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| | How Combat Works | |
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Amai Fade Admin
Posts : 728 Join date : 2016-08-30 Age : 30
| Subject: How Combat Works Sun Oct 23, 2016 5:38 pm | |
| How Combat Works The System: Here at Hajime City, we focus on an honor system. By this, we are trusting our community, our roleplayers to take damage and dodge as they see fit. If you are put into a situation where you should take damage, please do. It makes for things to be interesting. We are all trying to write a story and each person you encounter, in and out of combat, is helping to build it. Thus, we trust you to do what we all love, roleplay~ Let the situation carry and enjoy yourself! Please follow the rules OOC and all will be fine! All damage done within combat is subject to go by specific tiers. It takes 3 of a single tier to raise up to the next. For example: If one is punched with 3 minor blows, it will take the impact of 1 moderate. Information of what all the tiers of damage are, please continue reading. Any other questions, please contact a staff member! Some have asked us about the use of Dice huds or combat huds. We do NOT use Combat huds here at Hajime City in the slightest. If it is agreed upon by all those included in the fight, then so be it. Same goes for Dice rolls. These things are NOT needed for the sake of Fighting here at all. Thank you very much everyone and please continue reading below for more information.
Last edited by Amai Fade on Sat Jan 28, 2017 4:11 pm; edited 4 times in total | |
| | | Amai Fade Admin
Posts : 728 Join date : 2016-08-30 Age : 30
| Subject: Re: How Combat Works Sun Oct 23, 2016 6:30 pm | |
| ~~~~Damage Tiers~~~~ While each creature is still subject to their own resistances, vulnerability, and general threshold before being removed from a fight, these values describe the average strength of an ability, and some examples of their effects. > Minimal - Generally refers to damage which, can hardly be counted as damage. Paper cuts, blisters, bruises that merely sting, lost hair, lost scales, you name it! If it can be waved off by an average person, it probably belongs here. > Minor - Most damage that is not easily ignored, but also not functionally threatening tends to be included here. Small lacerations or cuts, lesser infections and poisoning, significant bruises or burns, even non-threatening stab wounds tend to occur within this range. More often than not, there's faint bleeding involved. > Moderate - Damage which tends to be functionally threatening, such as minor concussions, bone fractures, significant blood loss from cuts or similar wounds, singed nerves, heavier burns, lasting poisons and infections, limb dislocation and the like. > Heavy - Damage which, while functionally debilitating, can still be healed without professional medical attention. This tends to include limb dislocation, significant loss in skin, broken bones, and attacks capable of causing lasting loss in hearing or other senses, or placing someone unconscious such as through drowning or suffocation. > Major - More substantial damage which requires significant medical attention without necessarily risking fatality tends to be included here, such as shattered or lost limbs, heavy blood loss, punctured organs, severe burns, paralysis, heavy concussions, and poisons or infections that result in significant lasting damage. > Severe - Damage within this range tends to refer to things that would ordinarily be fatal** without medical attention, and will unquestionably end an encounter, regardless of a character's durability. Such things cannot typically be achieved by a new residents and are reserved for responsible, well respected inhabitants of the city. ** 'Fatal' damage does not truly exist in Hajime City, as Perma-Death is not allowed. Instead, a character may either choose to be hospitalized for an extended period, or similarly debilitated for a significant amount of time. If you wish to have the character actually killed off, make sure that an Admin is present for this interaction! Remember! Take responsibility for your character's actions! So It is BLATANTLY Clear. The tiers of damage are a 3 to 1 ratio. Here is exactly what is meant: 1 Severe = 3 Majors = 9 Heavies = 27 Moderates = 81 Minors. 1 Major = 3 Heavies = 9 Moderates = 27 Minors 1 Heavy = 3 Moderate = 9 Minor 1 Moderate = 3 Minor
Last edited by Amai Fade on Fri Apr 07, 2017 3:07 am; edited 3 times in total | |
| | | Amai Fade Admin
Posts : 728 Join date : 2016-08-30 Age : 30
| Subject: Re: How Combat Works Sat Jan 28, 2017 4:06 pm | |
| How Healthy Are You?
