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Author Topic: Simple, Dice-based System Fight, Basic Idea (NC, EX)  (Read 614 times)

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Offline scribus1000Topic starter

Simple, Dice-based System Fight, Basic Idea (NC, EX)
« on: May 15, 2014, 10:34:45 PM »
This is the beginnings of a little system mini-game I've been working on. I'm hoping to get a bit of feedback on it and eventually decide how far I'm going to take it. It's currently set up as one-on-one, and I'm unsure if that means it doesn't belong here, but if there's a problem I can remove it as needed. Time to cross my fingers:

The Salvaged (Noncon, Extreme, System, One-on-One)

Name: The Salvaged

Genre/Setting: Modern/Sci-fi/fantasy blend, Action/Adventure, taking place in a not-so-distant future. This is more or less a mini-game, and I don't expect matches to last more than a page.

Inspirations cited: Gantz,(following the manga, not the anime) CH:OS:EN(As its title appears in stylized form; look this up on Wikipedia or elsewhere), The Hunger Games, Half-Life 2, Looper, The Monty Oum animations called Dead Fantasy, along with any film or show with the same ideas that I may have forgotten, and thread ideas I've seen that spurred me on.

Premise(tentative, likely to be altered): "In lieu of your imminent, unavoidable death, you have been chosen."

At the mere instant before they're meant to die, whether by an unfortunate accident, as a victim of murder, or even from natural causes, people are plucked from their original lives(replaced with an identical, cloned corpse to "take the fall") and taken, via a mysterious dimension-traveling device, to an alternate universe. There, the culture of human society is different, and one such difference is marked in a popular blood-sport reality TV show that hails back to the days of gladiators.

Each person is told that they have been "salvaged"--saved from the fate that would have befell them, a timeline that would have reached an ultimate ending--and that as a consequence, they are to participate in a competition to earn back the right to live free. Winning means that they are given a large lump-sum of money, freedom, a home within this futuristic realm, and celebrity-status fame. Losing, obviously, means being subject to the punishment of whoever defeats them, which can involve death if they have lost too many matches or favor with the audience.

They are given basic training and stimulants that grant minor superhuman athleticism and strength within the confines of a time-dilation facility(a month inside would pass as a few weeks in the rest of the world.), are allowed to choose their weapons and tools, and then receive assigned opponents to fight at a random, specific location cordoned off for the event(this can include areas like offices, alleyways, subways(That are still running, oh shit!), parks, in a swamp, on a bridge, on a train, hell, maybe on top of a train, so on and so forth, etc. etc.).

The fighters are free to travel the city in between matches, to get an idea of the life they can gain as long as they can fight for it. However, each must wear an ankle bracelet dubbed the "lamprey trap"--attempting to remove it or flee the city limits will trigger it, causing the bracelet to tighten. Inside are small nanomachines that will align to dig into the skin to cause constriction and pain, until blood flow is cut off. Conventional tools and weaponry cannot damage the bracelet, and anything strong enough to do so would likely damage that leg as well.

Two ways this competition can be done:

1) Each person is paired off against another in a one-on-one battle where anything goes, and is expected to fight a certain number of matches before earning their freedom.

2) People are "salvaged" as a group and go through training as was said above, but in this case they are placed on an expansive zone like an island, and then inserted into a free-for-all where the last one standing wins. In larger groups, the fighting can end when half the combatants are dead, while the living half fights the next day, under the same conditions until a select few remain. Those few will be released...but can stand to gain more if they eliminate others.

Characters: Must be human or very close to human(elves and the like are allowed). They may come from varying time periods, nationalities, and races.

First, we choose a setting of any sort like those I suggested above to get some ideas brewing. I wasn't especially specific so there's a lot of leeway for it, and the suggested "on top of a train" was not out of the question. Usually the chosen location won't have spectators on site(possibly could) but will have cameras around, including one or two that fly about to watch.

Then the players each make a character: male or female, hailing from a given time period, usually modern-day like year 20XX. The "Salvage Crew" does not pick soldiers or highly experienced martial artists, as a quick one-sided match would not be worth watching.

If you want, you can have your character reference where he/she came from and how he/she was supposed to die before blacking out and being taken. Then pick some skills and weapons(they don't have to have weapons necessarily) they either have training with or would have chosen training for. Anything will work except for firearms; it can be swords, staffs, knives/throwing knives, brass knuckles, spears, nodachis, poleaxes, battle-axes, bow and arrow, etc., and of course it can be a hand-to-hand fight.

