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The History of Y'amra Tia - Printable Version

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RE: The Jaguar Tribe (Updated) - Y'amra - 10-24-2015

Jaguar Tribe - The Story So Far: Recent Events

The past few months for the tribe have seen some short, but major events take place, but their day to day life has not changed much. Rikke commands the direction of the tribe, as it has always been. The members of the Rahzarr Kahl, Amra, Zhet, and Hime continue to hunt across the realm, whether for practice or for gil, their exploits take them all over Eorzea. Good standing with the Adventurer's Guild in Limsa affords them hunt priority for large beasts and monsters in La Noscea as well. Aldgoat attacks became more aggressive, resulting in increased patrols by both the huntresses and the Tia. A new development was seen in the form of a Mamool Ja raiding party spotted in the jungle. Their only sighting resulted in Amra being shot twice with heavy arrows, and tumbling to the bottom of Red Mantis Falls. He has since recovered, but the group of beastkin remain at large. 

Tension came to a head when Undai, chieftain and Nunh of the N tribe, requested that Rikke and Ashake enter Aldgoat grounds for a feast, and negotiations to once again attempt to settle their dispute. Rikke, sensing a trap, offered an alternative plan, inviting the N tribe elders to the Jaguar camp under the condition that the Aldgoats were not to be harmed in any way. This meeting did not go well, and a challenge was issued by Rikke. Traditional Seeker combat. A bout of strength, between Rikke and whoever the N tribe chose as their champion. If Rikke emerged the victor, the Aldgoats would cease all hostility immediately, and Undai would step down as Chieftain and Nunh, and a temporary replacement decided by the Elders until the three N tribe Tia could commence the Trials of Nunh. If Rikke lost... The Aldgoats would claim Jaguar lands as their own, and the entire Y tribe would move to the more hostile northern parts of La Noscea. 

Tamu, Undai's daughter and one of the fiercest fighters the Aldgoat have to offer, was chosen as champion to fight against Rikke. The bout was fierce, the fight bloody, but the struggle ended with Rikke's triumph. For now, the Aldgoats have respected the terms of that challenge, but Rikke has maintained a stare of alert amongst the Jaguar, a keen eye watching for unexpected retaliation. 

Meanwhile, increased activity from the Castrum in Eastern La Noscea saw Amra and Zhet investigating the Garlean stronghold. They didn't get very far before they were captured by the Imperial garrison, along with two others who were also present. Both hunters managed to escape, and for now, all seems to be at peace, though Amra has been working unofficially with a new group once or twice a week, and returns home to the jungle bearing new wounds and scars. He doesn't let this distract himself from his duty as Rahzarr Kahl, however.

Rez Aria was a man who knew how to procure things. Having good relations with most privateers and not-pirates, he always kept a fair price and oftentimes smuggled certain things over borders. Nothing too illegal, Rez was always certain to keep just to the right of the Rogues,  but that crate of fruit or something plundered from some ruins wasn't bad. Recently he's had some dealings with a crew that was cut worse than the rest. Rez hadn't dealt with them, knowing what kind of people they were, but they've taken to a keen eye to the Miqo'te Sky Captain. It was just talk at the moment, but Rez knew the threats would be coming.


RE: The Jaguar Tribe (Updated) - Y'amra - 10-24-2015

The following is a standard battle system to be used during tribe RP hunts, currently in a trial basis. 

Jaguar Hunts - Battle System 2.0 -

Changes: 
-Adjusted roll window to have more clearly defined boundaries.
-Adjusted all HP and damage values to be more concise. 
-Adjusted HP values for individual player roles for a greater sense of realism.
-Added in variable changes to monster health and damage for a greater sense of realism.
-Changed the name of "hit" to "glancing hit" in roll tables.
-Removed Elemental DOTS system
-NEW: Added Vulnerability debuff.
-NEW: Added in Dodge mechanic.
-Changed "Enmity Hit" mechanic
-Added enmity values to healing roll window.
-Added "Potent Heals"

The Jaguar tribe hunts monsters great and small, creatures with power beyond what a single Hunter could bring down alone. This may take the form of a single monster, or multiple. In all cases, the fight will be handled using a turn-based roll system. 
Each attending player, and the monster, will begin the fight with a finite amount of HP. The health of the enemy will be adjusted depending on the amount of hunters involved.
The current ratio (to be adjusted as needed) is 5 HP for tanks, 4 HP for melee DPS, and 3 HP for ranged, casters, and healers. The monster will have varried HP based on monster type and number of hunters present. (A Behemoth with 4 hunters present will be more resilient than an Imp with 2.)

There will be other factors involved in the fight beyond HP, but we'll get to those later. For now, the most important part is that most fights will play out with each player rolling for their hit, and then typing out a post accordingly. 
Instead of rolling against the enemy, the player's attack will hit or miss depending on the 'roll window'. The roll windows are as follows:

0-50: Critical miss. Rolling a 50 or below will result in your attack being countered, and the character suffering 1 damage. 
51-200: Miss. No damage is taken to either the player of the monster. 
201-500 Glancing Hit. Your attack was successful, and the monster takes 1 damage. 
501-900: Solid Hit. The attack is successful, and the monster takes 2 damage. 
901-1000: Critical Hit. You have struck an extreme hit to the monster, and deal 3 damage. 