When one first comes to Hajime City, they are allowed to RP as what is called "Tier 6". This means they have not fully joined the community but they have a health set just as anyone else. In the case of Factions with a "Tier 6", it means that you are not fully in the ranks and thus do not get the perks of the rank just yet due to not being fully apart of it. Upon each update of your character sheet, as well as the initial submission, you will be told what tier your character is in the city. Every new player begins the same, as a Tier 5 upon completing a character sheet. This also includes in any faction they join and in the city itself. Please keep in mind, your highest rank in any faction is the Tier you are! We'll make sure to keep track as best we can but we're trusting you all to keep that in mind and even update us on your sheets when doing updates and upgrades! The Tiers are as followed:"Tier 6" - Health Pool: 1 HeavyHajime City Visitors HCPD Cadette HC Kazoku-Kai Gau HC Shogunate Disciples Nagiyaka Traveler Tier 5 - Health Pool: 1 HeavyHajime Resident HCPD Officer HC Medical Intern HC Kazoku-Kai Shatei HCKH Kindred Yuekina Intern Nagiyaka Resident Nagiyaka Shogunate Elite Tier 4 - Health pool: 2 HeaviesHajime Citizen HCPD Inspector HC Medical Worker HC Kazoku-Kai Kyodai Yuekina Photographer HCKH Seed & HCKH Root Nagiyaka Villager Nagiyaka Shogunate Court Tier 3 - Health pool: 3 Heavies/1MajorHajime Voice HCPD Sargeant HC Nurse HC Kazoku-Kai Kanbu & HC Kazoku-Kai Gashira Yuekina Field Reporter HCKH Sprout & HCKH Thorn Nagiyaka Council Nagiyaka Shogunate Samurai Tier 2 - Health pool: 4 HeaviesHajime Electives HCPD Deputy Chief HC Doctor HCKK Saiko-Komon & HCKK Wakagashira & HCKK Shateigashira Yuekina Writer HCKH Black Lotus Nagiyaka Elder Nagiyaka Shogunate Daimyo Tier 1 - Health pool: 2 MajorsHajime Counsel HCPD Chief HC Head Doctor HC Kazoku-Kai Oyabun Yuekina Chief HCKH White Lotus Head Yokai Nagiyaka Shogunate Shogun Tier 0 - Health Pool [On Average] 1 SevereRaid Bosses
Last edited by Amai Fade on Mon May 01, 2017 1:53 pm; edited 8 times in total | |
| | | Amai Fade Admin
Posts : 728 Join date : 2016-08-30 Age : 30
| Subject: Re: How Combat Works Sat Jan 28, 2017 4:07 pm | |
| !Weapon Damage! [Work In Progress] Since we've been asked a lot lately "How much damage would this weapon do?" I decided to put up an official post about it. The damage amount of a weapon is based upon its Size, Type and overall Specialty! Here's a list of the following things that are allowed for new characters as well as what is restricted. All damage bases will be presented as well as examples of each category. Non-Restricted Items:Blades:- Spoiler:
Small Blade: Examples: Pocket Knives, Glass Shards, Switch Blades, Broken Bottles Damage Type: Slashing and Piercing Damage Tier: Slashing = Minor, Piercing= Moderate.
One-Handed Blade: Examples: Hatches, Butcher Knives Damage Type: Slashing Damage Tier: Moderate
Two-Handed Blade: Examples: Katana, Machete Damage Type: Slashing and Piercing Damage Tier: Moderate Blunt:- Spoiler:
Throwables: Examples: Bottles, Cups, Half-Bricks, Rocks Damage Type: Bludgeoning Damage Tier: Minor
Small Blunt: Examples: Glass Bottles, Solid Brick, Medium Rocks Damage Type: Bludgeoning Damage Tier: Moderate
One-Handed Blunt: Examples: Light/Hallowed Bat, Hockey Stick, Ore, Wooden Sword Damage Type: Bludgeoning Damage Tier:Moderate
Two-Handed Blunt: Examples: Pipe, Bat [Metal and Wooden] Damage Type: Bludgeoning Damage Tier: Heavy [Takes one full post to draw back and one full post to swing.] Fist:- Spoiler:
Pointed: Examples: Cat-Ears, Spiked Gloves Damage Type: Piercing Damage Tier: Minor [Due to how tiny the spikes and puncture wounds are]
Firm: Examples: Knuckle Dusters, Brass Knuckles Damage Type: Bludgeoning Damage Tier: Moderate Restricted Items:Blades:- Spoiler:
Small Blade: Examples: Trench Knives, Sharpened Cat-Ears Damage Type: Piercing and Slashing Damage Tier: Moderate
One-Handed Blade: Examples: Damage Type: Damage Tier:
Two-Handed Blade: Examples: Damage Type: Damage Tier: Blunt:- Spoiler:
Throwables Examples: Molotov, Damage Type: Bludgeoning and Burning** [Please read Augmentations for more info] Damage Tier: Impact: Minor, Burn is 1 minor per round for 5 rounds. [Dont stand in it!]
