UPDATE!
For the combat system in the next event we will be using rolz.org
Combat rolls: All characters who partake in combat will use this roll system. This applies to Melee, archers and offensive casters.
1D20
1-5: Absolute fail.
Character is heavily injured and downed. Character needs aid to be able to get back into the fight.
6-10: Partial fail.
Character takes single injury; fight continues into next roll. Two rolls like this will result in being downed.
11-15: Partial success.
Character injures the assassin, but the fight continues into the next roll. Two rolls like this will result in the assassin being killed, or incapacitated.
16-20: Absolute success.
Character deals heavy blow to the assassin. The assassin is killed or incapacitated.
Support Rolls: Healers and support characters will use this either exclusively, or in addition to the combat rolls.
Healing/Rezzing.
If in combat
1D20
1-10: Spell fails, assassin interrupts it.
11-20: Spell succeeds, single character is rezzed or injury is healed.
Self-healing follows the same rules. Downed Healers can not self-rez.
Only one character can be healed/rezzed in each roll. This includes self.
Protective Spells.
If in combat.
1D20
1-10: Spell fails, assassin interrupts it.
11-20: Spell succeeds, character is protected/stone-skinned/ect.
Protected characters who roll 1-5 will be injured instead of downed. 6-10 will result in the assassin's attack being deflected; the fight will continue into next roll. Rolls above 10 have the same effect as usual.
A healer/support character can only do either one heal/rez, OR one protective spell per roll. Again, only one character can be protected per roll. Protective spells only last one roll.
If the healer/support character is not in combat, their spells will have a 100% success rate and will not require a roll. They are still limited to healing OR protecting one character per roll phase.
Characters who can fight, and heal/support will roll one combat roll then one heal/support roll per phase. Any character not in combat during a phase will forgo a combat roll.
Outnumbered Combat Rolls!
Any character taking on two assassins at a time will use these altered combat rolls.
1D20
1-10: Absolute Fail.
11-15: No one is injured; fight continues.
16-20: Injure one assassin; fight continues. Two rolls like this downs one assassin.
This instance can only occur if a character who was fighting an assassin is downed, and is not rezzed in the following roll phase; thus, causing their assassin foe to seek a new target.
“Trump Card†Characters!
Special NPCed characters who can only be used once during the whole battle.
So far, we have Pyralis Targaryen and Hahs'to Jakkya. They can't OOCly be available for this, so they gave me permission to use their characters as trump cards. More may be added later if anyone who can't OOCly show up offers it.
Pyralis can shoot an arrow to save someone from the consequences of a fail roll, and in turn, cause one injury to their assassin foe. If the one who uses his card is a healer/supporter, their heal/support spell for that phase will have a 100% chance of success. He will then disappear into the forest to find a tavern, or something.
Hahs'to is a pugilist. He can be used to occupy an assassin for one roll phase. This can allow a healer/supporter to have 100% spells success during that phase, or be used to help any character who has to take on two assassins at once. After his use phase, he will be knocked out. I am so glad he doesn't ever come to the RPC site XD
In order to use a "trump card" character, you need to OOCly ask me during the event. I will likely allow it, I just want to make sure they don't get used for something silly.
Trump Card Abilities!
As a special way of allowing everyone a bit of customization based on their character's unique skills, everyone can choose a single trump card ability that their character can use once. The ability can grant a simple effect. For example, Kiht's will be a harpoon throw. She can throw it to injure and interrupt an assassin that is attacking another character. This ability can only be used once during the whole event.
Everyone can make one of these for their characters, but I only ask that you keep it limited in effect, and relatively believable.
Anyone who wants to run a trump card ability by me, may do so. I know most of your characters pretty well, so I can help you choose one if needed.
For the combat system in the next event we will be using rolz.org
Combat rolls: All characters who partake in combat will use this roll system. This applies to Melee, archers and offensive casters.
1D20
1-5: Absolute fail.
Character is heavily injured and downed. Character needs aid to be able to get back into the fight.
6-10: Partial fail.
Character takes single injury; fight continues into next roll. Two rolls like this will result in being downed.
11-15: Partial success.
Character injures the assassin, but the fight continues into the next roll. Two rolls like this will result in the assassin being killed, or incapacitated.
16-20: Absolute success.
