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[Game Over] Star Wars Mafia: Jedi vs Sith


VERTi60

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The eight Duel is alive! The wise masters of the Jedi Council have selected these duelists:

OrangeP47 (Kazth Yuuilre) as Champion

Voe (Hermit volDergar) as Sith

 

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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: AttackDefense, 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:

  1. 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.
  2. 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).
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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).
  8. 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.
  9. 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.
  10. In case you have questions or see a mistake, PM me asap, later changes won't be accepted.
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