Xeforce/rpgmode

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RPG Mode is the name and short way of playing Dragonball: Xe-Force roleplay with a more tabletop RPG approach: using stats, dice and a sense of progressing using the server's featured skill-slots system. RPG Mode is different to RP and focuses more on enabling PvP and PvE events that would otherwise have to be fully scripted stories to work; it is not mandatory and you are free to be RP-Mode only when you create your character.

Important Resources

Character Sheet / Stats / Build Guide

Name Short
Name
Default Value Level-up Increment Purpose
Health HP 1200 +200 Health (HP) is the primary resource for a character's lifeforce. It is lowered when taking damage and when it hits zero, the character is knocked out or worse (circumstances determining). Healing increases it.
Ki KI 325 +25 Ki Energy (KI) is a resource pool used in activating special moves, transformations and auras. There are no ill effects when it drops to 0 however you cannot use or maintain moves or transformations that use Ki if you cannot pay its cost. Ki can be gained through active combat.
  • You gain Ki points equal to 20% of the damage dealt to an opponent and damage dealt to yourself; when you are the attacker, you only gain Ki if the attack costs no Ki to use. You gain the same amount of Ki even if the attacks damage is reduced by actions taken or passive resistances.
    • Dealing 120 damage to an opponent gives you 24 Ki. Taking 80 damage from the opponent's attack gives you 16 Ki.
Stamina STA 325 +25 Stamina (STA) is a resource pool used for advanced defensive and movement options, particularly guarding, vanishing and certain escape/counter moves. If a character's Stamina is reduced to 0, they will be unable recover from Hitstun until they regain at least 300 Stamina points. Stamina recovers each turn you did not use Stamina-consuming actions.
  • A character recovers 10% of their maximum Stamina (rounded up) during a round they do not consume Stamina. (10% of 300 is 30).
Power POW 60 +10 Power (POW) is a stat that determines the base damage or scale of a particular attack or skill. The higher your Power is, the more damage you deal, the more healing you might grant, greater hitstun on attacks and anything else that a skill might reference in its description.
  • POW * Skill_Mult = Effect_Scale. Read Skill descriptions carefully to what this stats affects and how much.
Technique TEQ 10 +10 Technique (TEQ) is a stat that adds to your attack/skill-check roll as a modifier. The higher your Technique is the more likely you are able to hit foes or succeed in using difficult skills or action checks.
  • d100 + (TEQ or AGL) = Attack/Skill-Check result (TEQ reflects a Skill check whereas AGL reflects a reflex check).
Agility AGL 10 +10 Agility (AGL) is a stat that adds onto your attack/skill-check rolls when targeting specific foes but also increases the target number requires for an enemy to hit you.
  • 50 + your Agility = your Evasion rate This value is what the opponent needs to meet or beat for attack rolls to land.

Combat Flow / Rules of Engagement

Initative (Pre-Battle)

First determine which character goes first:

  • Each player rolls d100 + their_Agility: The one with the highest result goes first. In the event of a tie (same result), the one with the most Agility wins, then whoever rolled first.
    • You may also opt to let the opponent go first as well, this requires no rolls.
  • Both characters are able to take up a stance. Attacking or Defensive, before any turn takes place.
  • All characters start with full HP and Stamina and 300 Ki. They may also activate 1 Transformation/Aura if they can afford it.

When it is your turn

You can do up to two the following actions (except when specified):

  • Move closer (Ranged to Melee), Move away (Melee to Ranged).
  • Attack or target an enemy/ally with a skill, action or item when you are in range to do so.
  • Speak (Free action, can be used before, during and after taking an action)
  • Change active stance (Free action when going from Defensive to Offensive stance, normal action cost to go into Defensive stance)
  • Activate a Transformation or Aura (Auras cost one action, whereas Transformations cost both actions)
  • Raise Guard

When it is not your turn/someone else's turn

You can perform any of these actions in response to your opponent, when appropriate:

  • Immediately Raise-Guard (only when in Defensive Stance).
  • Use Dodge-Guard to nullify damage taken at the cost of 50 plus 20% of the total damage Stamina damage (150 HP damage becomes 80 STA damage).
    • Or use Block-Guard to reduce damage taken by 50% plus 20% of the total damage as Stamina damage.

When the opponent puts you into Hitstun:

  • Consume Stamina points equal to the Hitstun value to break out of Hitstun and perform any other off-turn action.
    • Or use an Evasive Skill (usually worth 300 Stamina) to use that skill's effect and rid yourself of all Hitstun effects.
  • Attempt a recovery check: Roll d100 + (STA) = The result is deducted from your character's Hitstun value, if that becomes 0, you can perform actions again.
    • (You may also pay any amount of Stamina to add to your roll to recover faster)

The primary objective of Combat / Hitstun, 1More and Followups

The primary objective of Combat is to bring your opponent's HP down to 0..

