Seelenlos
Revived Degenerate
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Mechanics
Breakout, use a combination of dice, mathematics, stats for its system. There are four core mechanics that this roleplay uses. Combat, Status, Attrition and Movement. Each mechanic will be broken down. Additional mechanics are also listed.
Combat
The combat system is determined by stats and chance. It is turn based when a player engages an opponent they can select three options: attack, defense, run. Each option requires stamina to use.
For attack, the player can select a weak, medium, or strong attack. The potency of an attack is determined by the strength stat, type, along with chance expressed in this equation:
A = (Strength1 - (Strength2 * 0.5) ) x Type ) + ( Chance )
A weak attack has a higher chance of hitting along with using less stamina but inflicts the least of damage. A medium attack has a moderate chance of hitting and uses an average amount of stamina. A strong attack inflicts a high amount of damage but uses a large amount stamina and has a lower chance of hitting.
Weak:
Stamina Cost - 0.5 Points
Chance - 90%
Damage Modifier - 75%
Medium:
Stamina Cost - 1 Point
Chance - 70%
Damage Modifier - 100%
Strong:
Stamina Cost - 2 Points
Chance - 50%
Damage Modifier - 150%
For defense, the player guards themselves for the turn. The opponent’s attack is halved which is expressed through this equation:
AD = ((Strength1 - (Strength2 * 0.5 ) x Type ) + ( Chance ) ) * 0.5
For fleeing, the chance for the player to escape is determined by speed and chance.
F = (( Speed1 - ( Speed2 * 0.6 ) ) + ( Chance )) * .01
Stats
Stats are the core of most mechanics in this roleplay there are eight categories: Health, Speed, Strength, Charisma, Stamina, Determination, Skill and Luck.
Health: Determines how much damage your character can take before dying.
Speed: Determines your movement and flee chance.
Strength: Determines attack.
Stamina: How long a player can travel.
Charisma: Determines how well you can persuade characters.
Determination: Gives resistance to damage & fatigue.
Luck: Increases chance.
Skill: Determines how well you can craft.
Each player is given thirty points to spend on each stat. Each stat has a maximum of ten points.
Movement
Movement is determined by speed each player can most a certain amount which is expressed through this equation:
MP = (Speed + Stamina) /2
Movement is affected by the type of area a player covers. If the area is plain the player suffers no penalty. If the area is classified as rough the cost of movement is doubled. If the area is classified as harsh the cost is triple. If it is classified as impassable the player cannot move there. Movement consumes stamina the cost is one for plain, and so on.
Attrition
Attrition determines the survival of your players. While one may survive a battle they may die later of frostbite or starvation. The survival of the player in the long-term depends on their ability to acquire food & stay warm and survive.
Each player has three bars to maintain hunger, health, warmth. Each bar is out of twenty as each day passes they gradually decline; with the exception of health and stamina which is equivalent to the stat number. The rate they decline depends on movement points:
If a player has zero movement points left they lose three hunger & warmth points.
If a player has one movement point they lose two hunger points.
If a player has more than three movement points they lose one hunger and warmth point.
If the player’s hunger or warmth bar goes to zero they suffer penalties. For hunger, the player loses three points per day. For warmth, the player loses five points per day.
Day Cycles
Day Cycles are equivalent to when everyone has posted. When everyone has posted and spend a few movement points a day passes.
Inventory / Items
Players are allowed to carry ten items in their inventory. There are several types of items they include, food, fuel, clothing, misc., and weapons.
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