FIELDS & MOVESYour character's ranks in the discussed fields will play into the battle in different ways.
HEALTH & STAMINAContrary to what you might expect, each character essentially has two "health bars." The first are your
stamina points, or SP. Essentially, your character automatically uses stamina to dodge, block, or deflect your opponent's attacks. This is determined by your
Martial Prowess.LEVEL 5 - 900 SP
LEVEL 4 - 800 SP
LEVEL 3 - 700 SP
LEVEL 2 - 600 SP
LEVEL 1 - 500 SP
The second are your
health points, or HP. This is related to how much damage you actually receive. This is determined by your
Endurance.
LEVEL 5 - 400 HP
LEVEL 4 - 350 HP
LEVEL 3 - 300 HP
LEVEL 2 - 250 HP
LEVEL 1 - 200 HP
You'll combine these two stats to get your "health bar." Attacks initially chip away at SP. Once a character runs out of SP, they become unable to evade damage, and then attacks begin to chip away at HP. Once a character's HP hits 0, they lose. Simple, right?
GIFT POWER: STRENGTH OF GIFT-BASED ATTACKSThere are thousands of different powers out there, and hundreds of different moves they could all possibly use, so attacks fall under several broad categories.
ACE ATTACK - a character's signature and most powerful attack. Can only be used once per fight. Level 3s will receive
20 damage in recoil upon using an Ace Attack. Cuts through Protection and Block moves, but will do
25 less damage. Characters with Level 5 Gift Power can Redirect the attack, but no one else can.
Cannot be otherwise redirected, dodged, or completely avoided.
POWER ATTACK - a reckless but powerful attack. Deals significant damage, but does
20 in recoil damage against the user in the process.
MULTI ATTACK - a sweeping or wide-reaching attack that hits multiple targets.
STANDARD ATTACK - a regular attack.
STATUS INFLICTION - inflicts a negative effect on the target that deals a small amount of damage every turn, such as poisoning. Injuries from normal attacks (e.g. a burn from a Standard Attack fireball) do not count as status infliction. Effects last five turns. Healing moves will negate Status Inflictions instantly.
IMMOBILIZATION - inflicts a negative effect on the target that leaves them unable to move for a turn, such as sleep, paralysis, or constriction. Cannot be used twice in a row.
WEAKENING - inflicts a negative effect on the target that specifically weakens their attacks for a set amount of turns. Takes away -15 of damage from each attack. Effects last five turns. Depending on the attack, Healing moves may negate Weakening.
MIND ALTERATION - a mental attack that alters the target's state of mind. May turn a foe into an ally or human shield, or convince an enemy to throw down their weapon. Effects are temporary, only lasting until the affected character is damaged again.
HEALING - restores a set amount of HP or SP. Can also negate the effects of Status Inflictions or used to heal an ally.
PROTECTION - a move that will block, deflect, or negate your opponent's last attack, such as a force field. Cannot be used twice in a row. Can be used to shield an ally.
EVASION - a move that allows the user to potentially evade damage, such as going invisible or setting up a smoke screen. Can only be set up once per fight, but the effects will last five turns. Anybody who wishes to attack the Evading character must roll the
10-Sided Dice. The numbers 1-8 will mean that the attacker misses, while 9-10 means that they landed the intended hit. Depending on the gift, could potentially be used to hide an ally.
REDIRECTION - will reflect or throw back an attack back at its user for half the damage. Cannot be used once every three turns. Level 4s and under cannot redirect Ace Attacks.
SUMMONING - a move that summons other creatures to do their masters' bidding, such as a Necromancer summoning
sp00ky skeletons or someone with Animal Control sending out a dog. There are two classes of summoning:
big &
small. A big creature has
0 SP/350 HP and will deal stronger attacks, but can only be summoned once per fight. Small creatures can be destroyed in one hit and only deal marginal damage, but can be summoned infinitely.
TRANSFORMATION - a move for shapeshifters and characters with similar gifts. To transform into a different form, they must use this move first, which may leave them vulnerable to attack for a turn.
DAZZLE - a move that may leave the target confused, dazed, distracted, or tricked. May include inducing hallucinations, rendering them deaf, or exploding bright lights near their eyes. Once Dazzled, the target must roll the
10-Sided Dice. If 1-5, they are too dazzled to retaliate and their next move fails or misses. If 6-10, they attack as normal. Cannot be used twice in a row. Dazzling lasts three turns.
DRAINING - drains a set amount of HP to restore +25 HP to the user. Ignores the victim's SP. Can only be used once every five turns. Depending on the gift, could be used to heal an ally.
ACCURACY BOOST - a move that will give the user a boost in accuracy for two turns, allowing them to land direct hits and chip away at HP regardless of their opponent's SP. For example, it might be used by someone with Precognition seeing into an opponent's future moves, or someone with Telepathy reading their opponent's thoughts or intentions. Using this will also cancel out Evasion moves. Depending on the gift, could potentially be used for an ally.
