Roll System and Bonuses
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Roll System and Bonuses
Rolling in the server will be used just as we did before. When engaging combat with a event character, The battle will go in turns. The beginning turn, unless stated otherwise, will be the event character. They will choose people at random to fight or action towards before they end their turn. Their rolls must be beat if you want to avoid damage or a possibly fatal attack. When the turn switches to the crew, everyone will roll and preform a action based around the power of that roll. Everyone's roll will be taken into account by the event character and once a certain threshold is met, the character will die or submit.
(Example of crew /me. */me pulls the pin on his grenade and tosses it towards the group of grunts. (43)* fourty-three resembles what they rolled.)
However, certain characters will be granted roll bonuses based on their training or seniority with the crew. This allows the character to roll above a certain amount. Meaning if someone had a roll bonus of 15, they can only roll above 15, if they roll a 2, it's made into a 15. Rolls are typically split between general rolls and specialized rolls.
Characters with general rolls.
These characters have either extraordinary circumstances or extensive training and character development that allow them to have a minimal roll in a large variety of actions.
Specialization bonuses.
These characters have a bonus to be utilized by their chosen specialization. To use one of your abilities, specify that you are using it in your performance
Weapon Specialist - 15+ Roll Bonus when firing EMP Rounds at Shielded Targets. 15+ For Slap-T Rounds against armored targets
Scout Sniper - 15+ Roll Bonus for long range shots, up to 25+ bonus for taking turns to focus a shot. 15+ Against Armored Targets when firing AP Magazines.
Engineer Specialist - 10+ Roll Bonus for use of all explosives(Including Grenades, Sticky Bombs and Rocket Launchers). No penalty for operating Covenant Vehicles.
Pointman - 10+ Roll Bonus on defensive rolls as long as armor is fully intact. 10+ Roll Bonus in CQC situations, any successful hit with a machete against a weakened opponent is an instant kill and minimum roll for Jackals as well as Brute and Elite Minors are deducted in a CQC Situation. Can only choose one of these bonuses to apply in any given situation.
Tech Specialist - 15+ Roll Bonus for all tech related rolls.
SARC - 10+ Rolls bonus for routine medical situations. 15+ for life saving actions. Stim packs provide 5+ bonus. Adrenaline Rush bonus starts at +20
Battlemaster - Combat Coordination bonus starts at 10+ bonus roll for their element, experience increases the action. Adrenaline Rush bonus starts at +20
** If a Hunter's bond-brother is killed, the surviving Hunter will enter a blind, psychotic rage at the loss of its bond-mate. It will no longer use its arm cannon and its roll will drop to 30, but it will suicidally charge headlong into the enemy to avenge its bonded or die trying.
(Example of crew /me. */me pulls the pin on his grenade and tosses it towards the group of grunts. (43)* fourty-three resembles what they rolled.)
However, certain characters will be granted roll bonuses based on their training or seniority with the crew. This allows the character to roll above a certain amount. Meaning if someone had a roll bonus of 15, they can only roll above 15, if they roll a 2, it's made into a 15. Rolls are typically split between general rolls and specialized rolls.
Characters with general rolls.
These characters have either extraordinary circumstances or extensive training and character development that allow them to have a minimal roll in a large variety of actions.
Specialization bonuses.
These characters have a bonus to be utilized by their chosen specialization. To use one of your abilities, specify that you are using it in your performance
Weapon Specialist - 15+ Roll Bonus when firing EMP Rounds at Shielded Targets. 15+ For Slap-T Rounds against armored targets
Scout Sniper - 15+ Roll Bonus for long range shots, up to 25+ bonus for taking turns to focus a shot. 15+ Against Armored Targets when firing AP Magazines.
Engineer Specialist - 10+ Roll Bonus for use of all explosives(Including Grenades, Sticky Bombs and Rocket Launchers). No penalty for operating Covenant Vehicles.
Pointman - 10+ Roll Bonus on defensive rolls as long as armor is fully intact. 10+ Roll Bonus in CQC situations, any successful hit with a machete against a weakened opponent is an instant kill and minimum roll for Jackals as well as Brute and Elite Minors are deducted in a CQC Situation. Can only choose one of these bonuses to apply in any given situation.
Tech Specialist - 15+ Roll Bonus for all tech related rolls.
SARC - 10+ Rolls bonus for routine medical situations. 15+ for life saving actions. Stim packs provide 5+ bonus. Adrenaline Rush bonus starts at +20
Battlemaster - Combat Coordination bonus starts at 10+ bonus roll for their element, experience increases the action. Adrenaline Rush bonus starts at +20
** If a Hunter's bond-brother is killed, the surviving Hunter will enter a blind, psychotic rage at the loss of its bond-mate. It will no longer use its arm cannon and its roll will drop to 30, but it will suicidally charge headlong into the enemy to avenge its bonded or die trying.
Last edited by Vasiil on Mon Mar 18, 2019 12:44 am; edited 4 times in total
Vasiil- Owner
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Join date : 2018-01-19
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