PVP-RP GUIDE: VER.0.1 ALPHA
Player Versus Player Role Play (PVP-RP) is an expirimental combat simulation engine developed for use with the RP Society 8.
1. CHARACTER CREATION
[VITALITY]
PVP-RP uses a location-specific damage system. The general categories are as follows:
-Head
-Neck
-Torso
-Back
-Left Shoulder
-Right Shoulder
-Left Elbow
-Right Elbow
-Left Arm
-Right Arm
-Left Hand
-Right Hand
-Waist
-Left Thigh
-Right Thigh
-Left Knee
-Right Knee
-Left Leg
-Right Leg
-Left Ankle
-Right Ankle
-Left Foot
-Right Foot
A regular human would have 100DP for all categories. Adjust these values as necessary. Armor can also be equipped, and would look like this:
Head: 100/120 (Flesh/Metal)
This would mean that the head has 100DP, and the head armor which is made of metal has 120DP.
Armor can either be independent of each other, or ejected as a set. Armor types used should be defined in the [NOTES] block of the sheet.
[MOVEMENT]
PVP-RP uses a 3-D grid for event staging. The following variables should be present:
-MP: The amount of energy available for movement. Is fully replenished after each round.
-MP Max: The maximum amount of MP available; usually only after all extra equipment is removed. The related command in the Command List will specify how much is gained after dropping the equipment.
Terrain Rating: Defined as letters A-F, as well as Null (-). A gives +0.5MP/Tile, B gives 0.2, C removes 0.1, D removes 0.2, E removes 0.5, F is not traversible, and - has no effect.
-Concrete: Standard urban material. high durability.
-Earth: Soil, clay and other semi-loose terrain. Medium durability, and stops kinetic motion moderately.
-Sand: Loose gravel is included in this. Low durability, but high kinetic arresting quality.
-Void: Empty space. Can be moved through.
-Water: Water stops energy weapons with a large burst of steam, and significantly reduces the effectiveness of ballistics. can be traveled through.
-Swamp: Ankle deep, muddy ground. slows down most types of units.
NOTE: Regardless of terrain rating, each tile requires 1MP to move off. Terrain ratings only modify the cost of moving off the tile.
Some units can have special abilities like hovering, rendering all terrain ratings null.
-Climb Cost: The amount of MP required to climb up one level. Does not necessarily need a wall.
-Climb Max: The maximum amount of tile a unit can go up vertically.
Some skills like wall-jumping and climbing spikes require walls to go beyond the Climb Max, while equipment like thrusters do not require walls.
-Jump Cost: The amount of MP required to jump across a 1-tile gap.
-Jump Max: The maximum amount of tiles a unit can jump across.
[STATUS]
This is where extra variables are defined that do not fit in either Vitality or Movement. There are some necessary ones, though:
-Field of View (FOV): How far the unit can see, in a fan-pattern. Applies to forward vision only, and cannot see if FOV is blocked by a block taller than 0.5.
-Blindspot: How far the unit can see to the left, right and rear.
NOTE: FOV and Blindspot are used for counter-commands during the enemy turn. If the agressor is outside of either range, then the unit will not be able to counter-command. After an attack, the unit can choose to face the attacker or not.
-Critical: This is where you define the critical hit areas. If the part is destroyed, then the condition described will come into effect.
-Inventory: All useable items (including weapons) are to be listed here, along with the quantity.
-Stamina: Can be used for almost any unit. It can act as blood for organics, energy for machines, and fuel for vehicles.
[COMMAND LIST]
Commands can be defined by 2 major categories:
-Active: These commands must be activated during a unit's phase.
-Passive: These commands are activated when certain conditions are met.
Commands can be further defined by order:
-Primary: The majority of commands. take up the entire phase to execute.
-Secondary: A command that may be executed in addition to a primary (only one may be used), or on it's own (up to 3 may be used).
-Tertiary: A command that has no limit on how many may be executed at the same time.
NOTE: If a Secondary command is to be executed with a primary command, the Secondary must be executed first.
Commands in the Command List must have the following parameters:
-Name: The name of the command.
-Type: The type of command. An example would be Active Primary or Passive Tertiary.
-Range: The range of the command, in tiles. Other options are self, -, team and all.
