JaqueRabbit

[HH] - Combat System

Dec 29th, 2019
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  1. [Combat System Overview]
  2.  
  3. One Helluva Hotel utilizes a ‘Highest Roller’ Combat System where both parties will roll 1d20 + Combat Modifiers against another Combatant and the Highest Number Wins the Round.
  4.  
  5. The only exception to this is a Low 1/High 20 outcome wherein (before modifiers) a Natural 1 results in Minor Injury to the person who rolled it, and a Nat 20 is a Round Win regardless of the outcome of opposing Roll. If the Attacker rolls a Nat 20, this will result in guaranteed Injury to the Defender. Any Rolls made above 23 will also result in Injury unless blocked by a Higher Roll.
  6.  
  7. Each ‘Round’ will have the ‘Attacker’ Roll, and the ‘Defender’ Roll, and the higher of the two outcomes determines what happens in the round. If the Attacker’s Roll is higher, the Attacker lands a hit successfully. If the Defender’s Roll is higher, they successfully dodge or block. The roles then switch back-and-forth for the following rounds.
  8.  
  9. A single battle will have Multiple Rounds, continuing until one (or both) Parties run out of HP, at which point the character will become incapacitated or die depending on Combatant Type (Casual or PvP).
  10.  
  11. Anything above Ten Points in difference (3 vs 14, 12 vs 22, 5 vs 17, etc) from either Combatant will result in Minor Injury, and may result in a ‘Counter-Attack’ by the Defender if their Roll is above 10 Point Difference. 19 & 20+ rolls will result in Major Injuries, depending on the Combatant Type. A Nat 20 deals two Major Injuries.
  12.  
  13. You may choose to be either a ‘Casual’ Combatant or a ‘PvP’ Combatant while making your profile, which will be reflected on the #combatant-list.
  14.  
  15. --
  16.  
  17. [Casual Combatants]
  18. Casual Combatants can’t participate in Turf Wars or any other ‘Lethal’ kind of battle, which affords them protection against getting severely and permanently injured.
  19.  
  20. This means that any characters under the ‘Casual’ designation may still get into scraps, but may not Hold Territory or drastically harm another player. Any battles they get into will only use the ‘Minor Injury’ table, and not the ‘Major Injury’ table.
  21.  
  22. If someone is using a ‘Casual’ character to antagonize a PvP Character, their Casual designation will be revoked and they are open to being severely harmed/killed.
  23.  
  24. [PvP Combatants]
  25. PvP Combatants can participate in Turf Wars and other bloodbath battles but accept that this means their character is at risk of Severe or Permanent Injury and temporary (1d4 IRL Days) ‘Death’.
  26.  
  27. PvP Combatants will use both the Minor Injury and Major Injury tables during a battle and may retain permanent Scars. PvP Combatants may NOT attack Casual Combatants with intent to kill unless given prior consent by the Typist for the Casual Combatant.
  28.  
  29. Any PvP Combatants found to be abusing this will have their Terf/Territory Revoked and will be forced into the Casual Combatant Designation.
  30.  
  31. --
  32.  
  33. Injuries are split into Two Categories for a Fight which will be reflected in your HP. These categories are Minor Injury and Major Injury. Please utilize the Injury Tables for fairness in a fight, but due to the differences in Anatomy and Powers present in-universe, you may make changes and exceptions as long as they follow the general ‘idea’ of the Injury Rolled. You may not replace a Minor Injury with a Major Injury, or vice-versa, but you may replace a deep cut with a bad burn, or a bruise with a scrape.
  34.  
  35. You may also choose to spare your opponent, which ends the fight, or attempt to Flee.
  36.  
  37. If you are attempting to Flee but your opponent wants to try to stop you, you will make another Round’s Roll to escape. The Escapee and Attacker both Roll using their Combat Modifiers.
  38.  
  39. If the Escapee rolls higher, they successfully escape and the battle ends as a Victory to the other party.
  40.  
  41. If the Attacker rolls higher (within 10 points), the Attempt to Flee is successful but the Escapee takes a Minor Injury.
  42.  
  43. If the Attacker rolls higher (above 10 points), the Attempt to Flee is unsuccessful and the Escapee takes a Minor Injury.
  44.  
  45.  
  46. The Injury Tables are as follows:
  47.  
