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January 13, 2017 at 1:46 am #102KynaneKeymaster
Method: Emote your actions, but never assume success. If you are attacked in return, roll (always use /roll) to defend. If you successfully defend, emote how you avoided the attack. If you failed to defend, emote how you took the damage. What you must roll to avoid being hit depends on your Guild Rank.
Stats
You have a number of actions, action points, hit points, and a defense based on rank. You have 5 actions points per action. You may have multiple actions in a given turn depending on your rank.Actions and Action Points
You can take no more than the number of actions listed for your Guild Rank. You can combine your actions for a single greater effect.Action points are used to manipulate hit points or damage. Depending on your action, they can be spent to heal or inflict damage. When you combine your action, your action points are added together to have a greater effect.
Actions include:
• Attack: You can combine all your actions into one large effect, or you can do individual actions. Each attack uses 5 of your action points. This affects your damage total accordingly. Ex: If you are a Sith Lord with two actions and 10 damage, you can combine your actions into a single massive attack for a total of 10 damage. Or you can do two separate actions at a rate of 5 damage each.
• Heal: If you are a medic or healer, you can use your damage rating to heal instead. Or you can use any of your available actions to do so and each action uses 5 of your action points. Ex: A Lord with 2 actions and 10 action points that is trained in the art of healing can heal 5 damage in one action and then use an action to attack for 5 damage. They might choose to heal 5 point for two separate friendly targets, or the knight could combine all their actions into one to heal 10 points for one target.
• Shield (Heal Variant): Use an action to apply a shield that will absorb up to 5 damage before it dissipates.
• Defend: You can reserve one action to defend another. If you have not had your turn yet, keep track how many actions you use to defend others because this will use up what actions you have left for your turn. If you have already acted and used all your actions, you cannot defend someone else. For example, if you are a Lord, you have 2 actions. You can sacrifice one of your actions to make a Defense roll on behalf of someone else. Your damage maximum is reduced then one step to 5 and you have one action left of your own for your turn. In this case, if you fail your Defense roll, then you will take the damage meant for the one you are defending.
• Support: You can sacrifice one action to support another. This means the target person earns a reroll. You must be able to emote something that would make sense and can provide assistance or protection.
Hit points vary depending on Guild Rank. If you your hit points are reduced to zero or below you are taken out. This is usually described as incapacitated, surrendered, unconscious, etc. Death only occurs if that is what the player intends to happen for their own character.
The value of your defense also depends on your Guild Rank. When you are attacked, you can /roll to defend yourself. If your roll results in equal to or greater than your defense number, you successfully avoid damage.
Guild Ranks
Initiate: Lacks the proper training and reserve for the formal dueling ring. 1 action per term allowed. 5 action points, 10 hit points. Defense is 60.
Acolyte: Is beginning to receive training, and may utilize the formal dueling ring while under the supervision of a superior. 1 action per term allowed. 5 action points, 12 hit points. Defense is 60.
Apprentice: The universal rank for Apprentices (Sith) and Informers (Intelligence,) and Verd’ika (Clan Gra’tua.) It is the baseline for all fighting. 1 action per turn allowed. 5 action points, and 15 hit points. Defense is 55.
Adept: The universal rank for seasoned Apprentices (Sith), Watchers (Intelligence,) and Hunter (Clan Gra’tua.) 1 action per term allowed. 5 action points, and 17 hit points. Defense is 55.
Overseer: The universal rank for highly experienced Apprentices on the verge of taking their Lordship trials (Sith,) Fixers (Intelligence,) and Crusaders (Clan Gra’tua.) 1 action per term allowed. 5 action points, and 19 hit points. Defense is 55.
Lord: The universal rank for Sith Lords (Sith,) Ciphers (Intelligence,) and Ramikad (Clan Gratua.) 2 actions allowed per turn. 10 action points, 20 hit points. Defense is 50.
Archon: The universal rank for senior Sith Lords (Sith,) Minders (Intelligence,) and Jaig Eyes (Clan Gra’tua.) 2 actions allowed per turn. 10 action points, 25 hit points. Defense is 45.
