BATTLE ARENA
This is a game that uses a new combat system that's been tested
here.It means that a turn lasts about 1/3 of a second, so you have to actually raise your sword before swinging, and actively dodge.
You hear that? That means that ATTACK ATTACK ATTACK won't work!This will require actually thinking about your next move, reading your opponent, and using tactics and strategy.
But enough about that, here's how to make your charac--
Don't post your character in the thread, just put down that you are in, and then send me a PM, otherwise everyone will know what you are capable of!You start with a 6 in every stat, and you can go up to 15 in any individual stat.
Physical Stats: You have 20 points to spend here
Strength: rolled for attacking in melee
-every 5 points, increase weapon size
Agility: rolled for dodging
-every 5 points, increase move speed
Fortitude: rolled for stamina recovery
-every 5 points, increase inventory, increase hold
Mental Stats: Again, you have 20 points
Logic: rolled for abilities
-every 5 points, increase combo
Focus: rolled for resist stamina drain
-every 5 points, increase ability number
Willpower: rolled for resist Vitality drain
-every 5 points, Increase Clash Resistance
Attributes: You don't control these directly
Vitality: Fortitude + 5 (Checks done at loss of Willpower/2)
Stamina: Fortitude + Willpower (Checks done at loss of Willpower)
Action Points: Logic/5 + Focus/5
Bonuses: You MUST Apply one of each of these to a stat of your choosing, see the link to the testing above to see what they do.
Extended Success
Extended Critical
Extended Re-Roll
Extended Wild
Extended Fumble
You can't apply more than one to a single stat!
You don't get to choose your exact abilities, I'll give them to you when you submit your sheet, and then we can talk about what you want changed or not.
Strength: you roll your strength when you swing and it has a chance to hit
for every 5 points, you will wield a larger weapon, increasing your reach.
Weapons:
Short sword: range 1
Long sword: range 2
Greatsword: range 3, penalty at range 1, large (This means that it takes up 2 inventory spaces, and takes 2 turns to ready a swing)
Shields allow readied weapons while blocking (Nobody starts with one, you can get one later)
Agility: This is what you roll to avoid getting murdered, it goes against their strength roll
If you do not actively dodge/block, then you will get NO roll! So don't be an idiot!
For every 5 points you have in this, your movement speed will increase by one, so at the default of 6, you can move 1 space, and at 10, you move 2, and so on.
Movement while Attacking:
Since attacking takes multiple turns, and movement is important, here's how it works.
You can move your full speed if that's all you do in that turn, if your movement would take you outside the range of an attack, then you can dodge
You can move your speed-1 if you ready a swing, so someone with a speed of 3 could still move 2 spaces while reading themselves. The minimum for this is 1.
You can move 1 space while swinging.
Fortitude: Used when you try to rest to recover Stamina
If you get a success, you gain stamina equal to the successes you rolled
For every 5 points in this, your inventory space is increased by one.
NOTE: Your weapon takes up a space as well, so if you don't have a 10 or higher, then you won't have any spare space.
I'll decide what items you might get, same as abilities
For every 5 points, you can also hold your weapon "at the ready" for an extra turn before swinging without getting tired.
Logic: This is the stat that's rolled when you use an ability, regardless of what type of ability it is.
For every 5 points in logic, your combo stat goes up.
How combos work:
To swing a weapon, you have to spend a turn readying it, and then you swing. You can then swing again the next turn if you have a combo of 2 or higher. If your combo is 3, then you can do this one more time.
Basically the way this works is that each attack has a warm-up time before the actual swing, and combos reduce the warm-up time by one for each attack in the chain.
This means that if you are wielding a Greatsword, then you normally take 2 turns to get ready to swing, and subsequent swings take only one turn in between them.
Certain Abilities hay be usable in combos, if they say so in their description.
Focus: This is used for when your Stamina get really low to keep you from losing turns from fatigue.
For every 5 points in this, you will have an extra ability to use.
