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 DAMAGE, PROTECTION and STATUS

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Ody
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Ody


Posts : 66
Experience Points : 192
Reputation : 0
Join date : 2018-12-04

Character sheet
Health Points:
DAMAGE, PROTECTION and STATUS Left_bar_bleue500/500DAMAGE, PROTECTION and STATUS Empty_bar_bleue  (500/500)
Shield Points:
DAMAGE, PROTECTION and STATUS Left_bar_bleue100/100DAMAGE, PROTECTION and STATUS Empty_bar_bleue  (100/100)
Armor Percentage:
DAMAGE, PROTECTION and STATUS Left_bar_bleue5/5DAMAGE, PROTECTION and STATUS Empty_bar_bleue  (5/5)

DAMAGE, PROTECTION and STATUS Empty
PostSubject: DAMAGE, PROTECTION and STATUS   DAMAGE, PROTECTION and STATUS EmptySun Mar 15, 2020 4:23 pm

DAMAGE


Damage is any change in a thing, often a physical object, that degrades it away from its initial state. There are few type of damages used in Relays & Reapers game.

Kinetic Damage is type of physical damage delivered by most gun weapons that use micro-scaled mass accelerators. Kinetic Damage normally deals 100% of its value against shields, but it is reduced by percentage of Armor's Damage Reduction. The advantage of this damage type is being used at range.

PHYSICAL MELEE DAMAGE
Melee Damage is used in close combat range, at 1 square. Melee Damage is reduced by Armor's Damage reduction. Melee Attacks travel at lower velocities, thus they are not registered by Kinetic Barriers | Shields.

Slash Damage is type of physical damage delivered by swords. The advantage of this damage type is being capable of causing bleeding status, which is damage over time directly to health, ignoring armor's damage reduction, so it is highly recommended against targets with flesh, like organics, but not against non organics. Initial damage is still subject to armor's damage reduction, only bleeding damage ignores armor's damage reduction and prevents regeneration while it lasts. Bleeding lasts number of rounds that equal's attacker's strength modifier minus target's constitution modifier.

Bludgeoning Damage is type of physical damage delivered by hammers. The advantage of this damage type is being capable of causing stagger status, which prevents the target from acting for a period of time. This period lasts number of turns that equals attacker's strength modifier minus target's constitution modifier.

Piercing Damage is type of physical damage delivered by knives, spears. The advantage of this damage type is being capable of causing armor penetration, reducing target's armor by 5% per attacker's strength modifier minus 5% per target's constitution modifier. Vulnerability lasts for 1 round but it can stacks with itself. It cannot reduce Armor's Damage reduction bellow 0%.



Last edited by Ody on Wed Apr 01, 2020 11:24 pm; edited 1 time in total
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Ody
Admin
Ody


Posts : 66
Experience Points : 192
Reputation : 0
Join date : 2018-12-04

Character sheet
Health Points:
DAMAGE, PROTECTION and STATUS Left_bar_bleue500/500DAMAGE, PROTECTION and STATUS Empty_bar_bleue  (500/500)
Shield Points:
DAMAGE, PROTECTION and STATUS Left_bar_bleue100/100DAMAGE, PROTECTION and STATUS Empty_bar_bleue  (100/100)
Armor Percentage:
DAMAGE, PROTECTION and STATUS Left_bar_bleue5/5DAMAGE, PROTECTION and STATUS Empty_bar_bleue  (5/5)

DAMAGE, PROTECTION and STATUS Empty
PostSubject: Re: DAMAGE, PROTECTION and STATUS   DAMAGE, PROTECTION and STATUS EmptyTue Mar 31, 2020 12:26 am

PROTECTION


Damage is any change in a thing, often a physical object, that degrades it away from its initial state. There are few type of damages used in Relays & Reapers game.

Kinetic Damage is type of physical damage delivered by most gun weapons that use micro-scaled mass accelerators. Kinetic Damage normally deals 100% of its value against shields, but it is reduced by percentage of Armor's Damage Reduction. The advantage of this damage type is being used at range.

PHYSICAL MELEE DAMAGE
Melee Damage is used in close combat range, at 1 square. Melee Damage is reduced by Armor's Damage reduction. Melee Attacks travel at lower velocities, thus they are not registered by Kinetic Barriers | Shields.

Slash Damage is type of physical damage delivered by swords. The advantage of this damage type is being capable of causing bleeding status, which is damage over time directly to health, ignoring armor's damage reduction, so it is highly recommended against targets with flesh, like organics, but not against non organics. Initial damage is still subject to armor's damage reduction, only bleeding damage ignores armor's damage reduction and prevents regeneration while it lasts. Bleeding lasts number of rounds that equal's attacker's strength modifier minus target's constitution modifier.