Darth: The universal rank for the Darths of their Spheres (Sith,) Keepers (Intelligence,) and Death Watch (Clan Gra’tua.” 3 actions allowed per turn. 15 action points, 30 hit points. Defense is 40.
Dark Councilor: The universal rank for Dark Councilors (Sith,) the Grand Moff (Intelligence,) and Head Hunt/ress (Clan Gra’tua.) 3 actions, 15 action points per turn, 35 hit points. Defense 35.
Dark Lord: The leader of Requiem. 4 actions per turn, 20 action points per turn, and 40 hit points. Defense 30.
Concepts
Ideas for your character. Try to be consistent with your roleplay and choose one concept, then stick with it across many events.
• Healer: You can take attack actions or heal actions. Sorcerers can also use an action to provide a 5 point “force bubble”.
• Damage Dealer/”DPS”: You can take attack actions. Attack an area by attacking once and dividing your damage among targets (minimum of 5 damage per target).
• Defender/”Tank”: You can take attack actions or reserve actions to defend others at a rate of 1 action per defense roll. Powertechs, Juggernauts, and similar may be able to apply a “shield” to friendly targets.
• Cross-role concepts. If you want to play a character that can, for example, both heal and defend first you need to justify this with a reasonable explanation in roleplay. An officer is well within his rights to ask for a clarification or disallow it for a particular encounter. You may find it difficult to find enough available actions to function effectively as both a healer and defender in the same character.Defense
You can roll any number of times in a turn to defend yourself. If you roll particularly well (getting a 100 for example), the officer leading the event can declare all subsequent attacks against you fail until the start of your next turn.When you use a Defend action, you are limited to the number of available actions you have per turn.
Boss Fights
Many bosses can now be built the same way as RoP members. A single opponent built with the abilities of a Dark Lord is strong enough to take on 4 to 8 characters, depending on its ability to heal itself.Vanquisher Battle System Scenario Modifiers
These are all options that may be used depending on the scenario. Never assume any of these are in use unless your event leader says it is so.Air Support/Sith Battlemind: Whether gaining support from a Darth level (or greater) Sith who uses Battlemind, or a non-Force user Darth (or above) is calling in artillery or air support, the Darth in question sacrifices one action for the entire duration of the event in order to allow all participants roll from 1-110 instead of the default 1-100. When this effect is allowed, the effect of Battlemind or military support should be reflected in roleplay narration.
Commanding Presence: Operations are divided into up to 6 groups of 1 to 4 people. If your group has a leader of Archon rank or higher, they can sacrifice one of their actions to provide Commanding Presence to other members in their group. This grants +1 action and +5 action points to one Acolyte or Initiate if you are a Archon. If you are a Darth you can grant an extra action to 2 members instead. And if you are a Dark Councilor, you can sacrifice that action to grant up to all three of your group members a bonus action. Those who benefit from the bonus action must be of Acolyte or Initiate rank.
Dark Lord’s Favor: After a character is Taken Out (hit points reduced to zero or below), those who are described as healers can take an action to give them 5 hit points and return them to consciousness.Dramatic Duel: This is usually used in a duel to the death, such as Obi-wan’s fight with General Grievous, the battle with Darth Maul, and the duels between Anakin and Obi-wan. Double the hit points of those involved in the duel.
Duel: Duels are too fast paced for effective healing. Healing and Shielding are disallowed.
Ionized: The location is flooded with highly charged particles making shields dangerously unstable. Shield actions are not allowed.
Space Battle: The scenario includes individuals in personal starfighters. Shield actions can affect only yourself and no Heal actions can be taken during the conflict itself. Defend actions can still be done as one ship moves to protect another, of course.
Scorching Light: You are in a location steeped in the Light Side of the Force. Darkness is burned away, allowing you to take no Heal actions. || Dark Miasma: You are in a location steeped agony or strongly tainted by the dark side of the Force. You are not allowed to take Heal actions.
Unshackled: You are charged up for whatever in-game reason! Double your normal actions and action points!
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