The monster's attacks will take one of two forms. The first is a single target attack against a specific player, in which case the roll window will be the same. NOTE: Roll window and damage may be adjusted for specific monsters. (A dragon may hit harder than a wolf, but be easier to avoid)
The second is an AOE attack (occasionally accompanied by a debuff) that will have an alternate roll system. The monster will roll for attack, and all players within range (as judged by the DM) will roll to avoid the damage. Highest roll wins. 
NEW: Dodge. Instead of attacking, a player can choose to take a defensive stance. This will grant them a +250 boost to all monster attacks against them until it is their turn again. Flavor text will vary on this ability, obviously. A Paladin may choose to hunker down behind his shield, while an archer may nimbly dodge an attack. 
The monster will also have the ability to apply debuff at the discretion of the DM. During any attack accompanied by a debuff, the targeted player (if struck by the attack) will then roll to see if they are hit by the debuff. The roll window is as follows:

0-500: Debuff taken. 
501-1000: Debuff avoided. 

The debuff list is as follows:
Poison: A single target only debuff. The affected character will take 1 damage at the end of their turn every round until incapacitated, or the debuff is removed. 
Bleed: Circumstantial. Certain monsters will have the ability to inflict Bleed on a player. The affected player will take 1 damage at the end of their turn every round until incapacitated, or the debuff is removed.
Petrifaction: A single target or AOE debuff. Affected players will be unable to attack for one round. 
Blind: An AOE only debuff. Affected players will have a 200 point deduction to their roll for one turn. 
Vulnerability: Single target or AOE. All attacks against the character will score an automatic 200 bonus.
Paralysis: Single target or AOE. The affected characters will have their roll window adjusted as follows for every attack until the Paralysis is removed or wears off. Paralysis lasts for 3 rounds. 
Paralysis Roll Window:

0-50: Critical Miss. As normal. 
51-200: Miss. As normal. 
201-700: Glancing Hit. The monster takes 1 damage. 
701-1000: Solid Hit. The monster takes 2 damage. 

These Debuffs can also be applied to the monster situationally. Be creative! 

Each character in the game is sorted into the role of either Tank, DPS, or Healer, depending on class. To emulate this, an 'Enmity System' will be present for each fight. 
Emnity and Initiative:
At the beginning if the fight, each player and the monster will roll for initiative to determine the turn order for the battle. Highest first, lowest last. At the beginning of the fight, each player will be given an 'aggro rating' determined by their role. Tanks will start off with 4 enmity, DPS with 3, Healers with 2. The initiative roll will place certain characters above others.  Enmity will determine the player that is most often attacked by the monster during single target attacks. Enmity may shift (as determined by the DM) upon orders or actions being given out or taken throughout the fight. During the initiative roll, the highest rolling character of each roll will gain 1 extra enmity. 

Each attack has the opportunity to generate enmity as follows:

Glancing Hit: 0 enmity gained. 
Solid Hit: 1 enmity gained. 
Critical Hit: 2 enmity gained. 

Note: Tank characters have the choice of turning any hit into an Enmity Hit. They will deal 1 less damage to the monster, but generate 1 more enmity. 

Example: Amra rolls a 692, a Solid Hit. Instead of doing 2 damage and generating 1 emity, he can choose to instead deal 1 damage and generate 2 enmity.
Tank characters can also designate themselves as DPS for the fight, in which case they will not have the ability to use Emnity Hits, and and will begin the fight with 4 hp and 3 emnity. 

Healers (obviously) have the ability to heal people. Casting a healing spell requires a full turn, preventing them from attacking, but they can choose to either send out an AOE heal for 1 HP restoration, or a single target heal for 2 HP restoration. A healing spell has an alternate roll window as follows:

0-100: Failure. The Spell is a bust. 0 enmity gained.
101-900: Success! You healed someone! 1 enmity gained.
901-1000: Critical Heal! The spell heals for double the amount! 2 enmity gained.

AOE Healing spells are limited by range (as determined by your in game effective AOE healing range). Characters outside of the effective range will not be healed. 

Healers also have the option of casting a "potent heal". An AOE potent heal will restore 2 HP, and a single target potent heal will restore 4 HP. However, the healer will be "out of mana" for one turn, preventing them from casting spells while their mana regenerates. 

NOTE: Potent heals can only be cast once per fight, so use them wisely!

Cleansing Debuffs is also an option, and requires one full turn. This is a single target only ability, and the roll window is as follows:

0-100: You fail! (lolhow?) 
101-900: Success! You removed a Debuff.
901-1000: Critical Cleanse! Not only did you remove a debuff, but you can choose a second target to ALSO remove a debuff from!

Combo Attacks. 
It is possible for two characters (or two monsters) to deal a combined attack. In the event of a combo attack, the player initiating the attack must communicate with the player chosen for the combo. The second character will sacrifice their next turn to assist. Both players will then roll, and the combined result will determine the outcome of the attack. Both players will get a chance to post (as determined by the DM), back and forth if necessary, to a maximum of two posts each. 

Interrupts
An interruption may occur in the fight when certain conditions are met (to be determined by the DM). In the case of an interruption, the DM will immediately post in the designated OOC chat channel (default: Party) that an interruption is occurring, and they will then post what the interruption is. This could be a shift in the battleground, a new monster incoming, a sudden attack, a buff applied to the monster, or anything else that may change the dynamic of the fight.