How Stamina works:
Some actions will take stamina: swinging your weapon, particularly when using combos, will be the main reason.
When you stamina reaches a certain threshold, you have to roll your Focus whenever you try to do something that needs stamina in order for it to work. If you fail, you lose the next turn.
The exact number that Stamina starts being tested at is when an amount equal to your willpower has been lost.
Example: You have fortitude 9 and willpower 12, giving you a total stamina of 21. When 12 of this is gone, and you are at 9, then this will start to be tested.
The number of successes needed is equal to the number lost beyond that threshold, so in the above example, if they have 7 stamina left, they need to roll 2 successes, because 7 is 2 less than 9.
Willpower: This is rolled when your Vitality is checked, in much the same way as stamina.
For every 5 points in this, you gain 1 Clash resistance.
The threshold for Vitality is when an amount equal to half your Willpower (rounded up) has been lost.
It is tested whenever you lose Vitality.
Clashes:
What a clash is is when 2 people, rather than having one swing and the other dodge, have both participants attack at the same time, and their weapons meet in the middle.
A clash occurs when 2 attacks occupy the same area, and opposing strength rolls are made. However many successes are made on both sides is the amount of stamina lost for each person, and the winning amount of successes are used for damage, if it can hit.
Example, 2 people each have a long sword, and have only 1 space between them, so they can both hit each other. 1 rolls 5 successes, and the other rolls 3. Since there are 3 opposing successes, each combatant takes 3 Stamina damage, and the remaining 2 on the first person's side would deal Vitality damage to the other person.
The amount of Stamina damage taken is reduced by the person's Clash resistance, as mentioned above.
If you win a clash, and you are out of reach to hit, then the Stamina damage takes place as normal, but no Vitality damage can be done, this makes it possible for users of longer weapons to clash with short weapon users without any risk to themselves.
You can also clash at the tip of both weapons reaches, for example, two long swords being used with 3 spaces apart, where both weapons are occupying a space, but neither wielder is in range to be hurt, making it useful for people with high Willpowers capable of draining an opponent's stamina quickly.
All Wilds provide 1 Action Point
Attacking:
Successes: add one damage
Fumble: lose more stamina
Critical: knockdown target, making them lose a turn
Overshoot: lose stamina, knockdown target
Dodging:
Successes: reduce one damage
Fumble: lose next turn
Critical: ready attack
Overshoot: ready attack, lose next action
Recover Stamina:
Successes: 1 stamina recovered
Fumble: lose next action
Critical: recover 1 Vitality
Overshoot: recover 1 Vitality, lose next action
Resist Stamina Fatigue:
Successes: if equal to needed value, don't lose next turn
Fumble: fall down, losing an additional turn
Critical: Recover 1 stamina
Overshoot: Recover Stamina, fall down
Resist Vitality Fatigue:
Successes: if equal to needed value, don't lose next turn
Fumble: fall down
Critical: Recover 1 Vitality
Overshoot: Recover Vitality, fall down
Abilities are affected individually, see their descriptions for more details.
REMEMBER NOT TO POST YOUR SHEET IN THE THREADPhysical Stats: 20 points, starts at 6
Strength:
Agility:
Fortitude:
Mental Stats: Same as above
Logic:
Focus:
Willpower:
Attributes:
Vitality: Fortitude + 5
Stamina: Fortitude + Willpower
Action Points: Logic/5 + Focus/5
Bonuses: Distribute among your stats.
Extended Success
Extended Critical
Extended Re-Roll
Extended Wild
Extended Fumble
PLAYERS:
- GreatWyrmGold
-
Flabort 1 WIN! Vs. GreatWyrmGold
- Greenstarfanatic
- Chink
- HmH
- Slayerhero90
- Scapheap
- BFEL
- Imperial Guardsman
- Lukeinator
- Scionox
however many more I need.
If I forgot anything, I'll explain as needed and make changes to the rules sections to follow it.
If I mess up a turn or something, just tell me and I'll try to fix it, these are quite a few things to keep track of.
GOOD LUCK