Bludgeoning Damage is type of physical damage delivered by hammers. The advantage of this damage type is being capable of causing stagger status, which prevents the target from acting for a period of time. This period lasts number of turns that equals attacker's strength modifier minus target's constitution modifier.

Piercing Damage is type of physical damage delivered by knives, spears. The advantage of this damage type is being capable of causing armor penetration, reducing target's armor by 5% per attacker's strength modifier minus 5% per target's constitution modifier. Vulnerability lasts for 1 round but it can stacks with itself. It cannot reduce Armor's Damage reduction bellow 0%.

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https://n7smasseffectrp.forumotion.com
Ody
Admin
Ody


Posts : 66
Experience Points : 192
Reputation : 0
Join date : 2018-12-04

Character sheet
Health Points:
DAMAGE, PROTECTION and STATUS Left_bar_bleue500/500DAMAGE, PROTECTION and STATUS Empty_bar_bleue  (500/500)
Shield Points:
DAMAGE, PROTECTION and STATUS Left_bar_bleue100/100DAMAGE, PROTECTION and STATUS Empty_bar_bleue  (100/100)
Armor Percentage:
DAMAGE, PROTECTION and STATUS Left_bar_bleue5/5DAMAGE, PROTECTION and STATUS Empty_bar_bleue  (5/5)

DAMAGE, PROTECTION and STATUS Empty
PostSubject: Re: DAMAGE, PROTECTION and STATUS   DAMAGE, PROTECTION and STATUS EmptyTue Mar 31, 2020 12:35 am

STATUS


In role-playing games, a status effect is a temporary modification to a game character’s original set of stats that usually comes into play when special powers and abilities (such as talents) are used, often during combat. The term status effect can be applied both to changes that provide a character an advantage (increased attributes, defensive barriers, regeneration usually called buffs), and those that hinder the character (decreased attributes, incapacitation, degeneration usually called debuffs).

Prone character cannot attack, use a talent or move for 1 round. Melee attacks against prone characters receive +5AB, while range attacks receive -5AB. To resist Knock Down the defender makes a d20 roll modified by the better of his|her strength and dexterity bonus. If the attacker meets or beats the defender's roll, the defender is knocked down and receives Prone status. Knock Down roll is further modified by the size category, favoring larger creatures against smaller. For every category the roll is modified by 5.

Panic is a sudden sensation of fear, which is so strong as to dominate or prevent reason and logical thinking, replacing it with overwhelming feelings of anxiety and frantic agitation. This status applies to character that fails will save. For 1 round the character is unable to act in anyway way.

Force is any interaction that, when unopposed, will change the motion of an object. A force can cause an object with mass to change its velocity (which includes to begin moving from a state of rest), i.e., to accelerate. Force can also be described intuitively as a push or a pull. In our game Force is measured in squares opposed by target's category size and negated by Shields and Barriers. Biotic talents are the usual (but not limited to) ways of manipulating the Force. For every square traveled, the target receives 100 Bludgeoning Damage. If target hits a solid object like a wall it receives +100% damage. If the target hits another target, initial target receives +50% damage, and new target is subject to the remaining Force that initial target would continue if it did not hit.

POWER COMBOS
Power Combos allow synergy between talents which allows a strong and powerful effect. All power combos require two different varieties of powers be used: a source and a detonator. The source power determines which of the four power combos will be triggered, and the detonator triggers the combo and causes the explosion. Some powers can fulfill both roles.

Bio Primed status allows targets to be detonated by a biotic talent. The result triggers biotic explosion, dealing 1000 biotic damage +5% per Detonator's Wisdom Modifier in 1 Square Radius.

Shock Primed status allow targets to be detonated by a tech talent. The result triggers tech burst explosion, dealing 1000 electrical damage +5% per Detonator's Intelligence Modifier in 1 Square Radius.

Burning Primed status allow targets to be detonated by a tech talent. The result triggers fire explosion, dealing 1000 fire damage +5% per Detonator's Intelligence Modifier in 1 Square Radius.

Frozen Primed status allow targets to be detonated by a tech talent. The result triggers cryo explosion, dealing 1000 cold damage +5% per Detonator's Intelligence Modifier in 1 Square Radius.

Additionally a Frozen target is unable to act in any way and receives double damage from melee attacks, and any force used against frozen target is doubled.

Chilled status slows character down by the amount described in Cryo Blast. Chilled targets also deal reduced damage.

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PostSubject: Re: DAMAGE, PROTECTION and STATUS   DAMAGE, PROTECTION and STATUS Empty

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