The thread is Here, but I thought I'd post the Battle system for all the newb ground fighters...and for those of you who haven't had an RP battle in a while....
AGGRESSIVE Stav Kesh / Imperial Knights
**NO HEALING**
BONUS - RE-ROLL FAILED ATTACK
This can only be used once if you are of the bottom 2 ranks, the top 2 ranks can use it twice in a match. You can ONLY re-roll FAILED attacks and you have to use them before your opponent posts or else your opportunity is lost on that turn. Do not delete your post to re-roll, make a new post with the new die roll and post "re-roll".
Emperor/High Lord/Temple Master
weak (4-sided die) 1=miss, 2-4=hit 50HP damage
medium (8-sided die) 1-4=miss, 5-8=hit 75HP
strong (12-sided die) 1-9=miss, 10-12=hit 100HP
Lord/Master
weak (4-sided die) 1=miss, 2-4=hit 40HP
medium (8-sided die)1-4=miss, 5-8=hit 65HP
strong (12-sided die) 1-9=miss, 10-12=hit 90HP
Saber/Ranger
weak (4-sided die)1=miss, 2-4=hit 30HP
medium (8-sided die)1-4=miss, 5-8=hit 55HP
strong (12-sided die)1-9=miss, 10-12=hit 80HP
Apprentice/Journeyer
weak (4-sided die) 1=miss, 2-4=hit 20HP
medium (8-sided die) 1-4=miss, 5-8=hit 45HP
strong (12-sided die) 1-9=miss, 10-12=hit 70HP
DEFENSIVE Mahara Kesh / Division of Sith Alchemy
They will use the "block and counter" method where you have to roll the same die you were attacked with. A successful roll on your part negates the damage done by your attacker and deals it back to them based on your rank.
High Lord/Temple Master
Successful block/counter deals 100% damage back to the attacker.
For example: An aggressive Master uses a D12. Even if he misses, you must roll a D12. If your roll is successful, you take no damage and deal 90HP to him.
Lord/Master
Successful block/counter deals 75% damage back to the attacker.
For those of you bad at math, take the damage that would've been dealt to you and multiply it by .75. Example 90 x .75 = 67.5, so 68HP to them.
Saber/Ranger
Success deals 50% damage back to the attacker (that's half) smilies/icon_biggrin.gif
Apprentice/Journeyer
Success deals 25% damage back (that's 1/4, or x .25) smilies/icon_biggrin.gif
HEALING - 1-50=miss, 51-99=heals 75% of starting health, natural 100 heals 100% of starting health.
BALANCED Kaleth / Imperial Intelligence
**combination of the first 2 styles with no strong attack, but can heal**
High Lord/Temple Master
weak (4-sided die) 1=miss, 2-4=hit 50HP damage
medium (8-sided die) 1-4=miss, 5-8=hit 75HP damage
block/counter success = no damage to you, but 75% damage returned
Lord/Master
weak (4-sided) 1=miss, 2-4=hit 40HP damage
medium (8-sided) 1-4=miss, 5-8=hit 65HP damage
block/counter success (12-sided die) 1-9=miss, 10-12=hit, no damage to you, 50% damage returned
Saber/Ranger
weak (4-sided) 1=miss, 2-4=hit 30HP damage
medium (8-sided)1-4=miss, 5-8=hit 55HP damage
block/counter success (12-sided die) 1-9=miss, 10-12=hit, no damage to you, 25% damage returned
Apprentice/Journeyer
weak ( 4-sided) 1=miss, 2-4=hit 20HP damage
medium ( 8-sided) 1-4=miss, 5-8=hit 45HP damage
block/counter success(12-sided die) 1-9=miss, 10-12=hit, no damage to you, 10% damage returned
HEAL (for all ranks)(100-sided die) 1-75=no heal, 76-99 heals 50% of starting health, natural 100 heals 75%
PADAWAN KESH / SITH ACADEMY
The Temple Master or High Lord will choose upon promotion from the three styles available and will stick with that one for as long as they are in their position.
Padawans/Tyros will use the following until they can be promoted and sent to one of the three temples.