NOTE: Range cannot be counted diagonally (ex. a range of 1-1 is only to the N,E,S and W of the unit, a 1-2 makes the shape expand by 1 tile in every direction).
-Cost: The cost to execute the command. Can use any variable in [MOVEMENT] and [STATUS], but not [VITALITY].
-Condition: Any conditions that must be met in order to use the command.
-Effect: The effect on the target(s) selected. Weapons normally reduce a value in the [VITALITY] block, but can also cause status ailments like EMP, Shock/Daze or Bleeding Out.
-Accuracy: Determines whether the command is executed sucessfuly or not. Refer to the Die Chart below. Burst can be used to describe simultaneous hits, while combo can refer to sucessive hits.
-Descripton: Describes the command and its effects. If the command causes a status ailment, the effect of it must be described here also.
Available Rolls:
d2: 2-sided coin.
d4: 4-sided die.
d6: 6-sided die.
d8: 8-sided die.
d10: 10-sided die.
d12: 12-sided die.
d20: 20-sided die.
xdy: Roll x amount of y-sided dice.
-: No accuracy (100%)
Available Roll Modifiers:
r=x: The number rolled is the number chosen.
r>x: The number rolled is greater than x.
r<x: The number rolled is less than x.
r>x<y: The number rolled is between x and y inclusive.
r=ODD: The number rolled is odd.
r=EVEN: The number rolled is even.
r=x,y...n: the number rolled is either x,y...or n.
r/x: The number rolled out of x are sucessful; normally used for machineguns and shotguns.
[NOTES]
This is where extra variables and values are defined. Also, a brif history or description of the unit can also be added here.
2.HOW TO PLAY
PVP-RP can be divided into turns (team 1 against team 2), moves (each unit's turn), and phases.
Movement Phase: The first phase which you use to position your unit.
Command Phase: Commands are executed in this phase.
Escape Phase: If any MP is left over from the movement phase, it can be spent here, as well as choosing which direction to face.
NOTE:All status afflictions and variable changes resulting from them are taken into account during the beginning of the turn.
3.SAMPLES AND TEMPLATES
Sample Commands:
Guard
Passive Secondary
Range: Self
Cost: Shield DP
Condition: Unit is targeted; Shield must be intact, any overdraft will transfer to Left Arm; Attack is from within FOV or Blindspot
Effect: Attack target directed to Left Arm, Shield absorbs damage
Accuracy: -
Description: Blocks attacks directed towards the front of the unit with a metal shield.
Rifle
Active Primary
Range: 4-6
Cost: 1 Rifle-Ammo
Condition: Line of Fire cannot be blocked by anything higher than 0.5.
Effect: -25DP, -5DP against non-pierce resistant targets
Accuracy: d8r>6 (hit)
Description: A bolt-action rifle, must be reloaded after every shot. Uses piercing ammunition.
Shotgun
Active Primary
Range: 2-4
Cost: 1 Shotgun-Shell, -1Shotgun-Magazine
Condition: Line of fire cannot be blocked by anything higher than 0.5.
Effect: -4DP/hit, deals splash damage behind target in a v-shape (diagonal or linear depending on angle)
Accuracy: d8r/8 (hit)
Description: 12-gauge, pump-action shotgun. Fires rounds in a wide spread. Max. ammo cap 8 rounds. Also deals 1/2 damage to locations directly linked to the target. MP is also rounded DOWN to the nearest interger after the movement phase is over.
OREWA GUNDAAAAMM!!
Active Primary
Range: 3-3
Cost: -50 TRANS-AM, -75GN Particles
Condition: TRANS-AM Active; GN Sword equipped and in sword mode
Effect: -40DP to all locations
Accuracy: d20r>1 (hit)
Description: Multi-slashes the target all over.
