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Post by Kravis Tue Jan 22, 2019 9:08 am

In the Desolation RP, characters are not restricted to working together as a group or alone either. This undoubtably leads to conflict with other characters and with that conflict comes rules. If you have any questions then consult me about this.

1. When you first engage in combat, You will roll for initiative. Whoever wins goes first. (If someone however ambushes you. They attack first.)
2. You will use the roll system when fighting to land attacks.
3. You must score 6 hits/successful attacks to put a person in CRITICAL mode. When in CRIT mode. They can be permanently killed on the next /me as long as you win the roll.
4. If you have 3 or more combantants in a fight and they're helping eachother regardless of 1 v 2 or 2 v 2. You will only need to score 4 hits to put them in CRIT mode. ONE PERSON CANNOT PUT SOMEONE IN A CRIT MODE AND HAVE THE 2ND PLAYER FINISH THEM. BOTH PLAYERS MUST HIT 4 TIMES TO KILL SOMEONE. IF NOT ONLY 1 CAN KILL THEM.
5. If a attacking player matches the roll with someone else (BASE ROLL BONUSES DONT COUNT) then the other player can counter you and it's a guarantee hit. WARNING. IF YOU'RE IN CRIT MODE, THIS CAN KILL YOU.
6. If no admin is present on the server then both partys must have screenshots of all landing hits. Just in case. Don't worry about this since we'll mostly be on.
7. If you do not finish a opponent off and they escape/get away/or whatever. You must track them down. But if you don't find them in a hour. Their hits are reset and you'll have to score 6 attacks again. So you two basically reset your hitspoints.




TOOL QUESTIONS

Stasis can only be used to nullify a incoming attack. But since most attackers are humanoid targets. You can only stop ONE attack unless you have a stasis charger with some charge left on it. Since using stasis on humans drains ALL of the charges.

ALTERNATIVELY, You can use a stasis charge to stop a opponent so you can try and flee. It requires a full charge. If the other player want's to try and stop you from fleeing then they have to beat a roll.

Tier-1 One charge, Can use one time to stop small objects or drain the one charge to stop a humanoid target.

Tier 2 Two charges, can use two charges separately to stop two small objects. Still have to use both charges to stop a bigger target.

Tier 3 aka the last one has three charges that can be fired separately. Use all three charges to stop one attack from a larger target.

Stasis chargers (Items use to fill your stasis module back up fully for each charge.) usually only have 3 reserve charges. You have to waste a action to recharge your stasis to a full charge.

Kinesis acts like a ranged weapon. You still have to roll to use it.




MEDICAL GUIDE IN FIGHTS

Med Packs can be used instantly since they're installed in the Rig. Making fights drawn out. This is out med packs work.

Small = 1 successful attack that landed against you is taken away. So if you were 5 hits to being crit'd. It goes back to 6. Basically nullifying 1 attack. But the item is consumed.

Medium = 2 successful attacks that landed against you is taken away. etc being four hits til you're in crit is up to 6. Item is consumed.

Large = 3 successful attacks that landed against you is taken away. So if you were 3 hits to being crit. You're back to 6 hits.

I hope this isn't confusing. med packs are basically a way to stop successful attacks.



This guide is subject to change as the RP goes on so we can refine this system. I might of missed somethign too since it's almost 11pm.


Last edited by Kravis on Fri Jan 25, 2019 3:24 pm; edited 7 times in total
Kravis
Kravis
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Post by Kravis Wed Jan 23, 2019 10:47 pm

Update.
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Post by Kravis Wed Jan 23, 2019 11:02 pm

Had to update once more.
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Post by Kravis Fri Jan 25, 2019 3:22 pm

Updated with new stasis fleeing mechanics and med packs. Sit tight people. This is going to be some trial and error to figure out. Be mindful that 6 hits is fairly decent because if you get six hits in to crit someone and you crit them. You PERMA-KILL THAT CHARACTER.
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