  • If you land a clean hit on an opponent using your Attacks/Skills and they do not use resources or skills to break their Hitstun or knockback immediately; you trigger a mechanic known as 1More, enabling you to perform one additional action without the opponent being able to respond (especially if they are under the effects of Stun/Knockback).

Hitstun is key to creating openings for follow-up attacks and using Skills with long-cast times without being interrupted.

  • If the opponent is affected by Hitstun/Knockback, they gain a Hitstun Value appropriate to the attack that inflicted it and the attacker's 1More bonus. The cheapest way to get rid of Hitstun value is the Hitstun recovery roll (d100 + STA). Depending on how high the Hitstun value is, it may not be possible to recover in a single turn without spending some Stamina or using an Evasive Skill to break it immediately.
    • Every extra attack the opponent deals can inflict even more Hitstun value, granted the majority of the value was from their 1More bonus, but extended follow-ups combined with bad recovery rolls can lead to high combo counts. But then again, as long as you do not use Stamina in your Hitstun recovery rolls, you can also get Stamina back.
    • You can't pay Stamina to speed up Hitstun recovery rolls if your Stamina was reduced to 0. And you won't be able to do so until your Stamina becomes usable at 300 Stamina points.
    • You get one recovery roll for every action your attacker takes. If they use an attack or action that knocks you out of range and requires them use a movement action to get back into range, that is one Hitstun recovery roll you can take without taking damage.
  • Inflicting Hitstun/Knockback on a foe is not just useful for follow-up attacks, so long as the opponent cannot react to you for one action you can use it to activate items, use skills that heal or buff you and your allies or even just buy time to recover (like Stamina). Create distance with knockback to buy more time for yourself by forcing your opponent to use ranged attacks or have to move back to your position to attack in close-quarters.

Specific Scenarios

Clashes

When a character uses a special move, the defender may attempt to use a similar move in order to counter-act it. When the two moves collide it becomes a 'Clash', a contested effort to overwhelm the other. At the moment there are only three clash variations: Phys vs Phys (Rapid CQC), Beam vs. Beam (Beam wave struggle) and Phys vs. Projectile (Holding back the Bomb).

Clash rules

  • For a clash to occur, the Defender must use a skill of similar type to the attacker that is not a basic move (Meteor Clash the skill works, Quick or Strong Attack basic moves do not). The defender must not be under the effects of Hitstun, Knockback or any other action-restricting effects in order to use a clash.
  • Both players make a Contest check: d100 + TEQ/AGL + KI.
    • The most appropiate stat between TEQ and AGL is used, based upon the move used.
    • Each player can wager a certain amount of Ki points and add them to their roll, up to 100 points per round. You cannot gain Ki from clashes if you spend any amount of Ki that round. Wagering Ki energy is not mandatory.
    • A Clash can go no longer than three rounds, the winner of the clash is decided by whoever manages a 100 point lead (100 or more than your opponent) or the highest result after three rounds.
      • An optional 'draw' rule requires one character to make a 50 point lead or better, or the clash resolves as a draw, pushing both opponents back to far distance

Giant Combat (WIP)

Sometimes one or more fighters may have a character that is abnormally large, or uses a transformation to become so. This changes the dynamic between the combatants. These rules mostly regard characters who have Giant Status or with properties that grant Giant-like properties. Inversely, a character that is much smaller than the average character are treated as if they were fighting a Giant character (even though the character certainly isn't a Giant).

When a character has 'Giant Status':

  • Giant character gains Giant Armour, most properties affect only non-giants, however sometimes can apply to enemy giants as well.
    • Damage taken is reduced by a factor of 10 (90% damage resistance), remaining damage is dealt equally to HP and Stamina.
    • Vs. Giants: Giant Armour reduces damage taken by a factor of 2 (50% damage resistance), remaining damage is dealt equally to HP and Stamina.
    • Stamina Break: Giant Armour property is inactive when the user's Stamina is dropped to 0 (Stamina break). The user must recover 300 Stamina points to regain this property.
  • POW increases by a multiplier specified by the Skill/Property itself.
  • AGL is modified by a multiplier depending on the Skill/Property itself. (Mostly it is a penalty, but can sometimes be no penalty at all)
  • The Giant character's Evasion Rate is reduced as specified by the Skill/Property. (Usually halved, but can differ)