BATTLE: Matope Battle System

Information about how Matope works, as well as story details that will allow you to participate and RP.
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BATTLE: Matope Battle System

Post by Matope »

WHAT IS A BATTLE SYSTEM?

Sometimes kin do things where it would be a lot more fun if there was a possibility that they could slip up, or sometimes kin have conflicts where they are evenly matched and it's hard to tell who might win. That's where this system comes in. It is a means to leave some things up to random chance and also to give people a chance to build up their characters over time and get more skilled. This specific battle system is designed to be as simple as we can make it without a whole character sheet of things to remember, because as a text based roleplay setting, we know the focus should remain on the words and characters. There is a core base of five stats, one for each type of kin, and this should provide the flexibility to have some random fate scattered into your RP. Read on for how to get started!

WHAT IS A BATTLE?

A battle in the context of Matope is a situation where two kin (or a kin and a non-player opponent) set their strength against one another in a physical scuffle. Some species are naturally more suited to this than others, but it's nothing that effort - and sometimes a bit of luck - can't overcome. When involving players a battle typically has a few main stages, these are the below.

Initiative - This is the first stage, where one player and then the other roll 1d20. This is simply a coin toss of sorts to see who gets to strike first if they choose to, as this could impact who wins.

Action - A kin uses either attack or defense in this stage and can damage the HP of another or protect themselves or a friend from incoming damage.

Response - Their opponent either attacks or defends, updating their health accordingly.

After this we simply return to action and the opponents go back and forth until someone's HP hits zero! That's all there is to it.

OTHER STATS

These will all come into play in other ways with both hunts and prompts; every stat has its role to play.

For more detail please see our example battle thread! - HERE

WHO MADE THIS?

All credit for coming up with our shop battle system breakdown goes to [uid]Baneful[/uid] and we thank her for all her hard work!
Last edited by Matope on Sun Sep 27, 2020 12:13 pm, edited 1 time in total. word count: 402
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Battle Stats

Post by Matope »

STATS AND YOU

First thing you'll need to get battling is to get your stats sorted out for your kin. Don't worry about doing this for all of them; this will be something you can do at any time, so if you want to focus just on the ones you are playing at the moment that is completely fine. Stats are set at a base level for the moment, with slight variation depending on the species of kin involved. For quick reference we will provide the basic stats below, along with the dice rolls they will involve if needed and then below that we will also provide the species specific stats for clarity.

Every species has their own slightly different base stats, please see the post below on this for more information.

WHERE TO START

The next step is to figure out your particular kin's base stats. Keep in mind, you may not want to do this for all your kin to start; you may only grab the stats for those you intend to play in this event. Compare their species to the list below, and then make sure to make note of your kin's stats in their journal or somewhere that suits you to keep track of them.

Base Stats - No Species Bonus
Health (HP) - 40
Attack - Maximum of 14 damage (2d10 -6)
Defense - 14 (1d14)
Intellect - 14 (1d14)
Speed - 14 (1d14)
SPECIES SPECIFIC STATS

Each species gets a small bonus to one stat that represents the strengths given to them by the MotherFather.
Click the spoiler for each species to find their starting stats, written out easily for you to copy.

Acha
HP (+10 HP) - Acha are a hardy race and their desert-travelling stamina serves them well.
Spoiler
Health - 50HP
Attack - 2d10 -6
Defence - 14
Intellect - 14
Speed - 14
Kimeti
Def (+2) With sturdy scales and horns, Kimeti have a strong connection to the swamp.
Spoiler
Health - 40HP
Attack - 2d10 -6
Defence- 16
Intellect - 14
Speed - 14
Kiokote
Speed (+2) Plains dwelling runners, the Kiokote have tremendous speed.
Spoiler
Health - 40HP
Attack - 2d10 -6
Defence - 14
Intellect - 14
Speed - 16
Totoma
Attack (+2 damage added AFTER miss modifier applied, no effect when you miss!) - Totoma are well suited for combat and have a long history of it.
Spoiler
Health - 40HP
Attack - 2d10 -6 +2 (bonus applied after damage, never on miss)
Defence- 14
Intellect - 14
Speed - 14
Zikwa
Int (+2) Emotionally intelligent and with secretive traditions, the Zikwa excel at wit.
Spoiler
Health - 40HP
Attack - 2d10 -6
Defence- 14
Intellect - 16
Speed - 14
Last edited by Matope on Thu Jun 18, 2020 6:53 pm, edited 1 time in total. word count: 425
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Battle Stat Breakdown

Post by Matope »

WHAT DO STATS MEAN?

Health (HP)
Health points represent the overall health pool of a character; once this is depleted they can no longer continue to fight, and beyond a certain injury point they are put out of action for a time. This stat also covers the stamina a character is capable of, whether this be carrying things long distances or simply lasting longer in an event.

Base HP amount for an adult kin disregarding species specific buffs - 40HP

When your kin hits 0 they can no longer continue to fight. If they should go into the minus numbers, this is where they could obtain an injury, and -10 would be the point where they would be out cold and be forced to recover for some time. Please check the specific rules of whatever event you are part of if lasting injury is something a player could opt into. Please note injuries require consent from all players involved! Once a kin hits 0 HP, you cannot continue to attack them without explicit OOC permission.

Attack
Attack is the stat which represents the amount of physical offense a character is capable of, this also encompasses physical feats of strength such as lifting a very heavy log or pushing a large rock. Anything that would take brute strength comes under this particular heading.

Base attack amount disregarding species specific buffs - 2d10 -6

The possible damage range for this goes from 1-14 on the basis of this modifier, also allowing for a range of missing if a player rolls between 1-6 on the dice. The chance an attack can miss is important for 1 vs 1 combat as someone might well dodge an attack or parry it in some way. If it is a miss, dodge or parry we completely leave the flavor text up to player discretion, you are the writer!

Defense
Defense is a stat which represents the amount of defensive ability a character is capable of, this gives them the ability to endure greater damage without taking as much of a hit to their HP. This also encompasses times where a character might find themselves struck by something or fall from a height. Anything that would require endurance comes under this heading.

Base intellect amount disregarding species specific buffs - 14

Dice - 1d14 (no modifier)

Defense is unique in that it can be applied to another person, so it might well be possible in certain circumstances to group up to counter a very strong opponent.

Intellect
Intellect is a stat which represents the amount of intellectual ability a character is capable of. This is their wits and in some cases problem solving, and where applicable can be used against prompts and specific opponents.

Base intellect amount disregarding species specific buffs - 14

Dice - 1d14 (no modifier)

Speed
Speed is a stat which represents the quickness of a character and their ability to nimbly navigate a specific situation. This can also apply to running or racing, or even the accuracy of an action or attack.

Base speed amount disregarding species specific buffs - 14

Dice - 1d14 (no modifier)
Last edited by Matope on Thu Jun 18, 2020 7:08 pm, edited 1 time in total. word count: 516
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