Post by archenstone on Jan 30, 2018 11:24:28 GMT -5
Combat Rules Overhaul
Initiative: is the order of posting. Initiative changes every round depending on the speed of the roleplayers
Round: 1 set of all participants posting. A new round begins when everyone posts or there is a 24 hours gap between posters.
Actions
Attack: All characters can attack using their strength as damage for the purpose of hand to hand combat
Use a technique/power: Use on of your abilities in combat
Dodge: Reserve actions for dodge, the next poster will write in dodges for the first so many attacks based on what was reserved
Use an Item: Items can be weapons, armor functions or utility in nature
Escape: You can flee from combat
Aim: Some guns allow you to aim, essentially spending two speed points to fire and causing your opponent to expend 2 speed points if they want to dodge.
Spray: Semi-Automatic and Full Automatic guns let you 'Spray'. To spray you must invest at least 3 speed points. You can hit an extra person though each person only has to dodge 2 bullets.
Example: I invest 3 points to spray. Instead of only hitting 3 people I can hit 4 and they each take 2 bullets.
Example: I invest 5 points to Spray. Instead of hitting 5 people I can hit 6 and they each take 2 bullets.
Non combative actions: You can do basic non combative things such as talk, motion, or move on your turn. These do not use speed points
Determining Damage:
If the attacks were Physical in nature then each attacks damage is calculated as follows: Damage - Defense = total hp lost
This must be done for every attack. Attack actions can be combined for up to half your speed value rounded down.
If the attack is Mental, Astral or attacks the spirit rather than the body then the damage is calculated as follows: Damage - Spirit = total HP loss
Attack actions can be combined for up to half your speed value rounded down.
When some one runs out of HP they are considered KO-ed but not dead. To kill a character you must have written agreements with the other player or the battle does not get counted and no prizes are awarded.
Damage Types
Physical Damage: Most basic forms of damage.
Impact: Damage caused by blunt objects, slam attacks and falling
Slashing: Damage cause by a sharp edge in a cutting fashion
Piercing: Damage cause by a penetrating type of a attack like stabbing or bullet fire
Environment Damage
Fire: Extreme heat and flame
Cold: Extreme cold/ice
Acid: Acidic attacks
Chemical: Often times chemical will simply mimic another type of damage such as burning or acid. Otherwise its considered Toxic
Toxic: A form of damage that poisons living tissue
Electrical: Damage from electrical sources such as tasers, open wires, lightning etc
Using Actions in a Turn
Every character can make use of the actions detailed above in the post. Each action costs at least 1 speed point though so the more speed you have, the more actions you can do per round. You can mix and match these actions. For example, you may choose to dodge the first two attacks from the next poster that attacks you and do two attacks to him. Now when he posts, he will have to decide how many actions he wants to spend attacking you and how many to reserve for dodge.
Ancillary Rules
To encourage a fun battle experience we ask that you keep the following in mind
No dropping a person below 50% health on the first round. NPCS are the exception to this.
No Killing Characters with out express written approval and notification to the story teller in charge of their area.
Battles between players where one player grossly outmatches the other will not award anything for participation.
Grossly Outmatching means the character can win the match with in 2 posts with no real threat from the other participant.
This will be monitored closely over the next several battles and may see modification.