Sample Character:
Foot Soldier
[VITALITY]
-Head: 100/100 (Flesh/Metal)
-Neck: 100/25 (Flesh/Kevlar)
-Torso: 100/125 (Flesh/Kevlar)
-Back: 75 (Kevlar)
-Left Shoulder: 100/75 (Flesh/Kevlar)
-Right Shoulder: 100/75 (Flesh/Kevlar)
-Left Elbow: 100/75 (Flesh/Kevlar)
-Right Elbow: 100/75 (Flesh/Kevlar)
-Left Arm: 100/75 (Flesh/Kevlar)
-Right Arm: 100/75 (Flesh/Kevlar)
-Left Hand: 100/50 (Flesh/Kevlar)
-Right Hand: 100/50 (Flesh/Kevlar)
-Waist: 100/75 (Flesh/Kevlar)
-Left Thigh: 100/75 (Flesh/Kevlar)
-Right Thigh: 100/75 (Flesh/Kevlar)
-Left Knee: 100/75 (Flesh/Kevlar)
-Right Knee: 100/75 (Flesh/Kevlar)
-Left Leg: 100/75 (Flesh/Kevlar)
-Right Leg: 100/75 (Flesh/Kevlar)
-Left Ankle: 100/15 (Flesh/Kevlar)
-Right Ankle: 100/15 (Flesh/Kevlar)
-Left Foot: 100/50 (Flesh/Kevlar)
-Right Foot: 100/50 (Flesh/Kevlar)
[MOVEMENT]
MP: 4
MP Max: 4
Terain Rating:
Concrete: B
Earth: B
Sand: B
Void: -
Water: C can be traveled through.
Swamp: D
Climb Cost: 1/Block
Climb Max: 1
Jump Cost: 1/Block
Jump Max: 1
[STATUS]
FOV:5
Blindspot: 2
Critical:
Open wounds (i.e. missing a body part): -10 Stamina/Turn (stacks with the amount of open wounds)
Head, Neck, Torso: Instant Kill
1 Hand: Unable to reload
Both hands: Unable to fight
One foot: MP-1
Both feet, L/R legs/Knees/Thighs, Waist: MP-3 (inclusive of the MP deduction from one foot)
Inventory:
M1911A1 Pistol x1, Stored on Right thigh
Combat Knife x1, Stored on Left thigh
M4A1 Assault Rifle x1, Slung on shoulder (EQUIPPED)
Hand Grenade x2, Stored on waist
Rations x3, Stored on back
Stamina: 100/100 (+10/turn)
M9: 12|3
M4A1: 30|2
[COMMAND LIST]
M4A1
Active Primary
Range: 4-6
Cost: 3 M4A1 rounds
Condition: M4A1 Magazine not empty
Effect: -8DP/Hit to targeted location; 2x bonus to unarmored targets (Flesh)
Accuracy: d6r/3 (if r>3, 4=1, 5=2, 6=3; 3-round combo)
Description: Standard assault rifle. Fires in 3-round bursts.
Reload (M4A1)
Active Primary
Range: Self
Cost: 1 M4A1 magazine
Condition: M4A1 equipped
Effect: Refills M4A1 rounds
Accuracy: -
Description: Reloads the M4A1. Any spare rounds in the previous magazine will be discarded.
M1911A1
Active Primary
Range: 2-4
Cost: 6 M9 rounds
Condition: M9 Magazine not empty
Effect: -4DP/Hit to targeted location
Accuracy: d6r/6 (6-round combo)
Description: Standard Sidearm. Quick rate of fire.
Reload (M1911A1)
Active Primary
Range: Self
Cost: 1 M9 magazine
Condition: M9 equipped
Effect: Refills M9 rounds
Accuracy: -
Description: Reloads the M1911A1. Any spare rounds in the previous magazine will be discarded.
Hand Grenade
Active Secondary
Range: 3-4
Cost: 1 Hand grenade; 5 Stamina
Condition: None
Effect: -40DP to all locations; Splash damage of 20DP to all locations 1-2 tiles away from target; 1.5x multiplier against unarmored targets
Accuracy: d12r>8 (1-hit)
Description: Standard fragmentation grenade. Deals explosive damage.
Combat Knife
Active Secondary
Range: 1-1
Cost: 5 Stamina
Condition: None
Effect: -20DP to target; 2x bonus to flesh
Accuracy: d12r>1 (1-hit)
Description: Serrated combat knife.
[NOTES]
Kevlar: Bullet-resistant cloth used in soldier's combat gear. Reduces total damage from bullets (except piercing rounds) by 1DP
Metal: Standard steel. Resists bullets and shrapnel.