  48. Minor Injury for things like Bruises, Scrapes, Cuts, Split lips, Black Eyes, etc
  49. <URL to Minor Injury Table>
  50.  
  51. Harmful Injury for things like Major Broken Bones, Loss of Limb, Severe Lacerations, etc
  52. <URL to Major Injury Table>
  53.  
  54. (Note: Depending on the Table, an Injury may result in a Temporary Negative to your Combat Modifier until it heals.)
  55.  
  56. --
  57.  
  58. [Combat Modifiers & HP]
  59.  
  60. Every Character is assigned a Combat Modifier and an HP that is controlled via a guideline. This Combat Modifier will be applied after character approval by the Approving Admin based on the contents of a Character’s Profile, and may be adjusted based on in-server Events such as winning battles or getting injured.
  61.  
  62. Combat Modifiers are calculated by both ‘Static’ stats (the ones included in your character profile) as well as Temporary Modifiers that apply on a situational basis, such as use of a Deadly Weapon or having your arm chopped off.
  63.  
  64. HP is calculated on a number of factors, such as Height, Species, and Battles Won.
  65.  
  66. [Combat Modifiers]
  67.  
  68. In creating a Character's Profile, you assign a Roll Modifier to their being. This single Modifier will be used in a number of different ways, with the most 'Common' being Outcomes of Spars and Fights.
  69.  
  70. Roll Modifiers for Character Profiles are as follows:
  71.  
  72. -2 if the character has previous long-term injuries which affect their ability to fight.
  73. -2 if the character is routinely inebriated/under the influence of some sort of drug.
  74. -2 if the character is an Imp.
  75. -1 if the character's senses are impaired (blind, deaf, impacted by their own abilities, etc)
  76. 0 if the character is a Human-born Demon.
  77. +1 if the character is a Hellborn Demon/Hellhound.
  78. +1 if your character is proficient in unarmed combat
  79. +1 if your character is proficient with blunt weapons that could be non-lethal
  80. +1 if the character has SIGNIFICANT combat experience (must be clearly written).
  81. +2 if the character has useful in-combat powers and abilities.
  82. +2 if the character is currently serving as a member of the Royal Guard.
  83. +3 if the character is currently holding a Territory.
  84.  
  85.  
  86. >[Temporary Roll Modifiers]
  87.  
  88. Certain Situations (such as being Injured, Drunk, or Enraged) will give 'Temporary' Roll Modifiers that last for the Rounds of Combat of a specific situation. Typically, these Roll Modifiers last either as long as the Injury does or as long as the Character is under the effects of whatever's altering their consciousness.
  89.  
  90. Temporary Negative Roll Modifiers:
  91. -2 if the character has lost a limb in-combat
  92. -2 if the character is Temporarily Blinded or Deafened
  93. -1 if the character is Drunk or Drugged for the duration of the Fight
  94. -1 if the character is emotionally or mentally compromised by powers/abilities
  95.  
  96. Temporary Positive Roll Modifiers:
  97. +1 if the character has won 2 or more Battles (this can stack and is ‘semi-permanent’ as its not influenced by the Character Profile but by server engagement)
  98.  
  99. +1 if the character is performing a 'Sneak Attack' / Catching the other combatant off-guard (Determined before combat by Players)
  100.  
  101. +2 if the character is proficient in and is ACTIVELY using Weapons with Lethal Capabilities. (**MUST** have it listed in History)
  102.  
  103. +2 if the character is 'Rampaging' (with a -3 on any consecutive fights in the next 5 IRL days)*
  104.  
  105. NOTES ON RAGING: If a Demon 'Rages' for a Fight, they'll get the +2 Modifier to their Base Stats for the duration of the Fight. Once the fight Ends, they'll take the -3 Modifier to their BASE Stats for the next 5 IRL Days, so a -3 to whatever Modifier they had before the Rage Bonus.
  106.  
  107. A Demon may Rage on Consecutive Fights and apply the +2 over their current deficit Modifier, but will then take the additional -3 from the end of the fight ON TOP OF the current -3. This effect will stack as many times as a Demon Rages until 5 IRL days have passed since their last Rage.
  108.  
