NOTE: Characters from the ILMB can visit here, and characters from here can visit the ILMB.
Edit: link to PZMB Profiles-->
[X](I'm borrowing this from Todesauge, to make this easier.)
Navigation
1: Welcome
2: Base description
3: Ranks you are here
4: battle system
Ranks: Ranks will be assigned according to dice roll
Private
Corporal
Sergeant
Staff Sergeant
Master Sergeant
Sergeant Major
Lieutenant
Captain
Major
Lieutenant Colonel
Colonel
General
Rank Assignment:
roll one d20 when posting your rp profile on the
Profile Page
Rank rolls come as follows
1-3 = Private
4-6 = Corporal
7-9 = Sergeant
10-12 = Staff sergeant
13 = Master sergeant
14 = Sergeant major
15 = Lieutenant
16 = Captain
17 = Major
18 = Lieutenant Colonel
19 = Colonel
20 = General Currently Unavailable
weapon rank clusters will stay the same
Point Zero Special Forces: (you must ask permission before joining the PZSF)
as the name entails PZSF is special. every special forces soldier will be granted unique weaponry and special abilities, as a consequence special forces members cannot have any NPC support beyond noninvasive help (reloading, repair, medical attention) Any mech users (some exceptions apply) fall under the special forces category and thusly get no support. In addition all PZSF soldiers must inform me of their mechs abilities and weaponry so you may be cleared.
PZSF: Natural Killer, Pokey Finch
PZSF officers:
Maelstrom, Gabriel "Joker" Luxembourg
The battle system:for PC vs PC not PC vs NPC battles
battle is just simple hit or miss system.
Each character has 100 HP
Dice: only for use during battle
one D6
one D10
one D20
Attacking: simply declare an attack then roll a single D6
even=hit
odd=miss
Defending: roll one D6 when attacked
higher than opponent=miss
lower than opponent=calculate damage
Side Note:when rolling
1=critical miss, attacker takes 1 damage + EDM (extra damage modifier)
6=perfect hit, defender cannot dodge, double base damage, EDM remains the same
Calculating damage: roll one D20
the D20 is base damage add whatever the weapons EDM is to the base.Remove total damage from HP
Weapons: weaponry depends on rank
Melee: EDM=1
Pistol: EDM=2
Semi Auto: EDM=3
Explosives: EDM=4
Weapon rank clusters:you can choose any weapon from any rank under yours you aren't obligated to use your ranks weapon
Melee:
Private
Corporal
Sergeant
Pistol:
Staff Sergeant
Master Sergeant
Sergeant Major
Semi-Auto
Lieutenant
Captain
Major
Explosives
Lieutenant Colonel
Colonel
General
Mechs
Point Zero Special Forces (PZSF)
Mechs Currently in Operation
Natural Killer: Pokey Finch
Maelstrom: Gabriel "Joker" Luxembourg
Vehicle: to acquire a vehicle you must be at least rank Sergeant Major
Vehicle attack: roll 1 D10 whatever the number is, is your EDM
Vehicle EDM=1-10
Side Note: when in battle you must include your weapon type
Battle Guidelines for Mechs:
-Each person has 500 Hit points.
-Players will take turns attacking and defending. The person who starts can be determined by several means. Either they are allowed by the opponent, they roll a die, or the place they are in the Rp allows(i.e. "Sano charges at mech no.3, and prepares to bite). <---first attack. The other player of course can defend that(as preemptive strikes are not allowed... yet).
Attacking and Defending:
-When attacking, five 20-sided die are cast by the attacker to determine damage dealt by he/she.
-to defend against an attack, the defending player then rolls one 10-sided die, immediately after the attacking post. If the die comes up as 1-5, the attack hits. If 6-10, the damage is negated, and it is then the defending player's turn to attack.
Aerial defense: if you are attacked while in mid jump or flight, and are hit with that attack, roll a d6 (1-3-5 fail 2-4-6 success) to see if you can keep your balance when you land. if not you will fall over and lose a turn.
Multi damage weapons: Multi damage weapons are weapons that get a secondary chance at doing damage if they hit with the first attack (an example would be obsidians drill lance) as of now they are officially in use and can be acquired if requested.
Using cover: Hiding behind objects in order to defend yourself or to gain a better position is now official recognized as a tactic, however, if you are hiding your opponent can attempt to find you by rolling a D10 and in turn you roll a D10 to hide, each different material has a hiding bonus as do certain locations.
Trees w/o leaves: +1
Tress w leaves: +4
Thin metal building w windows: +2
Thin metal building w/o windows: +5
Thick metal building w windows: +3
Thick metal building w/o windows: +6
Concrete building w windows: +4
Concrete building w/o windows: +7
if a cover area has taken damage they take penalties to the cover bonus.
light damage -1
medium damage -2
heavy damage -3
Bombed out -4
if you get noticed the opponent can choose to attack at which time you get a chance to dodge with an added modifier equal to what it is you are hiding behind. the modifiers are as follows. Damage modifiers do not effect your dodge bonus.
