Jan 15, 2019 18:28:29 GMT -6
Post by Izalie on Jan 15, 2019 18:28:29 GMT -6
♦ EVENT/PVP MECHANICS ♦
♦ Organized Event/PvP Posting Rules ♦
Organized Event/PvP Posting Rules are simple, they describe posting orders and default times to reply, and how one should properly create a PvP battle. In the case of event threads the specific rules of those events are up to the staff members who are creating the event and will be detailed by them in the announcement/sign up thread(s).
When creating a thread for organized PvP please make both an out of character thread and an in-character thread, the out of character should be made by the player whom is going first and should detail the set up and environment and the starting condition of the battle. It should they be agreed to by the other players in the out of character thread, via them posting that they agree. Any arguments for the thread should take place in there and not on instant messengers or in private messages. It is also imperative that the out of character thread has the link to the in-character thread in it after all settings and conditions are agreed upon.
Every Organized PvP thread should have a strict posting order for players. Each time all players are called upon to make a post once, it is known as a round. Once all players have posted or their time to post has elapsed, the round concludes and a judge comes in to determine to landed which blows, and what effects go through.
In organized PvP and Events players have 48 hours to post a reply to the in-character thread in question, and when a dispute is put up in the out of character thread, they also have 48 hours to reply. Don’t always use the full allotted time as it can be perceived as slow playing, which is a punishable offense. If the player doesn’t reply for whatever reason, they accept that their character(s) will be taking all hits allocated and attempted against them, without exception.
Going first: The player that posts first is allowed an additional attack action with their talent in the first round, and an additional special action once per battle (any of the special actions can be chosen at the time of use).
♦ Organized Event/PvP Posting Conduct ♦
Organized Event/PvP Posting Conduct is easy to understand, don’t be a jerk and keep in mind that this is just a game and shared writing experience at the end of the day. Further details are as follows:
The most important part of participating in an event or fighting against another player is the concept known as the social contract. The social contract is an agreement between players to be respectful of each other and attempt to give all sides a fun experience. The social contract is important because just as it applies to you it applies to others, when role playing always keep this in mind, especially when combat begins, and tension can arise from one side losing the battle. Violating this contract and attempting to go out of your way to ruin the days of others with this system will not end well for you. Trying to be clever and denying actions and being passive aggressive is a swift way to get yourself to automatically lose a battle and be viewed as a nightmare to role play with, so simply, don’t do it.
Most Organized PvP fights will have an impartial staff member acting as a judge between the two parties dictating what does and doesn’t hit, in terms of events there will be judges as well but they might also double up as NPC players and can thusly determine which blows would connect with the NPC they are controlling. Naturally the social contract also applies to the player of the NPC in an event.
In terms of how-to role play combat, it is imperative that players write their characters actions using terms such as, “they attempted to punch” or “Character X used their talent, and attempt-ted to hit character Y with Z number of blows from the talent”. This phrasing is important as it provides the judge with the capacity to allow blows to connect or miss in their analysis. In the case that there is no judge between two players, it at least allows your opponent to determine which blows would most likely hit their character. Overall just be respectful, if there is no judge please allow for your character to take some hits, if you dodge everything all of the time, without good reason (such as a high level or plot reason) then you’re violating the social contract. By the same rights that one player should be hit, so to should the others, so it’s not just an unfair one side always get hit.
If you are caught attempting to break any organized Event/PvP rules, on purpose, via evidence or enough circumstantial evidence, the punishment is simple. The character(s) of the rule breaking player in question is hit by the opponent(s) highest damaging move(s) with no damage reduction allowed. This is the baseline for punishment, other punishments will vary and be dictated by staff depending on the severity, argumentative, and general gamey behavior of the accused. If you like to be passive aggressive when told no, or proven guilty of accusations, expect to automatically lose a battle.
♦ Organized Event/PvP Numerical Values ♦
Numerical Event/PvP Values focus on how Aspects interact with each other and how a player can use aspects in their posts to further enhance their characters actions and abilities. The Numerical Values of PvP are separated into three categories, for ease of reading. The categories are, Aspect Values, Special Actions, and Modifiers.
Aspect Values:
Below are the various numerical values associated to Aspects. These are used in addition to the normal Aspect rules when conducting organized PvP.
Characters have VP (Vitality Points) and SP (Stamina Points). A character has an amount of VP and SP equal to the number of points put into each aspect:
In order to recover Vitality Points and Stamina Points a character must not be hit by their opponent for a full round, doing so will allow them to recover Vitality and/or Stamina Points equal to the number of points they have in their vitality and/or stamina aspects.
Using Talents costs stamina equal to the strength of the talent used:
Damage is based on a character’s strength value and is split into two groups, talent damage and non-talent damage. Talent damage is stronger but has a cost associated with it, non-talent damage is weaker but has no cost associated with it. The damage, regardless of group, has a value associated with it based on the points a character has placed into strength.