PHYSICAL BOOST - a move that will increase the power of physical attacks for five turns, giving +15 additional damage. Depending on the gift, could potentially be used for an ally.
ENVIRONMENTAL CHANGE - transforming the current environment into something different, giving the user an advantage. Lasts five turns and gives the user a +15 to gift-based attacks. But be careful! It can also potentially be beneficial to other characters, friendly or unfriendly, with certain gifts (e.g. a Weather Manipulator making everything stormy would also help the Electric Manipulator they're fighting).
Characters with certain gifts may be restricted to certain attacks. For example, a character with Invisibility can use an Evasion move, but can't do a Standard Attack (because their gift doesn't allow for that sort of thing). Another example would be a Firebreather, who can use Ace, Power, and Standard Attacks, but not any Healing or Status Infliction attacks.
Some gifts are also countered, or negated entirely, by certain other powers. An example would be someone with a Psychic Shield fighting someone with Telepathy (AKA Mind Reading), or someone with Pathfinding fighting someone with Invisibility. These are called
Immunities and should be mentioned when relevant.
DAMAGE CHARTMove | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
Ace Attack | N/A | N/A | 100 | 150 | 250 |
Power Attack | N/A | N/A | 75 | 100 | 200 |
Multi Attack (damage to individual targets) | N/A | N/A | 30 | 40 | 100 |
Standard Attack | N/A | N/A | 60 | 85 | 150 |
Status Infliction (damage per turn) | N/A | 10 | 10 | 10 | 15 |
Healing (HP or SP restored) | 25 | 25 | 25 | 25 | 40 |
Summoning (big class) | N/A | 35 | 50 | 65 | 80 |
Summoning (small class) | N/A | 5 | 10 | 15 | 25 |
Draining (damage to victim) | N/A | 20 | 25 | 30 | 50 |
MARTIAL PROWESS: PHYSICAL COMBATAlong with powers, there's also ordinary physical combat. Physical attacks are divided into six categories.
RANGED - applies to attacks from ranged weapons such as bows, blowpipes, throwing knives, and similar weapons.
LUNGE - stabbing attacks from blades, lances, and similar weapons.
SLASH - slashing attacks, vertical or horizontal, from blades and similar weapons.
BASH - applies to attacks from blunt weapons such as clubs, maces, staffs, and similar weapons.
PHYSICAL - punches, kicks, and other physical hand-to-hand maneuvers.
CHEAP - hair pulling, eye jabbing, spitting, and other backhanded tactics. Stuns the target for one turn. Cannot be used twice in a row.
BLOCK - a purely defensive move that will negate your opponent's last attack. Cannot be used twice in a row. Can also be used to shield an ally, but the user will receive the full damage.
DODGE - a dodge, duck, or roll to try and avoid damage from your opponent's last attack. More luck-based than Block, but can be used without limitation. When using Dodge, roll the
10-Sided Dice. The numbers 1-4 will mean the dodge was ineffective, while the numbers 5-10 means you avoided the oncoming attack.
DAMAGE CHARTMove | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
Ranged | 5 | 15 | 30 | 55 | 70 |
Lunge | 15 | 35 | 55 | 75 | 80 |
Slash | 15 | 35 | 55 | 75 | 80 |
Bash | 10 | 30 | 50 | 70 | 75 |
Physical | 5 | 20 | 40 | 50 | 65 |
EXAMPLE POSTFighting with the battle system works just the same as normal RP, except with numbers tacked on at the end. While fighting, keep track of HP/SP and effects with this form at the bottom of your posts:
- Code:
-
[b]Attack Type:[/b]
[b]Damage:[/b]
[b]Special Effect:[/b]
[b][name here]:[/b]
SP
HP
[b][name here]:[/b]
SP
HP
Add as many combatants as you need. If you're still confused on how a fight would work, please view the
example fight here [click].
We are currently on
Version 6: We Have HP Now.
DISCLAIMERObviously the ultimate point of a fight is to beat the other person up, but even so, please remember the rules and common roleplayer courtesy! Even if you knock your opponent down to 0 HP, you aren't allowed to scar, maim, disfigure, cripple, or kill someone's character without their roleplayer's permission. A character's bound to suffer some bruises, cuts, scrapes, and other injuries, but
ask the roleplayer before you go any farther!That might sound ridiculous, but seriously. Be courteous and don't godmod. Thank you!
Admins, moderators, and other members (to an extent) also reserve the right to challenge questionable moves and immunities, for the sake of keeping things fair and balanced. If you can't give something proper justification, then you might be forced to change or remove it. So don't try to cheat the system, k? <3