Jump to content

VERTi60

Full Moderators
  • Posts

    4,254
  • Joined

  • Last visited

  • Days Won

    27
  • Donations

    0.00 USD 

Everything posted by VERTi60

  1. Duel is all setup and ready to start. May the odds be ever in your favor... I mean, Force... Let the Force be with your odds... or something. GL! Turn 1
  2. The eight Duel is alive! The wise masters of the Jedi Council have selected these duelists: Retaliation (Senaviev) as Champion Voe (Hermit volDergar) as Sith How to Duel: The Duel is broken into Turns, each turn consisting of Attack and Defence phase. When your turn begins, you are the attacker and the opponent is defending, then your opponent's turn starts, he's attacking, and you're defending. You can only call actions during the attack phase though, so you have to think ahead too. Besides Health and Force Points, there are now three more attributes that control the Duel: Attack, Defense, and Stamina. Attack value determines your attack value during your attack turn. Defense determines your defense value during your defense turn. When a player attacks, he deals damage based on your attack and the opponent's defense value (DAMAGE = YOUR ATTACK - OPPONENT'S DEFENSE). Note: If the Defender successfully defends against the attacker (his Defence is greater than Attack), and he has an attack value greater than the attacker's defense, he can counterattack back. Stamina is the cost of each attack or defense (no matter the result). Each Duelant starts with 100 Stamina points, and if they run out of Stamina, they can no longer attack nor defend. They need to wait their turn in order to Rest first to regain Stamina. Every time you are attacking or defending, you are also rolling a dice (from 0-10), the dice will ultimately multiply your result. If you roll 0 you will miss, if you roll 10 you will achieve a critical hit. Critical hits can change the outcome of the turn pretty quickly. Dice values will be determined by RAND() function in my tracker. To understand the Duel actions, let's explain these three terms: Ready Stance Form Maneuver Force Combat Action Ready Stance is basically your defining move. If you want to be aggressive, defensive, balanced or resting during your turn, you need to select your Ready Stance first. It will determine your Attack, Defense and Stamina values during your attack and defense phase. There are 4 basic Stances: ##Jedi Ready (-25 Stamina) - gain +5d Attack and +5d Defence: This is your balanced Stance, low cost and providing average attributes for both attack and defense (set as default). ##Defensive (-20 Stamina) - gain +9d Defence: This is your standard Defensive Stance. If you want to stale for time or wear out your opponent from Stamina. ##Offensive (-30 Stamina) - gain +9d Attack: If you want to start aggressively and with a very little chance of OTK your opponent, this is your choice. However, it costs the most stamina. ##Center of Being (+30 Stamina) - rest to gain extra Stamina, you can't attack nor defend. You can't overload your stamina unless you use some sort of Force Action that will allow it. Your Combat skills also help modify the above: With Strength Combat Skill, you get +1 bonus Attack for Offensive Stance and Jedi Ready With Dexterity Combat Skill, you get +1 bonus Defence for Defensive Stance and Jedi Ready With Constitution Combat Skill, you use less Stamina per round by 5 points, and gain extra 5 with Center of Being Form Maneuvers are special moves that grant you extra bonuses for attack or defense during your turns, but also provide a special bonus in case you roll a critical hit, or yield other bonuses. Form Maneuvers are related to seven Forms of Lightsaber combat, each providing a set of Maneuver respectively for strength, dexterity, and constitution. You can advance to next Form to learn new sets of Maneuvers, but only if you win the Duel (so get to it!). For example, a tier 1 Maneuver for a Strenght is "##Disarming Slash" adds extra +1 damage to the Attack formula and also provides a bonus for Critical Hit (when 10 is rolled) to disarm the opponent and gain extra attack turn for the user. During the Duel, you can use each of the learned Force Combat actions ONCE. Unlike the Stance moves and Form Maneuvers, they don't cost stamina but just like Force Night Actions (don't confuse them), they cost Force Points. Although the Combat ones are much cheaper (ten times cheaper for each tier respectively), so you don't have to worry if you run low on Force Points before attending a Duel. However, your timing has to good, since you only get one chance to use each of the Force actions. You can only use one Force combat action per turn. Duel Special Rules: The Duel is an elimination phase where one of the Duelists is declared a winner and one looser. The loser is eliminated from the Game. A winner is determined by the Duel outcome: Last person alive, or in case of unfinished Duel, the player who dealt most damage (not remaining HP). Any Player can surrender at any time (##surrender should do it). Note that by ##surrendering you are dramatically decreasing the chances of your affiliated party to win this game. If neither of the players inflicts any damage to each other (doesn't matter if on purpose or not), they are both disqualified and both eliminated from the Game. For each turn, a player has a maximum of 8 hours to respond (take turn). After that period, GM can pass the turn to another player. Everyone else who is not participating in the Duel is not allowed to post (except for Tutorial of course). If you try to help anyone, you'll get penalized. I reserve the right to change the Duel mechanics in order to balance some issues that might turn up (but not during a live duel). In case one of the Duelist is not available for the whole period of the phase (a total of 48 hours if we count the Night/Rest Phase too), the Duel can be extended by extra 24 hours. I'll only extend it if the said player was excused in advance. In rare occasions, I can allow one of the eliminated players to take place for an occupied player if that player agrees to it in advance. In case you have questions or see a mistake, PM me asap, later changes won't be accepted.
  3. Well let's start now then so you can throw the opening move and we'll just wait for voe to show up in the meantime.
  4. Since everyone voted, is it OK if we start the Duel tonight instead tomorrow? Would anyone object?
  5. [Vote Counted] OrangeP47 voted Retaliation to be the Champion in the Duel! [Vote Counted] OrangeP47 voted Voe to be the Sith in the Duel!
  6. [Vote Counted] Sunflower voted Retaliation to be the Champion in the Duel! [Vote Counted] Sunflower voted Voe to be the Sith in the Duel!