Character deals heavy blow to the assassin. The assassin is killed or incapacitated.
Support Rolls: Healers and support characters will use this either exclusively, or in addition to the combat rolls.
Healing/Rezzing.
If in combat
1D20
1-10: Spell fails, assassin interrupts it.
11-20: Spell succeeds, single character is rezzed or injury is healed.
Self-healing follows the same rules. Downed Healers can not self-rez.
Only one character can be healed/rezzed in each roll. This includes self.
Protective Spells.
If in combat.
1D20
1-10: Spell fails, assassin interrupts it.
11-20: Spell succeeds, character is protected/stone-skinned/ect.
Protected characters who roll 1-5 will be injured instead of downed. 6-10 will result in the assassin's attack being deflected; the fight will continue into next roll. Rolls above 10 have the same effect as usual.
A healer/support character can only do either one heal/rez, OR one protective spell per roll. Again, only one character can be protected per roll. Protective spells only last one roll.
If the healer/support character is not in combat, their spells will have a 100% success rate and will not require a roll. They are still limited to healing OR protecting one character per roll phase.
Characters who can fight, and heal/support will roll one combat roll then one heal/support roll per phase. Any character not in combat during a phase will forgo a combat roll.
Outnumbered Combat Rolls!
Any character taking on two assassins at a time will use these altered combat rolls.
1D20
1-10: Absolute Fail.
11-15: No one is injured; fight continues.
16-20: Injure one assassin; fight continues. Two rolls like this downs one assassin.
This instance can only occur if a character who was fighting an assassin is downed, and is not rezzed in the following roll phase; thus, causing their assassin foe to seek a new target.
“Trump Card†Characters!
Special NPCed characters who can only be used once during the whole battle.
So far, we have Pyralis Targaryen and Hahs'to Jakkya. They can't OOCly be available for this, so they gave me permission to use their characters as trump cards. More may be added later if anyone who can't OOCly show up offers it.
Pyralis can shoot an arrow to save someone from the consequences of a fail roll, and in turn, cause one injury to their assassin foe. If the one who uses his card is a healer/supporter, their heal/support spell for that phase will have a 100% chance of success. He will then disappear into the forest to find a tavern, or something.
Hahs'to is a pugilist. He can be used to occupy an assassin for one roll phase. This can allow a healer/supporter to have 100% spells success during that phase, or be used to help any character who has to take on two assassins at once. After his use phase, he will be knocked out. I am so glad he doesn't ever come to the RPC site XD
In order to use a "trump card" character, you need to OOCly ask me during the event. I will likely allow it, I just want to make sure they don't get used for something silly.
Trump Card Abilities!
As a special way of allowing everyone a bit of customization based on their character's unique skills, everyone can choose a single trump card ability that their character can use once. The ability can grant a simple effect. For example, Kiht's will be a harpoon throw. She can throw it to injure and interrupt an assassin that is attacking another character. This ability can only be used once during the whole event.
Everyone can make one of these for their characters, but I only ask that you keep it limited in effect, and relatively believable.
Anyone who wants to run a trump card ability by me, may do so. I know most of your characters pretty well, so I can help you choose one if needed.
Some may wonder what Xydane will be doing. I figure that he would like to play out the scene where his character goes one-on-one against the assassin leader. He will -not- have to use the roll system in that one vs one fight. His knights, however, will be able take part in our fights as long as they are used sorta like trump cards. In this case, Xydane will be in control of what they do, and when to use them.
If at any point, he wishes for his main man to join the fight against enemies other than the leader, he will use the roll system with us.
I know this may seem like a lot to remember, but I will go over it again when we start the event on Sunday. I will also GM/DM the event, so I will keep track of everything. I will also decide which assassins attack who.
Also, the system may seem to give us a towering advantage, but do keep in mind that there will be things occurring that none of you would likely expect. If we win, everyone will likely be grateful for the "trump cards".
If there are any questions about anything, or suggested changes to the combat system, let me know on this thread or send me a PM.
The event is Sunday, the 18th, starting at 2:00pm PST. <-----------------
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I will be on at 1:00pm PST to do preliminary stuff. There may be chatter on the LS at that time, but nothing super important. I ask that everyone starts preparing at 1:30pm; I would like to start at 2:00 sharp. The event may take a while.