juggle' a foe between you and your Ally/Team partner.
(Note: If Player1 Hits Player3 into Player2, Player2 gets to attack, or juggle the foe back to Player1.)

Combos: This is pretty easy to learn.
You Land one attack at this percent, you can keep attacking. (One HP worth of damage lifting at a time)
(Example: First hit in Combo is D1, second, D2, Third, D3)
You can hit the foe as many times as you can,
however.. if you miss once, the combo ends.

_A.R.T.S_

A.R.T.S.: The Special Move, or Power Up your character personally learns/achives.

_Long-Range_

Long Range: This attack genre is for Long Range weapons only. Like A Bow, Gun, Dark Ring, Ripper. (ect.)

_Middle-Range_

Middle Range: This is more less the range most Swords, Staff's, Whips or any other weapon longer than 2 ft. use.

_Short-Range_

Short Range: Hand to hand, Dagger. Anything up close falls in this genre.

_Magic_

Magic: If you learn magic, this is going to be your favorite command.

Note, if you don't know any magic, you won't be able to use it. No one knows any magic, untill they have their trigger moment.

_Items_

Items: Hey, you got an Item you wanna use? Enter 'The Item Command'

_Defense_:

Defense is pretty easy, This command lets you be able to absorb 1/3 of an attack given to you by a foe.
(Unless the Damage is One HP, Then Defense is useless)

If you have any questions of the fighting system, be sure to mail us and ask. We have no problem helping you out with any questions you may have! ^_^

Also please consult our Posting Boards for additional information.

Thank you for your time,
`Michael, Game Creator