Then the characters are turned loose on each other. The match can be either Standard or To the Death.

This point is where the RP starts: Characters are escorted separately to teleportation pads that will send them where they are supposed to go. There'll be a short introduction for both characters to the audience watching, and then the match begins.

Scoring points are roleplayed accordingly: One point and you could land a hit that leaves a mark; two points could be a direct hit, a deep cut, etc.; three points can be something heavy-hitting, but won't take an enemy completely out of the fight. Once the goal's reached, the winner can roleplay some decisive move that disables their target and leaves them helpless, which is where non-con comes into play. If we decided on Death earlier, then after this phase, the loser is killed. Otherwise, the winner does what he/she wants, leaves them to be recovered by someone else, and gets an airlift back to the facility.

Character sheet
I'm not really asking for much on this one, although if some features are added later, this may grow in size.

Full Name:





*Nationality(Country you are from):

**Hair color:

**Eye color:



*For those living on earth, otherwise skip this

**If you opt to use a picture instead, replace these with Picture:

Example Character

Full Name: Elena Wright

Age: 19

Height/Weight: 5'9" and 130 lbs.

Ethnicity: White

Species: Human

Nationality: American


Background: Elena was more or less a troublemaker in her early days, and her activities spanned from simple shoplifting, to pick-pocketing, and then elevated to lock-picking, jewelry theft, and grand theft auto. She has the harsh attitude to show for it, a deep streak of greed and handling the obstacles that get in her way. She has not killed anyone ever before, but she's feeling ready, especially after how her past life ended: she stole from the wrong man. A gang affiliate that took personal offense, had her tracked down, her partners in crime kidnapped, and a surprise drive-by while she was packing up to escape.

She's been in a few scraps, but beyond that not a whole lot that will help in a straight fight. Still, she knows how to take care of herself fairly well enough...though recent events have shown the flaws in her approach, understandably. The facility's training went a long way towards prepping her: she has received some training for using dual batons, and plans to take them to her match to bludgeon her foe into submission if need be.


• Characters start with a score of 0. The goal is to reach 7, which can be achieved by attacking an opponent(or if your opponent's misfortune makes them fall into a trap).

• Both players roll 2 1d20s in their introduction, the first is initiative for who gets to attack first, and the second is defense. The player with the higher initiative wins and may attack first.
→In case of a tie, The player with the lower defense may make the first attack. If both initiative and defense are tied, then reroll.

When attacking:
• Roll 1d20 twice; the first is for your attack, the second for your defense.

• With your attack roll, you must beat your opponent's defense roll to land a successful hit. Depending on the difference, you can earn more points:
 →Beaten by 1 to 9: 1 point
 →Beaten by 10 to 16: 2 points
 →Beaten by 17 to 19: 3 points

• If an attack roll is tied with a defense roll, the attack either misses, is dodged, or is parried/blocked.
 →If a second tie occurs immediately after, the player with the higher score will land his attack and earn a point.

• If player A rolls a 1 on attack, he suffers a "Critical Miss", and regardless of his defense roll he will be injured in some way, like by a trap or slip-up. Player A will lose one point.

• If a player rolls a 1 on attack and a 1 on defense, he suffers an "Critical Failure": He loses one point, and his opponent earns one point in addition to any gained from an attack.

• The player that reaches the goal score wins. The loser is defeated and essentially a helpless target, which the winner is free to punish. This may or may not result in death, as it will depend on OOC agreement.

Misc. thoughts
Further thoughts/ideas being considered:

• Changing the score system to represent HP that counts down rather than points, to make it a little simpler.

Hazards(somewhat like a quick-time-event): A roll made either at random, or when a match is sluggish(i.e. no one scores for three consecutive turns, or if both players have a negative score) or becoming too one-sided(one player has 4 or more points while the other has 0 or less).

Attack and Defense rolls cannot be made in the same turn as a Hazard roll. (Player A sees the hazard first, avoids or gets hit by it; Player B does the same; Player A resumes combat.)

For a one sided match, the hazard will only threaten the player with the higher score.