  7. [Vote Counted] Voe voted Retaliation to be the Champion in the Duel! [Vote Counted] Voe voted Sunflower to be the Sith in the Duel! [Vote Counted] Retaliation voted Retaliation to be the Champion in the Duel! [Vote Counted] Retaliation voted Voe to be the Sith in the Duel!
  8. Council Meeting - Day 8 Council Meeting (48 h duration - delays) is where all the public talks will take place, there won't be any fighting during this phase. The purpose of this phase is to discuss and determine who among the Council members are the Sith, and who should be the chosen One to stand up to fight the Sith. And thus, there will be only two options available during this phase: voting for someone who could be the Sith and at the same time, voting for somebody who could be the Champion in order to fight the Sith. Players with most votes will then meet in the Duel. Their identity will be revealed prior The Duel start, but not their allegiance. Each player ##Votes a Champion and a Sith. (they can't be the same player) If the player doesn't vote for a Champion and Sith at all, he/she will automatically be voted for the Duel (as Sith). You can also vote for yourself to be a Champion if you want, but you can't vote for yourself to be Sith yourself. Any player can change their vote anytime they want. The Champion will have the advantage to strike first in Duel, and if he/she wins the Duel, also gain a one time Special Night Action. The Winner of the Duel will be also granted immunity to be voted as Champion next phase (but still as Sith though) and also a new Maneuver Form to learn. Players can also directly ##Challenge themselves instead of voting (only one player at a time for each player, so you can't challenge multiple players for example before your first challenged player replies, and visa versa, a player can't challenge someone else if he/she was already challenged. To challenge a player, you also need at least 1 Champion vote and no Sith votes. The first player who accepts the Duel will initiate a Duel Phase and the Council Phase will be shortened (but not more than 24 hours). In case there is no challenge accepted, the votes will determine who has the most "Champion votes" and "Sith votes". In case of a tie, Dice Roll will determine the outcome. CVC:
  9. Duel is finished, and we know the victor and the defeated. Congratulations to Voe, he will receive a well-deserved rest along with special reward. Right after TheIrishman (Faelyn The Seeker) got struck by the final blow, he showed his true colors. Pure Dark Force was released, and his current hidden identity was revealed: as Sith Lord Ouroboros! This is what is known about this Sith Lord: After the betrayal at the hands of his apprentice which led to the death of his family, Faelyn was consumed in anger and hatred. He gave his all to bring his family back to life, but so far he's only succeeded in a basic manipulation of Midi-Chlorians, granting him a certain level of immortality. Although, he mostly uses this newfound power to keep his apprentice alive as he's subjected to endless torture. The Dark? The Light? They don't matter anymore. He will do whatever it takes to gain enough power and knowledge to revive his family. The destruction of the Sith Lord has brought us closer to solving the present crisis at the Council, but we still have to continue being vigilant, as the Dark Force is still present. The Rest Phase follows right after the Duel (it will last max 22.5 hours from this post) You are all allowed to discuss the Duel outcome. Posting during the Night/Rest Phase is limited, however. Only 2 posts per player are allowed (all major concerns are left to discuss during the next Council Meeting after all). Please, when sending the night actions, follow these guidelines: Don't send me individual actions and changes during the Night, one by one. Send everything you want to do in one PM. The reason is that if you send them multiple times, chances are something will get missed or not resolved properly. It's also taking less time to resolve if it's all tidy. In one Post. So please first think it over and then send. If you do a mistake or think that you want to change something, please, resend the entire PM with all actions. The last PM you'll send will count. If something is not right on your part, I will try to send you a reply to correct it before it's resolved, but only once since I won't have time to correct every detail during this time, even more so if Duel is still taking place. If something is not corrected or mistakes are made, some actions will simply not get resolved. Don't quote private GM communication, whether replies or parts of your PM/Character. Try to send your Night Actions in a timely manner, not 5 mins before next Day starts. PMs that are sent to me less than one hour before Day start might not count due to longer resolving time. The winner of the Duel can't perform any Night Action. You also can't target or contact the Duelist during the Night/Rest Phase Also, remember: Rest is the only Night Action that can't be combined with any other action. If you decide to Rest, you're not doing anything else tonight. By resting you recover a portion of your HP and you fully recover your Force Points. Meditation actions, Learning actions and Holo Communications can't be combined together, you have to select one. When you're Meditating, you can choose one from the Control/Sense/Alter types of Meditation. They are described in your PM. Wisdom oriented players get a bonus here. When you're Learning, you can choose one new Force Orientation from Control/Sense/Alter/Dark, or a combination. Details are described in your PM. Intelligence oriented players get a bonus here. When you want to communicate using Holo Communicator, you need to choose a player that will communicate with you during next Council Phase, if they agree. You can't have multiple Holo Communications open at the same time though, so if your Holo request gets accepted, you can't join another Holo anymore that you received. Charisma oriented players get a bonus here. Your Night Force Actions and Special Actions can be combined with any action from Mediation, Learning, and Holo communication, but you have to pick only one Force Action and one Special Action (if you have more or if you learn more). You also need to watch how much the said night action costs in regards to Force Power, if your cost is higher than you currently have (check the last Day CVC for exact value), your last selected action won't be resolved. If you have any other questions now you can PM me. And don't forget to PM me your Night Actions once you are certain what you are doing, in one PM. Updated Day/Night 7 Ending CVC:
  10. Let the Force be with you! Duel number 7 is ready to proceed! Turn 1 @Voe starts!
×
×
  • Create New...