ChanceCombat Settings
#1
Mutual consent where there's a clear agreement in LOOC towards a particular setting overrules all below: If you both want to Dangerous 2 on your first encounter, go ahead. If you both want to Aggressive 0 on your fifth encounter, go ahead.

You can also make a ticket if you'd like a staff member to middle-man and provide a cap roll based on the following.

INJURIES: Battle, Temporary, Permanent-Moderate, and Permanent-Crippling.
Type /nerfs in-game to view your injuries.

➤BATTLE: After a victory with the aggressive or higher setting, you receive a 3 hour vit debuff. It's a minumum of -10, up to a -25, and can stack. This makes it advantageous to attack an enemy in a group. 
TEMPORARY: Temporary injuries last for around a year and are 10% of your HP. Lax Essence (Alchemy) reduces injuries by 50%, but does not reduce the timer. Healing Potion (Alchemy) heals all temporary injuries at a high resource cost. Medic reduces your injury does by 50% and can be used multiple times.
PERMANENT: Permanent injuries become possible at Danger+. If you get an Injury Roll of 1 in a Danger, you receive a permanent injury of -10 vitality. If you get an Injury Roll of 3 or less in a Deadly, you receive a crippling permanent injury of -40 vitality. A medic can provide surgery and medical attention using a trauma kit (Artificer). Standard trauma kits reduce a permanent injury by 50%, and enhanced trauma kits (requiring Arcanium) reduce an injury by 75%. You can upgrade from the former to the latter.

INTENT: Restrained, Aggressive, Dangerous, and Deadly
RESTRAINED: The combatants are restraining their full magical power, preventing injury.
AGGRESSIVE: The combatants are fighting with the intent to do harm, making temporary injuries a possibly.
DANGEROUS: The combatants are fighting with high levels of force and the intent to do harm, making temporary and permanent injuries possible.
DEADLY: The combatants are fighting with full force and a vicious intent to do harm, fuelled by their history, making temporary and crippling permanent injuries possibly.

CAPTURE ROLL: From 0-6, the defeated automatically rolls for capture. Once captured, you are at the mercy of your opponent and Character Death becomes a possibility. 


DETERMING COMBAT SETTINGS:
If it's a 'first encounter' (as in, your first battle, with no real prior hostile interaction) then a Dangerous 0 is the default, but an Aggressive 0 is also possible depending on combatant preferences. Once hostilities have been established, keep in mind that this likely also extends to each other's group and that conflict is more than a one on one affair, but the weight of the scene, the history, and the context (such as how reckless/dangerous the scene is) should always come into playing to determine Combat Role. This can get complicated, so don't hesitate to talk it out with one another (cordially!) or request a staff member via a ticket to middle-man.
INITIAL ENCOUNTER: Aggressive 0 or Dangerous 0. Requires mutual consent or special circumstances (elaborated further below) to go higher than this. Dangerous is the default.
➤ESTABLISHED ENEMIES: Dangerous 1 suggested, and at least a Dangerous 0. Deadly possible depending on context and history, but either requires mutual consent or staff permission.
➤LONG-TIME HOSTILITIES: You've been enemies for a long time (several weeks or longer OOCly), and you've built up a mutually enjoyable conflict experience with one another. You are satisfied with the plotline and comfortable risking your character as well as any potential outcome. Dangerous 2 suggested, at least a Dangerous 1, and Deadly is also advisable. MUTUAL CONSENT REQUIRED.
➤SPECIAL CIRCUMSTANCE: This might be a plot with planning and intent (such as an assassination after luring someone into a remote place). Or an act of retaliation, for example, an attempt at revenge after the target killed your loved one. Generally it needs substantial plot weight and can mean a much higher Capture Roll. This should almost always be ticketed for unless there's mutual consent.


NOTE: CURRENTLY A WIP. Will be expanded with chain battle, territory influences, and the capture process by the end of the weekend. For now, reference the older combat guide.


CHAIN BATTLING
TERRITORY INFLUENCES
CAPTURE INTERVENTION
EXAMPLE SCENARIOS
Reply
Topic Options
Forum Jump:




Users browsing this thread: 1 Guest(s)