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  • #116
    KSebataine
    Participant

    Rules for special events will be posted here.  Feel free to leave your own ideas… we just might use them.

     
    Prank wars
    As the name might suggest, this is just a fun set up to allow people to relax and have a bit of fun.  You might not have realized this yet, but Tarel and I (Men’na) are both pranksters, and love a good joke.  This is a fun way to let that side out a bit more.

    Basic set up

    Each prankster (or team) emotes what they do to set up the prank, and what the prank is designed to do.  Then both the prankster and the person the prank is being pulled on roll.  If the prankster rolls the higher number, then the prank was set up effectively and will go off without a hitch.  If the other person rolls the higher number, they catch the prankster in the act of setting up the prank and emote what they do about it.

    Special rules

    1) Pranks can not be set up in such a way as to cause permanent injury or death to the other character.  This is meant to be a bit of fun and joking around, not a way to attack someone.  I don’t care if the other person has agreed- DON’T DO IT!

    2) To help keep things fair, you are allowed to initiate a prank on each other person playing only once with your character during each event.  Everyone will get a chance to prank everyone else.  This helps to make sure that no one is left out completely and no one is being constantly harassed by pranks.  Spread them around.

    3) Multiple people can team up to try and pull a successful prank. (i.e. one runs a distraction, and another sets the prank up)  However, this will only count as the initiator’s turn to prank that person.  In such a case, everyone involved rolls and the highest roll for the “pranking team” will count for the whole team.

    4) Pranks can be set up to go off immediately, or with a delay.  If the prank is a delayed prank, it can be set off at the discretion of the person pulling the prank or as an effect for a particularly bad roll if such an effect is warranted by the person’s actions.  I will be keeping track of what pranks are pulled, so expect some randomness there!

    #121
    KSebataine
    Participant

    Space Battles

    Basic Set up

    Regardless of the class of ship a person is flying, the ship is considered destroyed when the pilot (starfighter) or captain (all others) has lost all of their HP. If your ship is destroyed, it is assumed that you were able to evacuate or eject from your ship in time, or that the ship is simply so damaged that it cannot continue in the fight but is still in tact.  You may RP this if you wish.

    Additionally, if there are multiple people serving on the same vessel, they can protect the ship by shielding and taking some of the damage themselves.  This will use one of their actions.  If any of the supporting crew members looses all of their HP, their station is considered inoperable, and they can not participate in the battle further.  They are still alive, however, and can evacuate or eject along with the pilot/captain.

    It is possible to attack an opponent during battle or to add shielding to your allies, but it is not possible to heal either your allies or yourself, as the ship is what is taking damage and not you.  Either attacking or shielding will take up one of your actions.

    Ships and capabilities

    As in many other battle situations, your rank in the guild affects your abilities in battle; in this case, by controlling the class of ship that you can pilot.  You can, however, always choose to remain with a lower class of ship if you so desire.  They are as follows:

    Initiate: As one still untrained and unproven, you do not have access to a ship of your own and must serve as crew on one of the other ships of Advanced Starfighter or above.

    Acolyte and Apprentice:  May only pilot smaller starfighters with minimal shielding and only lasers and/or smaller missiles.

    Adept and Overseer:  medium size starfighters which have moderate shields

    Lords:  Advanced starfighters with powerful shields

    Archon:  fast freighters, corvettes, and small frigates.

    Darth:  cruisers

    Dark Councilor:  Battle cruisers

    Dark Lord/Lady (Guildmaster):  Battle ship or Dreadnought

    Weapon suggestions

    While you are free to describe your attacks any way you wish, when using lasers, it is often best to have your actions spread over the maximum number of attacks.  If you wish to combine multiple actions into one powerful attack, these are some ideas for such attacks.  Per damage:

    5- laser attacks or blaster cannons

    10- laser cannon, light concussion missile, or ion cannon

    15- laser cannon barrage, turbolaser, heavy concussive missile, or heavy ion cannon

    20- spine mounted weapons, such as rail-gun or turbolaser barrage

    Extravehicular combat

    Since I know some of the regulars well, as well as their favorite tactics in battle I fell the need to add this… since I know it will come up if I don’t.  This is not required, but will remain an option.  This is a valid tactic at least occasionally used by the Mandalorians (see season 3 finally of Rebels for cannon reference if desired.)

    In order to be able to use this tactic, your character MUST be in armor that appears to have the possibility of being hardened to vacuum at the start of the mission.  You must also be in a ship of Advanced starfighter classification or lower with no other members of RoP serving on your ship, as it will require easy exit that will not threaten the lives of your squad-mates.

    If you choose to use this tactic, you will loose half of your remaining HP since you will be loosing the protection of your ship and it’s shields.  You will also loose half of your attack power as you will only be able to use weapons that you can carry on your person.  If half of your attack and remaining HP will result in a half-point, they will be rounded up to the full point.  However, as you will now be a much smaller, harder to hit target, you will be able to /roll 110.

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