For sluggish matches: Some form of trap or environmental threat appears that threatens both players, and they must make a 2d10 roll against a target number.
Beating the roll means the hazard is evaded, failing means the character is caught or harmed.
→Failed by 1 to 5 points: You are Dazed. You take a -2 to your next Defense roll.
→Failed by 6 or more: You are Stunned, you take a -6 to your next Defense roll. The Defense roll after that one will suffer a -2 penalty, after that you're back to normal.

Attack/Defense Cap: Your attack score can only go as high as the sides of your die. For example, even if you have a +5 bonus to your total, if your attack roll die is 1d20, then the maximum roll you can attain would be 20. The bonus can fill the gap if your roll is lower than that maximum, but it can never bring the roll over. You can fill your glass to the brim with water, but you can't add more until you get a bigger glass.

Levels(for the action/adventure style): Defeating an opponent grants you skill points that can be used to improve your character in different ways. These can be saved up and spent later. I imagine players would gain 3 per match, and initially would have 10 to spend on a starting character.

→Raising your attack cap: 1d20 becomes 1d21, and you may progressively increase the number. However the cost rises with each purchase: the first costs 2, the second costs 4, and each one after that will cost 6.

→Raising your defense cap: 1d20 becomes 1d21. However the cost rises with each purchase: the first costs 4, and each one after that will cost 6.

→Gaining a permanent +1 to your attack rolls(1d20 with +1 added to the total). This would cost 3 points.
Rolling a 1 will still result in a "Critical Miss" or "Critical Failure", regardless of this bonus.
This bonus is restricted to your Attack cap.

→Gaining a permanent +1 to your defense rolls. Cost of 3 points.
This will not provide immunity to Critical Failures.

→Gaining a permanent +1 to all Hazard rolls. Cost of 4 points.

→Score raise: increasing the number of points your opponent needs to attain in order to defeat you. Cost of 10.

• NPCs could have varying stats either higher or lower than the character. A novice fighter would only roll 1d10 for Attack/Defense; a random mouse, if you chose to attack it for some cruel reason, would have something pitiful like 1d5. A wild boar could have 1d30(don't mess with those animals, seriously).

Rising damage with the raised attack rolls:
 →Beat your opponent's score by 24: 4 points to your score.
 →Beaten by 30(ouch): 5 points

Manuevers: Basic abilities a combatant could use.

→Power-attack: Grants +3 to an attack roll, ignoring the cap, at a cost of -3 to defense. Two turns must pass before you can use this again.

→Withdraw: Grants +5 to a defense roll, ignoring the cap, but you forgo your attack. This may be used as many times as desired, but the bonus is reduced by -1 for each consecutive use, until the bonus is only +2.
Rolling a 1 on defense will cause the same effect as failing a Hazard roll(Dazed).

Debuff-inducing special attacks: Moves that, on success, could lower an opponent's bonuses, temporarily affect their cap, force the opponent to make a Hazard roll, etc.
« Last Edit: December 26, 2015, 06:40:21 PM by scribus1000 »

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Re: Simple, Dice-based System Fight, Basic Idea (NC, EX)
« Reply #1 on: May 22, 2014, 01:21:54 AM »
After glossing over it, I would like to see where you take this, mechanically.

Currently, my fight system is similar to Pokemon on Game boy. A fighter rolls attack and defense similarly, but the reaching 7 thing is definitely different.

*continues reading, eating a powdered donut*

Offline scribus1000Topic starter

Re: Simple, Dice-based System Fight, Basic Idea (NC, EX)
« Reply #2 on: May 22, 2014, 03:42:42 AM »
The score part is based on a style that another RPer on here made a few years ago, although it's not precisely the same as what she did--scoring multiple points at once based on the difference between rolls is one bit I thought up on my own. As for the number...I don't want fights getting too drawn out, or ending up too short, so 7 is what I'm going to try for now. Plus it's a lucky number, so...yeah.

I may add something for weapons, maybe grant a bonus to attack rolls, though keeping it capped at 20. And possibly a defense roll bonus if the player chooses to forgo his/her attack(which would drop in value if they choose to defend twice or more in a row).

Offline scribus1000Topic starter

Re: Simple, Dice-based System Fight, Basic Idea (NC, EX)
« Reply #3 on: June 04, 2014, 03:58:33 PM »
Reserved for something else
« Last Edit: December 26, 2015, 06:41:03 PM by scribus1000 »