Activity Forums General Information RP Guides Vanquisher Battle System

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  • #98

    Illuminatus
    Keymaster

    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. What you have to 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 Jedi Master 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 knight 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 can not defend someone else. For example if you are a Knight, 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

    Trainee: Lack the proper training and reserve for the formal dueling ring. One action per turn allowed. After orientation or participation in the first guild RP, guild members should be automatically leveled to Veteran. 5 action points. 10 hit points. Defense is 60. Shorthand: 1/5/10/60+

    Veteran: The baseline for all fighting. Veterans represent padawans in training, corporals, sergeants, freelancers and blockade runners. One action per turn allowed, 5 action points. 15 hit points. Defense is 55. Shorthand: 1/5/15/55+

    Expert: Once a padawan, sergeant, freelancer, etc. have experience, the guild member advances to this level. Up to 2 actions per turn. 10 action points per turn (or 5 action points per action). 20 hit points. Defense 50. Shorthand: 2/10/20/50+

    Exemplar: Fully trained Jedi Knights, sergeant majors, privateers, sellswords, etc. These characters know what they are doing! Up to 2 actions per turn. 10 action points per turn (or 5 action points per action). 20 hit points. Defense 45. Shorthand: 2/10/20/45+

    Paragon:  Talented Jedi Knights including a Barsenthor, if used, Temple Knights, Captains, Advanced Operatives, etc. Up to 2 actions per turn. 10 action points per turn (or 5 action points per action). 25 hit points. Defense 45. Shorthand: 2/10/25/45+

    Adept: The realm of Jedi Maters, Temple Knight Captains, and senior officers. Up to 2 actions per turn. 10 action points per turn (or 5 action points per action). 25 hit points. Defense 40. Shorthand: 2/10/25/40+

    Legend: Highest non-leadership position, this rank is as powerful as Magisters. Up to 3 actions per turn. 15 action points per turn (or 5 action points per action). 30 hit points. Defense 40. Shorthand: 3/15/30/40+

    Magister: Base officer rank. Chosen by House Lords. Up to 3 actions per turn. 15 action points per turn (or 5 action points per action). 30 hit points. Defense 40. Shorthand: 3/15/30/40+

    House Lord: Highest officer rank. Chosen by the High Lady directly. Up to 3 actions per turn. 15 action points per turn (or 5 action points per action). 35 hit points. Defense 35. Shorthand: 3/15/35/35+

    High Lady: The guild master rank. Up to 3 actions per turn. 15 action points per turn (or 5 action points per action). 40 hit points. Defense 30. Shorthand: 3/15/40/30+

     

    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. Sages can also use an action to provide a 5 point “force bubble”.
    • Damage Dealer. You can take attack actions. Attack an area by attacking once and dividing your damage among targets (minimum of 5 damage per target).
    • Defender. You can take attack actions or reserve actions to defend others at a rate of 1 action per defense roll. Vanguards 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 VI members. A single opponent built with the abilities of a Grandmaster 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.

    Commanding Presence. Operations are divided into up to 6 groups of 1 to 4 people. If your group has a leader of Major (or Jedi Master) 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 Veteran or Trainee if you are a Master or Major. If you are a Magister you can grant an extra action to 2 members instead. And if you are a House Lord, 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 Veteran or Trainee rank.

    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.

    Dramatic Duel. This is usually used in a duel to the death, such as Obiwan’s fight with General Grievous, the battle with Darth Maul, and the duels between Anakin and Obiwan. Double the hit points of those involved in the duel.

    Duel. Duels are too fast paced for effective healing. Healing and Shielding are disallowed.

    Grandmaster’s Grace. 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.

    Ionized. The location is flooded with highly charged particles making shields dangerously unstable. Shield actions are not allowed.

    Jedi Battlemind/Air Support. Whether gaining support from a Magister level (or greater) Jedi who uses Battlemind, or a non-Force user Magister (or above) is calling in artillery or air support, the Magister 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.

    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.

    Unleashed. You are charged up for whatever in-game reason! Double your normal actions and action points!

    • This topic was modified 8 months, 2 weeks ago by  Illuminatus.
    • This topic was modified 8 months, 2 weeks ago by  Illuminatus.
    • This topic was modified 1 week, 5 days ago by  Illuminatus.

    a.k.a. Lumiani in The Old Republic:

    #473

    Illuminatus
    Keymaster

    New Optional Action: Sacrifice

    When you attack a target and they fail to defend, you do normal damage. However, if you emote how you sacrifice your own health to make a more powerful attack, you may double the damage in exchange for taking half the damage yourself. You cannot inflict more damage than you have hit points remaining, and you may

    For example, Moo’nar makes a single attack at a dangerous enemy Walker and declares it to be a sacrifice action. The walker fails its defense. So, ignoring the walker’s defense turret, Moo’nar recklessly attacks. Instead of 5 damage, he inflicts 10 damage. He also takes 5 of those points of damage. If Moo’nar didn’t have 5 hit points remaining, he could not have made this Sacrifice move.

     

    In another example, Aysha leaps onto a rancor’s head in an attempt to drive her lightsaber through it’s skull. She declares this is a Sacrifice move and that she is combining two attacks into one massive attack, ignoring the creature’s claws. When the rancor failed its defense, she inflicted 10 points of damage (since each action does 5 points and she combined two of them) + another 10 points for the Sacrifice for a total of 20 points of damage done to the rancor. But she must take 10 points of damage herself as the creature shreds her with its claws. If she didn’t have that many points left to sacrifice, she would not have been able to make the Sacrifice move.

    a.k.a. Lumiani in The Old Republic:

    #532

    Illuminatus
    Keymaster

    Quick reference for guild ranks and stats:

    Guild Rank

    • What it means

    Trainee

    • 5 action points. 10 hit points. Defense is 60. Shorthand: 1/5/10/60+

    Veteran

    • One action per turn allowed, 5 action points. 15 hit points. Defense is 55. Shorthand: 1/5/15/55+

    Expert

    • Up to 2 actions per turn. 10 action points per turn (or 5 action points per action). 20 hit points. Defense 50. Shorthand: 2/10/20/50+

    Exemplar

    • Up to 2 actions per turn. 10 action points per turn (or 5 action points per action). 20 hit points. Defense 45. Shorthand: 2/10/20/45+

    Paragon

    • Up to 2 actions per turn. 10 action points per turn (or 5 action points per action). 25 hit points. Defense 45. Shorthand: 2/10/25/45+

    Adept

    • Up to 2 actions per turn. 10 action points per turn (or 5 action points per action). 25 hit points. Defense 40. Shorthand: 2/10/25/40+

    Legend

    • Up to 3 actions per turn. 15 action points per turn (or 5 action points per action). 30 hit points. Defense 40. Shorthand: 3/15/30/40+

    Magister

    • Up to 3 actions per turn. 15 action points per turn (or 5 action points per action). 30 hit points. Defense 40. Shorthand: 3/15/30/40+

    House Lord

    • Up to 3 actions per turn. 15 action points per turn (or 5 action points per action). 35 hit points. Defense 35. Shorthand: 3/15/35/35+

    High Lady

    • Up to 3 actions per turn. 15 action points per turn (or 5 action points per action). 40 hit points. Defense 30. Shorthand: 3/15/40/30+

    a.k.a. Lumiani in The Old Republic:

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