Post by CJ on Feb 9, 2008 3:04:25 GMT -5
TURN ORDER
Every player is able to send one character into battle. The other, if they have one, will be kept in reserve, but this doesn't mean they're useless! If someone only has one character, or if they choose to only bring one, their second slot becomes a Merc Slot, which can be filled with hired help and certain other things.
Turn order is up to the GM's discression based on their own perceptions, even if they're flawed. This is why Spyke always goes last even though his Speed is getting nice =D
EXAMPLE
PLAYERS CHARS
Bob: Rabbit the Swift, Trigger
Matt: Jack Turner, Pulse
George: George, Carmen
Candice: Lady, McGuiness
Michelle: Calibur
Sally: James Kox, Dr. Indigo
GM: Generic Enemy, Generic Enemy, Koopatrol
Each picks one player to send in (Except the GM, who can send whoever he blasted well likes)
Players Chosen: Rabbit, Pulse, George, McGuiness, Calibur, James Kox
Init: Rabbit, GE, Calibur, James, GE, McGuiness, Pulse, George, Koopatrol
Reserves: Trigger, Jack Turner, Carmen, Lady, Dr. Indigo
People get their turns one at a time as per the usual. Reserve characters gain half their max Act on the turn of the one going in for them. If you still have Act and are on the active roster, you can fight, period. It doesn't matter who's turn it is.
Turn 1, Round 2! Rabbit is up again. Rabbit is hurt! So Bob decides to switch him out with Trigger, leaving Rabbit is benched. Also, Sally decides to switch in Dr. Indigo because the allies are getting hurt and need a healer. Rabbit, Trigger, Indigo, and James all expend an Act, but after that it's just fine.
Every player is able to send one character into battle. The other, if they have one, will be kept in reserve, but this doesn't mean they're useless! If someone only has one character, or if they choose to only bring one, their second slot becomes a Merc Slot, which can be filled with hired help and certain other things.
Turn order is up to the GM's discression based on their own perceptions, even if they're flawed. This is why Spyke always goes last even though his Speed is getting nice =D
EXAMPLE
PLAYERS CHARS
Bob: Rabbit the Swift, Trigger
Matt: Jack Turner, Pulse
George: George, Carmen
Candice: Lady, McGuiness
Michelle: Calibur
Sally: James Kox, Dr. Indigo
GM: Generic Enemy, Generic Enemy, Koopatrol
Each picks one player to send in (Except the GM, who can send whoever he blasted well likes)
Players Chosen: Rabbit, Pulse, George, McGuiness, Calibur, James Kox
Init: Rabbit, GE, Calibur, James, GE, McGuiness, Pulse, George, Koopatrol
Reserves: Trigger, Jack Turner, Carmen, Lady, Dr. Indigo
People get their turns one at a time as per the usual. Reserve characters gain half their max Act on the turn of the one going in for them. If you still have Act and are on the active roster, you can fight, period. It doesn't matter who's turn it is.
Turn 1, Round 2! Rabbit is up again. Rabbit is hurt! So Bob decides to switch him out with Trigger, leaving Rabbit is benched. Also, Sally decides to switch in Dr. Indigo because the allies are getting hurt and need a healer. Rabbit, Trigger, Indigo, and James all expend an Act, but after that it's just fine.