Player Versus Player Role Play (PVP-RP) is an expirimental combat simulation engine developed for use with the RP Society 8.
1. CHARACTER CREATION
[VITALITY]
PVP-RP uses a location-specific damage system. The general categories are as follows:
-Head
-Neck
-Torso
-Back
-Left Shoulder
-Right Shoulder
-Left Elbow
-Right Elbow
-Left Arm
-Right Arm
-Left Hand
-Right Hand
-Waist
-Left Thigh
-Right Thigh
-Left Knee
-Right Knee
-Left Leg
-Right Leg
-Left Ankle
-Right Ankle
-Left Foot
-Right Foot
A regular human would have 100DP for all categories. Adjust these values as necessary. Armor can also be equipped, and would look like this:
Head: 100/120 (Flesh/Metal)
This would mean that the head has 100DP, and the head armor which is made of metal has 120DP.
Armor can either be independent of each other, or ejected as a set. Armor types used should be defined in the [NOTES] block of the sheet.
[MOVEMENT]
PVP-RP uses a 3-D grid for event staging. The following variables should be present:
-MP: The amount of energy available for movement. Is fully replenished after each round.
-MP Max: The maximum amount of MP available; usually only after all extra equipment is removed. The related command in the Command List will specify how much is gained after dropping the equipment.
Terrain Rating: Defined as letters A-F, as well as Null (-). A gives +0.5MP/Tile, B gives 0.2, C removes 0.1, D removes 0.2, E removes 0.5, F is not traversible, and - has no effect.
-Concrete: Standard urban material. high durability.
-Earth: Soil, clay and other semi-loose terrain. Medium durability, and stops kinetic motion moderately.
-Sand: Loose gravel is included in this. Low durability, but high kinetic arresting quality.
-Void: Empty space. Can be moved through.
-Water: Water stops energy weapons with a large burst of steam, and significantly reduces the effectiveness of ballistics. can be traveled through.
-Swamp: Ankle deep, muddy ground. slows down most types of units.
NOTE: Regardless of terrain rating, each tile requires 1MP to move off. Terrain ratings only modify the cost of moving off the tile.
Some units can have special abilities like hovering, rendering all terrain ratings null.
-Climb Cost: The amount of MP required to climb up one level. Does not necessarily need a wall.
-Climb Max: The maximum amount of tile a unit can go up vertically.
Some skills like wall-jumping and climbing spikes require walls to go beyond the Climb Max, while equipment like thrusters do not require walls.
-Jump Cost: The amount of MP required to jump across a 1-tile gap.
-Jump Max: The maximum amount of tiles a unit can jump across.
[STATUS]
This is where extra variables are defined that do not fit in either Vitality or Movement. There are some necessary ones, though:
-Field of View (FOV): How far the unit can see, in a fan-pattern. Applies to forward vision only, and cannot see if FOV is blocked by a block taller than 0.5.
-Blindspot: How far the unit can see to the left, right and rear.
NOTE: FOV and Blindspot are used for counter-commands during the enemy turn. If the agressor is outside of either range, then the unit will not be able to counter-command. After an attack, the unit can choose to face the attacker or not.
-Critical: This is where you define the critical hit areas. If the part is destroyed, then the condition described will come into effect.
-Inventory: All useable items (including weapons) are to be listed here, along with the quantity.
-Stamina: Can be used for almost any unit. It can act as blood for organics, energy for machines, and fuel for vehicles.
[COMMAND LIST]
Commands can be defined by 2 major categories:
-Active: These commands must be activated during a unit's phase.
-Passive: These commands are activated when certain conditions are met.
Commands can be further defined by order:
-Primary: The majority of commands. take up the entire phase to execute.
-Secondary: A command that may be executed in addition to a primary (only one may be used), or on it's own (up to 3 may be used).
-Tertiary: A command that has no limit on how many may be executed at the same time.
NOTE: If a Secondary command is to be executed with a primary command, the Secondary must be executed first.
Commands in the Command List must have the following parameters:
-Name: The name of the command.
-Type: The type of command. An example would be Active Primary or Passive Tertiary.
-Range: The range of the command, in tiles. Other options are self, -, team and all.