Thin metal: +1
Thick metal: +2
Concrete: +3
Reinforced Concrete: +4
Trees +5
Mech Damage: Mechs that take damage over the course of battle will have more difficulty continuing to fight. Damage causes negative effects on dodging and attacking depending on the location and severity of the damage. These effects come out as modifiers.
Head damage: effects your mechs ability to aim, dodge, detect motion, and detect sounds.
Light head damage: -1
Medium head damage: -2
Heavy head damage: -3
Head Destroyed: -5
Limb damage: effects ability to move, dodge, attack, and grapple.
Light limb damage: -1
Medium limb damage: -2
Heavy limb Damage: -3
One Destroyed Arm: Attack/Defense with destroyed arm impossible
Two Destroyed Arms: Attack involving weapons impossible
Destroyed leg: Dodge 1/2
Two Destroyed Legs: Dodge impossible
Torso Damage: effects ability to regenerate limbs/head and protection of pilot (unless mech has pilot in head)
Light torso damage: -1
Medium torso damage: -2
Heavy torso damage: -3
Torso Destroyed: roll d10 for pilot condition (1-4 unhurt 5-7 wounded 8-10 dead) if mech has a nuclear reactor doll 1d6 (1-2 safe 3-4 radiation leak 5-6 critical explosion) if a reactor goes critical both mechs are destroyed and both pilots are killed.
Special attacks/abilities:
First let me say, I believe that every mech is and should be unique. However, it was difficult for the moderators to let that happen within the bounds of this sense of order. That's where special attacks and abilities come into play.
-A special attack is an attack that can be used in place of(but not with) a normal attack.
-Special abilities can either be inherent OR can be used as power-ups, depending on their effect.
-Power ups are used in the place of an attack as well. No defensive action is needed against a power up.
-A maximum of 5 special attacks and abilities are allowed per mech. However, every mech may start off with 1. For every battle they win, up until 5, they may add a special ability/attack.
MECH ABILITIES
Attack Abilities
Apollo's Revenge: sacrifice 1/2 of your mechs HP to fire a single unavoidable attack which causes up to 10 d20 damage and stuns the enemy for 2 rounds
Black Hole: Sacrifice 450 HP to do an equal amount of damage to your opponent, both mechs roll 1 d6 , (if attacker rolls higher=hit if lower=miss)
Mass Driver: sacrifice 450 HP to do 50x unavoidable unarmed damage (UD is 1 d10)
Meteor Strike: allows 1 d6 attacks during a single round for the weapons standard use cost (can only be used once during a battle)
Panicked Barrage: does 15 d10 damage to your opponents attack arm if your mech is below 50 hp
Sonic Rush: Four 6-sided die are rolled. For each even roll, you get a consecutive attack.
Defense Abilities
A Bell Rings: Allows you to jump into the air out of the way of a single attack roll 1 d6 (1-3=miss 4-6=hit) for a surprise attack on your opponent (cannot be used against unavoidable attacks)
Building Blocks: Allows you to hide in a nearby structure for 1 d10 rounds and allows for 2x HP recover with the "Regear" skill while the structure stands (one use only per battle, cannot be used against unavoidable attacks)
Explosive Dodge-arrhea: Fires all of your mechs boosters adding to your dodge success rate for 1 d10 rounds, all d6 dodge rolls have a 1= fail 2-6=success for rounds rolled.(one use only per battle)
Lunar protector: activates a floating white disk to protect you from melee damage for 1 d20 rounds (one use only per battle, cannot be used against unavoidable attacks)
Saving throw: Allows you to block a single attack with an object on the battlefield by throwing it in the way (cannot be used against unavoidable attacks)
Adjustment Abilities
Hard Edge: doubles attack power of a single solid weapon for 1 d10 rounds (can only be used once during a battle)
Odd Gun Out: if your opponent is using a ranged weapon roll 1 d6 (1-3-5=fail 2-4-6=success) if successful it deals 1 d10 unavoidable damage to them for 1 d20 rounds, you take no damage (can only be used once during a battle)
Power hungry: both mechs roll 1 d6 (if attacker rolls higher=hit if lower=miss) if hit attacker rolls 10 d10. HP lost from defender is transfered to attacker (can only be used once during a battle)
Regear: allows repair of 1 of your mechs limbs if it is still attached to the mech and has not been disabled due to electrical damage. roll 5 d20's to see how many hit points are regenerated for that limb (can only be used twice during a battle)
Solar Love: allows your mech to use the "Apollo's Revenge" skill twice during battle at half the HP cost per shot, your mech is stunned for 1 d6 rounds if skill is used
Passive Abilities
Reinforced: Increase the total hp of the mech by 50. (Stackable)
Deadly Abomination: Increase the number of attack die rolled by 1. (Stacks once)
Extra defense: Decrease the damage taken by this mech by 10. (No stack)
NOTE: Special attacks and abilities WILL NOT be God-like. In order to add an ability or attack, each player must get permission from either Myself, Kenshin, Sara, or Spykr. For example, an ability that adds 1 extra 10-sided die per attack phase probably won't be a problem. However, an ability that adds 3000 HP is an example of overdoing it! That is why order must be obtained in this way.
- Oh, and if anyone wants a Sp. Atk or ability, they must get permission from me first.
(Sorry I mostly just copied this from Todesauge)