  109. !!!THESE BONUSES ARE BASED ON YOUR PROFILE MODIFIERS AND CHARACTER STATUS AS THEY ARE WHEN THE FIGHT BEGINS, YOU WILL NOT BE ALLOWED TO CHANGE YOUR PROFILE IN ORDER TO INCREASE YOUR COMBAT STATS WITHOUT APPROVAL. THE ADMINS HAVE AN EDIT LOG AND ARE ABLE TO SEE THE EDITS YOU MAKE ON YOUR PROFILES. IF YOU ATTEMPT TO EDIT YOUR STATS TO INFLUENCE THE OUTCOME OF A FIGHT YOU WILL BE WARNED AND LIKELY BANNED. DO NOT DO IT!!!
  110.  
  111. Default HP before modifiers is
  112.  
  113. Minor / Min 4
  114. Major / Maj 1
  115.  
  116. Meaning you can take 4 Minor Injuries and 1 Major Injury before you are incapacitated or killed depending on your Character Combatant Type.
  117.  
  118. Other factors of your Character will also determine their HP, such as:
  119.  
  120. Species
  121. Min+1, Maj+1 for Hellborn Characters
  122. Min-2 for Imps/Lesser Demons
  123.  
  124. Height
  125. Min+1 per every Foot above 5’0 (6’0, 7’0, etc)
  126. Maj+1 per 2 Feet above 5'0 (7’0, 9’0, etc)
  127.  
  128. Combat Modifier
  129. Min+2 per every +2 Combat Modifier
  130. Maj+1 per every +5 Combat Modifier
  131.  
  132. Battle Wins
  133. Min+2 per every 3 Battle Wins
  134. Maj+1 per every 5 Battle Wins
  135.  
  136. So a 7’4 Royal Guard Hellborn 6-time Champion would have the Following Stats:
  137.  
  138. (hellborn +1, unarmed proficient +1, blunt w. proficient +1, combat experience +1, combat abilities +2, royal guard +2)
  139.  
  140. Combat Modifier: +8
  141. HP: 23
  142. (Min 19
  143. Maj 4)
  144.  
  145.  
  146. [Injury and Death]
  147.  
  148. With PvP comes the risk of Major Injury and Death.
  149.  
  150. Some Major Injuries will leave a lasting Wound that may need to be either treated IMMEDIATELY by a medical professional to ease the agony and reattach any wayward limbs that come popping off, or will have to slowly heal the longer you stay alive.
  151.  
  152. Things like lost limbs and deep lacerations may take up to 1 IRL Week to heal/regenerate, though the process may be expedited by Just Dying and taking the Respawn Regeneration.
  153.  
  154. Thankfully, in Hell, Death is only a temporary inconvenience unless dealt out by Angelic Weaponry to the Head or Torso! If you run out of HP during a PvP Battle, you will ‘Die’ and will have to roll 1d4 to determine how many IRL Days it takes for your character to Respawn. Upon Respawn, all Injuries are healed and your Character’s body is returned to how it was Pre-Injury and Pre-Death, including the regeneration of all lost limbs.
  155.  
  156. --
  157.  
  158. [Severity of Win]
  159. Severity of Win determines how well your Character did VS the Other Character. A win by something like a 1 or 2 point difference would not be as Strong of a win as a 5+ point difference, meaning that the closer the two Outcome Numbers are to each other, the more evenly matched the pair of fighters were.
  160.  
  161. Severity of Win determines how well your Character did VS the Other Character. A win by something like a 1 or 2 point difference would not be as Strong of a win as a 5+ point difference, meaning that the closer the two Outcome Numbers are to each other, the more evenly matched the pair of fighters are.
  162.  
  163. For example, if the Attacker rolls an 11 and the Defender rolls a 10, the severity of how successful that attack was in-universe would reflect that. Something like an Attacker rolling a 23 and a Defender rolling a 6 would mean that the Attacker went above and beyond and REALLY did a number that round due to the huge difference between a 23 and a 6.
  164.  
  165. --
  166.  
  167. [Minor Injury Table]
  168.  
  169. 01. Black Eye
  170. 02. Sprained Knee
  171. 03. Sprained Ankle
  172. 04. Pulled shoulder
  173. 05. Nasty Bruise
  174. 06. Scrape
  175. 07. Cut on body (needs stitches)
  176. 08. Cut on face (needs stitches)
  177. 09. Busted Lip
  178. 10. Broken Rib
  179. 11. Broken toe/finger
  180. 12. Concussion (temp -1 mod for 24hrs)
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