NOTE: Range cannot be counted diagonally (ex. a range of 1-1 is only to the N,E,S and W of the unit, a 1-2 makes the shape expand by 1 tile in every direction).
-Cost: The cost to execute the command. Can use any variable in [MOVEMENT] and [STATUS], but not [VITALITY].
-Condition: Any conditions that must be met in order to use the command.
-Effect: The effect on the target(s) selected. Weapons normally reduce a value in the [VITALITY] block, but can also cause status ailments like EMP, Shock/Daze or Bleeding Out.
-Accuracy: Determines whether the command is executed sucessfuly or not. Refer to the Die Chart below. Burst can be used to describe simultaneous hits, while combo can refer to sucessive hits.
-Descripton: Describes the command and its effects. If the command causes a status ailment, the effect of it must be described here also.
Available Rolls:
d2: 2-sided coin.
d4: 4-sided die.
d6: 6-sided die.
d8: 8-sided die.
d10: 10-sided die.
d12: 12-sided die.
d20: 20-sided die.
xdy: Roll x amount of y-sided dice.
-: No accuracy (100%)
Available Roll Modifiers:
r=x: The number rolled is the number chosen.
r>x: The number rolled is greater than x.
r<x: The number rolled is less than x.
r>x<y: The number rolled is between x and y inclusive.
r=ODD: The number rolled is odd.
r=EVEN: The number rolled is even.
r=x,y...n: the number rolled is either x,y...or n.
r/x: The number rolled out of x are sucessful; normally used for machineguns and shotguns.
[NOTES]
This is where extra variables and values are defined. Also, a brif history or description of the unit can also be added here.
2.HOW TO PLAY
PVP-RP can be divided into turns (team 1 against team 2), moves (each unit's turn), and phases.
Movement Phase: The first phase which you use to position your unit.
Command Phase: Commands are executed in this phase.
Escape Phase: If any MP is left over from the movement phase, it can be spent here, as well as choosing which direction to face.
NOTE:All status afflictions and variable changes resulting from them are taken into account during the beginning of the turn.
3.SAMPLES AND TEMPLATES
Sample Commands:
Guard
Passive Secondary
Range: Self
Cost: Shield DP
Condition: Unit is targeted; Shield must be intact, any overdraft will transfer to Left Arm; Attack is from within FOV or Blindspot
Effect: Attack target directed to Left Arm, Shield absorbs damage
Accuracy: -
Description: Blocks attacks directed towards the front of the unit with a metal shield.
Rifle
Active Primary
Range: 4-6
Cost: 1 Rifle-Ammo
Condition: Line of Fire cannot be blocked by anything higher than 0.5.
Effect: -25DP, -5DP against non-pierce resistant targets
Accuracy: d8r>6 (hit)
Description: A bolt-action rifle, must be reloaded after every shot. Uses piercing ammunition.
Shotgun
Active Primary
Range: 2-4
Cost: 1 Shotgun-Shell, -1Shotgun-Magazine
Condition: Line of fire cannot be blocked by anything higher than 0.5.
Effect: -4DP/hit, deals splash damage behind target in a v-shape (diagonal or linear depending on angle)
Accuracy: d8r/8 (hit)
Description: 12-gauge, pump-action shotgun. Fires rounds in a wide spread. Max. ammo cap 8 rounds. Also deals 1/2 damage to locations directly linked to the target. MP is also rounded DOWN to the nearest interger after the movement phase is over.
OREWA GUNDAAAAMM!!
Active Primary
Range: 3-3
Cost: -50 TRANS-AM, -75GN Particles
Condition: TRANS-AM Active; GN Sword equipped and in sword mode
Effect: -40DP to all locations
Accuracy: d20r>1 (hit)
Description: Multi-slashes the target all over.
