Actions

Pay close attention while reading, as this is crucial for your optimal role-playing experience. Failure to adhere to the rules of actions may result in penalties, including timeouts and potential bans. Ensure thorough understanding and compliance to make the most of your role-playing interactions.

## Basics

To undertake an action, use the command **":D20"**. This roll produces a number between 1 and 20, which dictates the outcome of your action. If you roll a 9 or lower, your action is unsuccessful. However, a roll of 10 is the threshold for potential success.

If you roll an 11 or higher, you must then compare your result to that of your opponent. For example, if your roll is a 17 and your opponent's is 15, you achieve success in your endeavor.

Further enriching this system are the stat bonuses. But there's a caveat: these bonuses are only applicable when you roll a 10 or above. Rolling below this means an automatic failure, without the benefit of your stats. While you might be tempted to lean on your stats frequently, remember that in combat situations, you can only employ them thrice. Outside of combat, however, there's no limit to utilizing your stats.

## 1. Combat

**1.1 Boosters:**
*Player1 endeavors to strike Player2 with a swift sword thrust.*
*Player2 swiftly raises his shield to deflect the impending attack.*
* Player1 rolls a D20 (scores 17).
* Player2 rolls a D20 (scores 9).

With the dice favoring Player1, it appears that Player2 is at a disadvantage. However, Player2 can utilize a **Stat Booster** to tilt the odds in his favor.
* Player2 invests Personal Combat Stat Points into his action, leveraging his Combat Stat score of 10.
* Player2's Dice Action is now elevated to 19, turning the tide and causing Player1 to lose the engagement.

But the twists and turns continue:
* Undeterred, Player1 opts to employ a stat booster, channeling his combat prowess (also at 10). Using a Stat Booster against another Stat Booster is known as a **Counter**.

**1.2 Counter Actions:**
The process is straightforward. Consider the following scenario:
**Player1:**
*I take aim with my rifle, targeting Player2.*
Player1 rolls an action dice (achieving a score of 15 (if it were to land on 20, countering would be impossible.))
**Player2:**
\*\*\*Counter Action\*\*\* **(Must be explicitly stated in a post)**
*I swiftly redirect my aim towards Player1.*
Player2 rolls an action dice (scoring 17).
At this point, you might wonder if Counter Actions are too overpowering. The answer is no. Player1 now gets another chance to roll.

**Scenario 1: Successful Hostage Escape**
**Player1:**
*Player1 seizes Player2, intending to use him as a hostage. Aiming a pistol at Player2's head, Player1 orders everyone to stay back.*
**Player2:**
*Player2, desperate for help, attempts to break free with a daring headbutt.*
Player2 rolls an action dice (scores 18), successfully escaping Player1's grasp.
**Scenario 2: Unsuccessful Hostage Escape**
**Player1:**
*Player1 seizes Player2, intending to use him as a hostage. Aiming a pistol at Player2's head, Player1 orders everyone to stay back.*
**Player2:**
*Player2, still in distress, seizes an opportunity and attempts a headbutt.*
Player2 rolls an action dice (scores 15), failing to break free.
**Player1:**
*With Player2's unsuccessful attempt, Player1 retaliates. Aiming back at Player2, a bullet pierces Player2's skull.*

**1.4**
**Severe Wounds:**