Padawans/Tyros
weak (4-sided) 1=miss, 2-4=hit 10HP damage
medium( 8-sided) 1-4=miss, 5-8=hit 20HP damage
strong( 12-sided) 1-9=miss, 10-12=hit 35HP damage
If you are a non-force user allied to either the Je'daii or Sith, you use the Non-force user system WITH the bonus for allegiance. If you are a fringe character with no allegiances, you use the same system WITHOUT the bonuses
************************************************************
HP per RANK
Padawan / Tyro - 50 HP
Journeyer / Apprentice - 100 HP
Ranger / Saber - 150 HP
Master / Lord - 200 HP
Temple Master / High Lord - 250 HP
Emperor - 300 HP
EDIT - You do not have to be at zero HP to end a fight, you can retreat at any time.
************************************************************
Nonforce;
Beginner- 50HP
Light side allegiance: +10 health
Dark side allegiance: +10 damage on first successful strike
Weak Attack - 4 sided die: 1=miss 2-4=hit. 10HP
Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 20HP
Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 35HP
Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 25 damage
Experienced - 100HP
Light side allegiance: +15 health
Dark side allegiance: +15 damage on first successful strike
Weak Attack - 4 sided die: 1=miss 2-4=hit. 20HP
Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 45HP
Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 70HP
Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 50 damage
Professional - 150HP
Light side allegiance: +20 health
Dark side allegiance: +20 damage on first successful strike
Weak Attack - 4 sided die: 1=miss 2-4=hit. 30HP
Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 55HP
Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 80HP
Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 60 damage
Assassin - 200 health
Light side allegiance: +25 health
Dark side allegiance: +25 damage on first successful strike
Weak Attack - 4 sided die: 1=miss 2-4=hit. 40HP
Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 65HP
Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 90HP
Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 75 damage
Master Assassin - 250 health
Light side allegiance: +30 health
Dark side allegiance: +30 damage on first successful strike
Weak Attack - 4 sided die: 1=miss 2-4=hit. 50HP
Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 75HP
Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 100HP
Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 85 damage
If you don't remember what Temple you're with or what your rank is it's on the first page of the RP Here
Seherak - before you can fight you must choose an affiliation
AGGRESSIVE Stav Kesh / Imperial Knights
**NO HEALING**
BONUS - RE-ROLL FAILED ATTACK
This can only be used once if you are of the bottom 2 ranks, the top 2 ranks can use it twice in a match. You can ONLY re-roll FAILED attacks and you have to use them before your opponent posts or else your opportunity is lost on that turn. Do not delete your post to re-roll, make a new post with the new die roll and post "re-roll".
Emperor/High Lord/Temple Master
weak (4-sided die) 1=miss, 2-4=hit 50HP damage
medium (8-sided die) 1-4=miss, 5-8=hit 75HP
strong (12-sided die) 1-9=miss, 10-12=hit 100HP
Lord/Master
weak (4-sided die) 1=miss, 2-4=hit 40HP
medium (8-sided die)1-4=miss, 5-8=hit 65HP
strong (12-sided die) 1-9=miss, 10-12=hit 90HP
Saber/Ranger
weak (4-sided die)1=miss, 2-4=hit 30HP
medium (8-sided die)1-4=miss, 5-8=hit 55HP
strong (12-sided die)1-9=miss, 10-12=hit 80HP
Apprentice/Journeyer
weak (4-sided die) 1=miss, 2-4=hit 20HP
medium (8-sided die) 1-4=miss, 5-8=hit 45HP
strong (12-sided die) 1-9=miss, 10-12=hit 70HP
DEFENSIVE Mahara Kesh / Division of Sith Alchemy
They will use the "block and counter" method where you have to roll the same die you were attacked with. A successful roll on your part negates the damage done by your attacker and deals it back to them based on your rank.
High Lord/Temple Master
Successful block/counter deals 100% damage back to the attacker.
For example: An aggressive Master uses a D12. Even if he misses, you must roll a D12. If your roll is successful, you take no damage and deal 90HP to him.
Lord/Master
Successful block/counter deals 75% damage back to the attacker.
For those of you bad at math, take the damage that would've been dealt to you and multiply it by .75. Example 90 x .75 = 67.5, so 68HP to them.