Sample Character:
Foot Soldier
[VITALITY]
-Head: 100/100 (Flesh/Metal)
-Neck: 100/25 (Flesh/Kevlar)
-Torso: 100/125 (Flesh/Kevlar)
-Back: 75 (Kevlar)
-Left Shoulder: 100/75 (Flesh/Kevlar)
-Right Shoulder: 100/75 (Flesh/Kevlar)
-Left Elbow: 100/75 (Flesh/Kevlar)
-Right Elbow: 100/75 (Flesh/Kevlar)
-Left Arm: 100/75 (Flesh/Kevlar)
-Right Arm: 100/75 (Flesh/Kevlar)
-Left Hand: 100/50 (Flesh/Kevlar)
-Right Hand: 100/50 (Flesh/Kevlar)
-Waist: 100/75 (Flesh/Kevlar)
-Left Thigh: 100/75 (Flesh/Kevlar)
-Right Thigh: 100/75 (Flesh/Kevlar)
-Left Knee: 100/75 (Flesh/Kevlar)
-Right Knee: 100/75 (Flesh/Kevlar)
-Left Leg: 100/75 (Flesh/Kevlar)
-Right Leg: 100/75 (Flesh/Kevlar)
-Left Ankle: 100/15 (Flesh/Kevlar)
-Right Ankle: 100/15 (Flesh/Kevlar)
-Left Foot: 100/50 (Flesh/Kevlar)
-Right Foot: 100/50 (Flesh/Kevlar)
[MOVEMENT]
MP: 4
MP Max: 4
Terain Rating:
Concrete: B
Earth: B
Sand: B
Void: -
Water: C can be traveled through.
Swamp: D
Climb Cost: 1/Block
Climb Max: 1
Jump Cost: 1/Block
Jump Max: 1
[STATUS]
FOV:5
Blindspot: 2
Critical:
Open wounds (i.e. missing a body part): -10 Stamina/Turn (stacks with the amount of open wounds)
Head, Neck, Torso: Instant Kill
1 Hand: Unable to reload
Both hands: Unable to fight
One foot: MP-1
Both feet, L/R legs/Knees/Thighs, Waist: MP-3 (inclusive of the MP deduction from one foot)
Inventory:
M1911A1 Pistol x1, Stored on Right thigh
Combat Knife x1, Stored on Left thigh
M4A1 Assault Rifle x1, Slung on shoulder (EQUIPPED)
Hand Grenade x2, Stored on waist
Rations x3, Stored on back
Stamina: 100/100 (+10/turn)
M9: 12|3
M4A1: 30|2
[COMMAND LIST]
M4A1
Active Primary
Range: 4-6
Cost: 3 M4A1 rounds
Condition: M4A1 Magazine not empty
Effect: -8DP/Hit to targeted location; 2x bonus to unarmored targets (Flesh)
Accuracy: d6r/3 (if r>3, 4=1, 5=2, 6=3; 3-round combo)
Description: Standard assault rifle. Fires in 3-round bursts.
Reload (M4A1)
Active Primary
Range: Self
Cost: 1 M4A1 magazine
Condition: M4A1 equipped
Effect: Refills M4A1 rounds
Accuracy: -
Description: Reloads the M4A1. Any spare rounds in the previous magazine will be discarded.
M1911A1
Active Primary
Range: 2-4
Cost: 6 M9 rounds
Condition: M9 Magazine not empty
Effect: -4DP/Hit to targeted location
Accuracy: d6r/6 (6-round combo)
Description: Standard Sidearm. Quick rate of fire.
Reload (M1911A1)
Active Primary
Range: Self
Cost: 1 M9 magazine
Condition: M9 equipped
Effect: Refills M9 rounds
Accuracy: -
Description: Reloads the M1911A1. Any spare rounds in the previous magazine will be discarded.
Hand Grenade
Active Secondary
Range: 3-4
Cost: 1 Hand grenade; 5 Stamina
Condition: None
Effect: -40DP to all locations; Splash damage of 20DP to all locations 1-2 tiles away from target; 1.5x multiplier against unarmored targets
Accuracy: d12r>8 (1-hit)
Description: Standard fragmentation grenade. Deals explosive damage.
Combat Knife
Active Secondary
Range: 1-1
Cost: 5 Stamina
Condition: None
Effect: -20DP to target; 2x bonus to flesh
Accuracy: d12r>1 (1-hit)
Description: Serrated combat knife.
[NOTES]
Kevlar: Bullet-resistant cloth used in soldier's combat gear. Reduces total damage from bullets (except piercing rounds) by 1DP
Metal: Standard steel. Resists bullets and shrapnel.