2. basic info
style, arts, system, opponents here
This is a casual non-intensive military last-man-standing role play. You are a contestant in a futuristic no-holds-barred battle royale, whisked into a lost world, with the object being to be the last surviving challenger. Your rewards will be high if you survive to the top spot.
I will be your host, and as such, shall also become your game master.
Battle takes place 1 vs 1, one at a time, with the winner receiving a rank upgrade as well as moving up on the ladder.
Along with your opponents, there are 3 DiVAS whom are very powerful and must be defeated in order to proceed, the order in which you will challenge them is randomized. All battles utilize the dice according to the following system:
Class
S = 1000 HP, Damage = Three 20 - Die
Class
A = 500 HP, Damage = Four 10 - Die
Class
B = 300 HP, Damage = Four 8 - Die
Class
C = 200 HP, Damage = Three 6-Die
DiVAS have 10% bonus base stats, meaning their HP is 10% higher than normal and damage does 10% more than normal.
Note that armor cannot exceed 100% in any case.
Armor = Damage Reduction percentage, for each point of armor (0 - 100), you receive that much damage reduction rounded to the nearest whole number (For example,
A71 = Armor (71% damage reduction)
Action!
At the start of the battle, I shall designate one opponent as player 1, the other is player 2. Player one shall roll first according to their rank, on their attack roll,
you must state if you are targeting your opponent or their armor
Note that damage to armor is dependent upon rank as per the following:
C Rank = Absolute Armor damage (damage roll = damage to armor)
B Rank = Damage roll does 75% damage to armor
A Rank = Damage roll does 50% damage to armor
S Rank = Damage roll does 25% damage to armor
As you rank-up, your armor becomes more effective at blocking damage anyway.
Therefore, should an S rank attack their opponent's armor and perform 40 damage from their roll, their opponent's armor is only reduced by 10.
This is to prevent high numbers from demolishing armor too quickly.
A typical summary will look something like this
Quote:
Player One
Rolled 4 10 sided dice (7, 8, 4, 6)
"I will smite you!" ( rolled 25,
A40 =
15 DMG)
Player Two
Rolled 4 10 sided dice (8, 9, 6, 5)
"Is that all you've got?" ( rolled 28,
A35 =
18 DMG)
Player One:
50 --&
35 HP
A35 Additional Info, bonuses, defects, enchantments if any.
Player Two:
50 --&
32 HP
A40 Additional info, bonuses, defects, enchantments if any.
Hp Bar =
100%, 99% - 75%, 74% - 50%,49% - 26% 25% - 0%
The above states player1 received a total of 25 from his die roll, taking into consideration the opponent's armor (40), player one dealt 15 damage to their opponent.
Player two dealt 28 points of damage, because player 1 had 35 armor, his damage was reduced by 10 (9.8, rounded to the nearest whole number) for a total of 18 damage.
Note also that there is a chance random events will occur, as per the following table.
1 Player 1 Critical hit next round ______________6 Player 2 stunned next round
2 Player 1 gains 10% armor________________ 7 Player 2 loses 10% health
3 Player 1 gains 10% health________________ 8 Player 2 gains 10% health
4 Player 1 loses 10% health________________ 9 Player 2 gains 10% armor
5 Player 1 stunned next round________________10 Player 2 Critical Hit next round
The number to the left corresponds with that possible outcome.
There is a 25% chance of any of these occurring. first I shall RNG 1 - 100 during one summary. If the roll is between 26 to 100, I will skip a random event roll the next summary. Should 1 - 25 hit, I will roll 1 - 10 on the next round with that number being the fortune (or misfortune) that which occurs for that round. I will then skip a random event roll for the next summary.
When one occurs it shall be edited into that summary after determining which event occurred.