Saber/Ranger
Success deals 50% damage back to the attacker (that's half) smilies/icon_biggrin.gif
Apprentice/Journeyer
Success deals 25% damage back (that's 1/4, or x .25) smilies/icon_biggrin.gif
HEALING - 1-50=miss, 51-99=heals 75% of starting health, natural 100 heals 100% of starting health.
BALANCED Kaleth / Imperial Intelligence
**combination of the first 2 styles with no strong attack, but can heal**
High Lord/Temple Master
weak (4-sided die) 1=miss, 2-4=hit 50HP damage
medium (8-sided die) 1-4=miss, 5-8=hit 75HP damage
block/counter success = no damage to you, but 75% damage returned
Lord/Master
weak (4-sided) 1=miss, 2-4=hit 40HP damage
medium (8-sided) 1-4=miss, 5-8=hit 65HP damage
block/counter success (12-sided die) 1-9=miss, 10-12=hit, no damage to you, 50% damage returned
Saber/Ranger
weak (4-sided) 1=miss, 2-4=hit 30HP damage
medium (8-sided)1-4=miss, 5-8=hit 55HP damage
block/counter success (12-sided die) 1-9=miss, 10-12=hit, no damage to you, 25% damage returned
Apprentice/Journeyer
weak ( 4-sided) 1=miss, 2-4=hit 20HP damage
medium ( 8-sided) 1-4=miss, 5-8=hit 45HP damage
block/counter success(12-sided die) 1-9=miss, 10-12=hit, no damage to you, 10% damage returned
HEAL (for all ranks)(100-sided die) 1-75=no heal, 76-99 heals 50% of starting health, natural 100 heals 75%
PADAWAN KESH / SITH ACADEMY
The Temple Master or High Lord will choose upon promotion from the three styles available and will stick with that one for as long as they are in their position.
Padawans/Tyros will use the following until they can be promoted and sent to one of the three temples.
Padawans/Tyros
weak (4-sided) 1=miss, 2-4=hit 10HP damage
medium( 8-sided) 1-4=miss, 5-8=hit 20HP damage
strong( 12-sided) 1-9=miss, 10-12=hit 35HP damage
If you are a non-force user allied to either the Je'daii or Sith, you use the Non-force user system WITH the bonus for allegiance. If you are a fringe character with no allegiances, you use the same system WITHOUT the bonuses
************************************************************
HP per RANK
Padawan / Tyro - 50 HP
Journeyer / Apprentice - 100 HP
Ranger / Saber - 150 HP
Master / Lord - 200 HP
Temple Master / High Lord - 250 HP
Emperor - 300 HP
EDIT - You do not have to be at zero HP to end a fight, you can retreat at any time.
************************************************************
Nonforce;
Beginner- 50HP
Light side allegiance: +10 health
Dark side allegiance: +10 damage on first successful strike
Weak Attack - 4 sided die: 1=miss 2-4=hit. 10HP
Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 20HP
Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 35HP
Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 25 damage
Experienced - 100HP
Light side allegiance: +15 health
Dark side allegiance: +15 damage on first successful strike
Weak Attack - 4 sided die: 1=miss 2-4=hit. 20HP
Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 45HP
Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 70HP
Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 50 damage
Professional - 150HP
Light side allegiance: +20 health
Dark side allegiance: +20 damage on first successful strike
Weak Attack - 4 sided die: 1=miss 2-4=hit. 30HP
Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 55HP
Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 80HP
Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 60 damage
Assassin - 200 health
Light side allegiance: +25 health
Dark side allegiance: +25 damage on first successful strike
Weak Attack - 4 sided die: 1=miss 2-4=hit. 40HP
Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 65HP
Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 90HP
Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 75 damage
Master Assassin - 250 health
Light side allegiance: +30 health
Dark side allegiance: +30 damage on first successful strike
Weak Attack - 4 sided die: 1=miss 2-4=hit. 50HP
Medium Attack - 8 sided die: 1-4=miss, 5-8=hit. 75HP
Strong Attack - 12 sided die: 1-9=miss, 10-12=hit. 100HP
Controlled explosive;
Replaces attack; Dice roll: 10 sided die 1-5 miss, 6-10: 85 damage
If you don't remember what Temple you're with or what your rank is it's on the first page of the RP Here
Seherak - before you can fight you must choose an affiliation