1 Point: 2 Damage
2 Points: 4 Damage
3 Points: 6 Damage
4 Points: 8 Damage
5 Points: 10 Damage
Non-Talent Damage:
1 Point: 1 Damage
2 Points: 2 Damage
3 Points: 3 Damage
4 Points: 4 Damage
5 Points: 5 Damage[/ul]
Likewise, resilience allows you to decrease damage based on the points allocated in its aspect. The ability to decrease damage like this applies to a number of attacks, per round, equal to the number of points in the resilience the character possesses.
Speed allows a character to make additional attacks with their talent per round.
Special Actions:
In addition to Numerical values associated with Aspects, the Aspects of Strength, Speed, and Resilience allow characters to perform special actions over the course of the battle.
Strength: A character can increase their damage by 5 points.
Speed: A character can dodge 1 attack automatically.
Resilience: A character can decrease damage by 5 points.
Special actions can only be performed a number of times per battle equal to the number of points a character has over an opposing character. For example, character X has 2 points in strength over character Y, this allows character X to, twice in the battle but only once per round, increase their damage by 5.
In the case of more than 2 characters participating in a battle, special actions can only be used against those whom the character has the higher aspect than. For example, character X has 2 points in strength over character Y, this allows character X to, twice in the battle but only once per round, increase their damage by 5, however character X doesn’t have a higher strength then character Z, meaning they cannot increase their damage by 5 against character Z.
Should a character have multiple aspects which have higher points than their opponent, then the character can perform all special actions that apply from those aspects in one round. For example, Character X has 1 point in both strength and speed over character Y, so character X can add 5 damage to one of their attacks and automatically dodge 1 attack in the same round, though in this case due to character X only having 1 point over character Y in both, character X won’t be able to use those actions for the rest of the battle.
A character can only have up to 4 special actions per Aspect, regardless of if the opponent somehow has a 0 in an Aspect or not, and a character can only perform one of each Aspects special action per round.
Modifiers:
Below are descriptions of both positive and negative modifiers, referred to as increases and decreases from here on out for simplicity:
Some talents can give characters a +1 to an Aspect temporarily. In all cases characters don’t gain extra special actions or lose special actions based on increases to their party in this way, those apply only to base Aspect values. The only way to gain increases is through this method, and it caps out at +1, there are no % or multiplicative increases. The following conditions apply to increases:
• A character can benefit from a temporary +1 to Strength, Speed, and/or Resilience every round should they desire.
• A character can only benefit from a temporary +1 to Vitality and/or Stamina every other round.
• Giving a +1 to an aspect costs 2 SP.
• Having +1 to Strength provides the character with +2 damage for talent and +1 damage to non-talent attacks, up to a maximum of 10 and 5 damage respectively. This increased damage applies after normal Resilience is calculated.
• Having +1 to Speed allows a character to perform an extra talent attack action.
• Having +1 Resilience allows a character to negate damage from an additional attack.
• Having +1 to Vitality grants a character temporary VP equal to the number of points they have in the Vitality Aspect, Maximum 10. These points are deducted first before a characters normal HP is.
• Having +1 to Stamina allows a character to perform a talent attack with a strength equal to or under the characters stamina value (maximum 5) for “free”.
Some Talents give a character a temporary -1 to Aspects, in this case the following conditions apply:
• A character can only having each Aspect affected by -1 once per round, and these temporary effects only last for one round.
• A character can only have their Vitality or Stamina Aspect decreased once every other round.
• Decreases are to a minimum of 1 for the Aspect point.
• Decreasing strength makes the characters attacks deal less damage.
• Decreasing Speed makes the character capable of one less talent-based attack. Should the character have done more than is now allowed, due to the decrease, they will be refunded the Stamina points it cost to use a talent-based attack.
• Decreasing Resilience will mean a character won’t be able to negate as much damage per attack.
• Decreasing Vitality will only ever lower an opponent to 1 VP and will only ever lower the VP amount by 10 temporarily.
• Decreasing Stamina will only increase the cost of a talent-based attack for an opponent by 2 SP.
• Talents and species whom have abilities that inflict what could be called status conditions, paralysis, sleep, mind control, etc. can only activate every other round and also only last for one round.
♦ Miscellaneous Rules ♦
Rules that do not fit into the above categories or are added as EA develops are written here.
• Non-talent teleports may only be used once per round.
• Beverages are ‘consumables’ that can be purchased to increase your character’s aspects temporarily in battle for one round. Only two Beverages may be brought into a thread at a time. Beverage aspect increases may not be used at the same time as Talent aspect increase of the same type. For example, you may not use both a Talent mechanic that increases speed and a Beverage that increases speed in the same, but you may use a Talent mechanic that increases speed and a Beverages that increases Vitality in the same post. A Beverage may not push a single aspect above 5.
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Organized Event/PvP Guide (c) Special Snowflake
table by Nightwing™
[/div]table by Nightwing™