Revue Starlight Role-Play Wiki:Combat Guidelines

This is a list of rules and guidelines that all users must follow during combat during any combat situation that happens in the RP

Starting Combat
When combat begins in the RP, stay calm it is normal and natural. Revue' are known for their combat during them, how they work will be explained herein how basic combat shall work in the RP. This is all to make it easy to understand and also fast to get into.

Combat is active whenever any user engages in a battle with another user during Revue' or Re LIVE'. In which so, it will become a turn-based system of actions any participate can take part in for the sake of the story and/or coming up with experiences that will be recognized. With this out of the way, I shall explain the system.

Preparations for Combat
1. Set your HP of your character to 50 (when your character HP hits 0 they enter a Knocked Out State).

2. Set your Brilliance to 0/10 (your character gain Brilliance at the end of each of your turns, when your character's Brilliance reaches 10/10, your character can use all it's Brilliance to perform a Climax Act they know).

3. Activate any number of Skills that would activate at the beginning of combat.

Determining Turn Order
1. All participate roll a D20.

2. Using the number the D20 landed on, the turn order will be in the order of the highest numbers to the lowest number.
 * If landed on 20 you are free to determine which turn you wish your character to take.


 * If two players roll the same number roll another D20 and the higher number determines who goes first.

Main Act
These are actions that consume your Main Act Action.


 * Attack Act (Any Attack Roll with your current weapon equipped.)


 * Dash Act (Any action that requires moving more than 30 Feet/914 cm during a turn.)


 * Defensive Act (Taking a Defensive Stance allows your Guard Roll to be performed with advantage and gain 1 Brilliance point.)


 * Shine Act (A performance by the character where they shine brilliantly, gaining 2 Brilliance point.)


 * Assist Act (If another player is nearby, you may use this Action to give them advantage for their next roll of a D20.)


 * Climax Act (For the creation of Climax Acts please discuss with an Admin for their creation. Their powerful skills that can change the course of combat in your favor.)

Bonus Act
These are actions that can consume your Bonus Act.


 * Movement Act (Any action that requires less than 30 Feet/914 cm during a turn. Along with any action like climbing, performing, or jumping all of which fall under Acrobatic Checks.)


 * Skill Act (Any action that uses a skill your character has.)

Flair Act
The are action that consume your Flair Act and 2 Brilliance point


 * Stage Flair (Interact with the stage environment my moving at least 10 Feet/305 cm during a turn. By interacting with the stage environment granting them Advantage on their next Attack Act and Guard roll till the end of their next turn.)


 * Hindering Flair (Interact with another opposing target by either tricking them, disabling their movement, or tripping them. By hindering the target, and has Disadvantage on their next Attack Act and Guard Roll till the end of their next turn, each time this Flair is used the player receives a -2 to the D20 roll.)


 * Flourishing Flair (Increase the damage of your Attack Act. During a Players turn, they can declare the use of a Flourishing Flair, doing so during the player may use an additional damage dice.)

Combat Guide
These are the steps to any attack action your character can take.

1. Declare the target you wish to attack.

2. On the declaration of an Attack Roll a D20(Attack Roll).

3. Your target rolls a D20(Guard Roll).

4. If your Hit Roll was higher than your targets Guard Roll your attack shall hit them and if so roll your weapons Damage Dice to calculate damage. If your targets Guard Roll is higher than your Hit Roll, the hit is considered failed(at which point you can either evade the attack or have the attack be blocked).

Knocked Out State
When your character HP reaches 0 in any way, they enter a Knocked Out state. While Knocked Out, the character is unable to perform any action except the following action. Additional another character can spend a Full Turn Action to get a Knocked Out character up, doing so brings the Knocked Out Character HP to 1. A character in the Knocked Out cannot perform a Guard Roll cannot be performed and if they take damage while Knocked Out it will be treated as 1 Continue Check fail.


 * Continue Check: During each of your turns while Knocked out, you may roll a D20 if you roll, if you roll 10 or more, your character successfully passes 1 of 3 Continue Checks, however, if you roll less than 10, you have failed 1 of 3 Continue Checks. If you succeed in 3 Continue Checks your character is brought out of the Knocked Out State with 10 HP, however, if you fail 3 Continue Checks, your character is Knocked Out till the end of Combat.

During 1 on 1 revue's, when a player reaches 0 HP a single Continue Check is performed at that moment. If they pass their Continue Check the character HP will be set to one and the revue shall continue, however they fail the revue will be considered over.

Gaining Weapon Experience
Your character's weapon gains experience points at the end of each combat experience. This experience once accumulated will Level up the weapon all the way too Level 3. However, the weapon must be equipped to gain experience and no other weapons your character is carrying can gain experience.

Additional Info

 * Please perform your rolls before typing out your action, too better immerse in the combat, additional please inform the Admin advising the combat your current HP, Brilliance, and Location in relation to other players at the end of your turn.


 * You may use only use one Main Act Action, one Flair Action, along with one Bonus Act Action per turn.


 * If you deal damage to a player wielding a weapon that your weapon is effective against the damage inflicted on that damage roll is double.
 * The damage roll a dream weapon wielder would inflict is always doubled.


 * If you deal damage to a player wielding a weapon that your weapon is less effective against the damage inflicted on that damage roll is halved.
 * The damage roll a dream weapon wielder would take is always doubled.


 * Rolling a Natural 20 on a dice roll, that roll is treated as a success in all cases.
 * If the roll is for an Attack Roll, the Damage Roll get's 1 Additional Damage Die.


 * Rolling a Natural 1 on a dice roll, that roll is treated as a failure in all cases.


 * You may ask an Admin that is regulating the current combat session if it would be okay for you to perform a Bonus Action to Investigate, Intimidate, or Charm the opponent, if allowed they will give you the Dice Roll to beat of their own desire.


 * The Admin word is final in all cases on combat experience and can dedicate what has advantages and disadvantages, and what is allowed.


 * If you have any questions please contact any of our Admins for clarification.