Small Blunt Examples: Damage Type: Damage Tier:
One-Handed Blunt: Examples: Damage Type: Damage Tier:
Two Handed Blunt: Examples: Damage Type: Damage Tier: Explosives:- Spoiler:
Small Explosives Examples: Damage Type: Damage Tier:
Medium Explosives Examples: Damage Type: Damage Tier:
Large Explosives Examples: Damage Type: Damage Tier: Firearms:- Spoiler:
Small Fire Arm Examples: Damage Type: Damage Tier:
Medium Firearm Examples: Damage Type: Damage Tier:
Large Firearm Examples: Damage Type: Damage Tier:
Extra-Large Firearm Examples: Damage Type: Damage Tier: Fist:- Spoiler:
Pointed Examples: Bagh Naka/Tiger Claws, Katar, Push Daggers Damage Type: Slashing and Piercing Damage Tier: Slashing= Moderate, Piercing = Heavy
Firm: Examples: Cestus Damage Type: Bludeoning Damage Tier: Heavy Whips:- Spoiler:
Small Whips Examples: Crops, Floggers Damage Type: Slashing Damage Tier: Minor
Medium Whips Examples: Cow Whips Damage Type: Slashing and Bleeding** [Please read Augmentations for more info] Damage Tier: Moderate
Large Whips Examples: Bull Whips Damage Type: Slashing and Bleeding** [Please read Augmentations for more info] Damage Tier: Heavy
Last edited by Amai Fade on Wed Apr 12, 2017 6:40 pm; edited 4 times in total | |
| | | Amai Fade Admin
Posts : 728 Join date : 2016-08-30 Age : 30
| Subject: Re: How Combat Works Sat Jan 28, 2017 4:07 pm | |
| !!Augmentations!! [Work In Progress] We've been asked about augmentations for weapons and items and thus, have devised a list of Augmentations and what their secondary features would be based on what they were added to! Please keep in mind, all Augmentations to gear will have to be approved by a staff member either through character sheets or an Augmentation Application which can be done Here. Elemental:Air:Melee: Ranged: Dark: Melee: Ranged: Earth: Melee: Ranged: Fire: "Burn" With the added boost of fire, both melee and ranged weapons gain the ability to burn their target. For the next 2 rounds, the individual will take -1 tier of damage, per round from the initial hit, in fire damage. During the 2 rounds of burn there is the possibility of lighting on fire and thus extending the burn duration. [OOC consent] Gravity: Melee: Ranged: Ice: Melee: Ranged: Light: Melee: Ranged: Lightning: Melee: Ranged: Metal: Melee: Ranged: Water: Melee: "Dampen" occurs with water augmentation or affiliation to melee weapons or physical attacks. This slows character movement for the duration of the scene, or until they've dried out via heat or wind for 2 turns. The hit will be water damage. Ranged: "Drench" occurs with water affiliation or augmentation to ranged weapons. This causes weapons to have a splash zone to them and upon hitting their target, will reach out to cause -1 tier of damage than the initial hit to the surrounding 2 meters from that target. The his will be water damage. Technological:Electric: "Charged": Being augmented to send an electrical charge through the weapon or their ammunition, Electric Augmented weapons gain an added shock to their hit, doing a 1 minor zap. Laser: Being Ranged ONLY, the Laser Augmentation provides a strict +1 tier damage boost. Particle: Plasma: "Sear": Plasma augmented weapons are adjusted to have a coating over them which heats up either by a mechanism in a melee weapon, or upon firing for a ranged weapon. Due to the heat, upon hitting their mark, the individual will take "Searing" damage which adds Fire affinity to the attack, burning the individual in question but also cauterizing the wound upon impact. Specialized:Bleed: "Bleed": Due to Weapon proficiency, one would know how to do extra damage to their opponent and thus adding bleed. For the following 2 turns, a harmed individual would take +1 Minor of damage from bleed. This is the case for both Melee and Ranged Weapons. Crush: | |
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