The battle system will remain the same. The only major thing I am changing is that all attacks are now classified as either physical, or magical. This is only relevant for armor. Warrior's armor will only affect physical attacks, while mages will get an armor against magical attacks. Armor can be bought by any class with loot in between fights in the real game. Some attacks will still ignore armor.
One other change is I will be requesting you all use a premade turn template to reduce confusion about your turn.
ClassesTake a look for the updated class stats. Archers have had a lot changed: damage got nerfed, range got more restrictive (there is now a minimum range). mages got armor against magical attacks
WarriorThe Warrior class has no ranged attacks, but deals massive damage. In addition, they have armor which lowers the damage of incoming attacks. They wreck archers if they can get in range, but mages counter them.
General Stats
Max HP: 150 + 30 * current lvl (HP starts at 150, every level gets you 30 extra HP)
Experience to level up: 120 * current lvl (The exp required to level up increases linearly with your level)
Armor: -20 damage to physical attacks (attacks dealing less than 20 damage are negated entirely)
Attacks
These are the attacks available at level 1. At higher levels, a character can unlock new attacks to learn in between battles. I haven't completely figured these out yet.
Heavy Strike
Swing your weapon with all your might, throwing yourself off balance in the process.
Range: Melee
Type: Physical
Damage: 100
Roll Modifier: -1
Target: Single Target
Bonus: ignores armor
Light Strike
Carefully aim and strike with your weapon.
Range: Melee
Type: Physical
Damage: 60
Roll Modifier: None
Target: Single Target
bonus: None
Punch
Quickly strike your foe with your own body, they will never see it coming.
Range: Melee
Type: Physical
Damage: 30
Roll Modifier: +1
Target: Single Target
bonus: Enemy gets no counterattack if you roll a 1 or a 6
ArcherThe Archer class has long ranged attacks. However, their melee attacks are all very weak. They are great at killing mages, but get destroyed by warriors.
General Stats
Max HP: 100 + 20 * current lvl (HP starts at 100, every level gets you 20 extra HP)
Experience to level up: 100 * current lvl (The exp required to level up increases linearly with your level)
Armor: None
Attacks
These are the attacks available at level 1. At higher levels, a character can unlock new attacks to learn in between battles. I haven't completely figured these out yet.
Power Shot
Draw your Bow back as far as you are able, increasing range and damage, at the cost of accuracy.
Range: 3-6 rows
Type: Physical
Damage: 50
Roll Modifier: -1
Target: Single Target
Bonus: None
Normal Shot
A regular draw, increasing your accuracy
Range: 1-5 rows
Type: Physical
Damage: 40
Roll Modifier: None
Target: Single Target
bonus: none
Knife stab
A quick attempt to stab your foe
Range: Melee
Type: Physical
Damage: 20
Roll Modifier: +1
Target: Single Target
bonus: None
MageThe mage class has weak medium-ranged magic attacks. They are good at keeping enemies away from their position. They are well suited to fight Warriors, but struggle to deal with archers.
General Stats
Max HP: 80 + 10 * current lvl (HP starts at 80, every level gets you 10 extra HP)
Experience to level up: 80 * current lvl (The exp required to level up increases linearly with your level)
Armor: -20 to magical attacks (attacks dealing less than 20 damage are negated entirely)
Attacks
These are the attacks available at level 1. At higher levels, a character can unlock new attacks to learn in between battles. I haven't completely figured these out yet.
Magic Bolt
launch a bolt of energy at a target, damaging them from the inside
Range: 3 rows
Type: Magical
Damage: 50
Roll Modifier: None
Target: Single Target
Bonus: none
Magic Bomb
Lob an exploding core of energy that damages all units in the vicinity
Range: 2 rows
Type: magical
Damage: 30
Roll Modifier: -1 (each character attacked gets a roll to modify the damage)
Target: All characters in a row (including allies)
bonus:
Magic Force
A directional force tosses back anybody it hits.
Range: Melee
Type: Physical
Damage: 10
Roll Modifier: +1
Target: Single Target
bonus: ignores armor, character is launched back 2 rows, disengaging them from all melee (this effect is multiplied by the dice roll. If you roll a 5, they will be launched back 4 rows. If you miss the target stays engaged in melee)
When posting a turn, please use this template, or make sure all the information is in in your post and separated accordingly.
(Your character's Name)
Action 1: (The chronological first action you want your character to take)
Action 2: (The chronological second action you want your character to take)
Any role-playing stuff: (optional)
Alright, with that done, let's get on with the second test
Turn 0
You all are suddenly teleported to a new place, and you all witness a rather surprised werebear finish relieving himself on a nearby tree. The Massive creature takes offense to this, and takes a threatening pose.
BattlefieldRow 9: WereBear
Row 8:
Row 7:
Row 6:
Row 5:
Row 4:
Row 3:
Row 2:
Row 1: Bandit (archer), Sub 2 (archer), Zeke 2 (mage), Winters (Warrior), Robbin Hood (archer)
StatusGood GuysSubject 2 2 ("Sub")
Class: Lvl 1 Archer
General Role-playing information: Something something Aperture Science, blah Perpetual Testing Initiative blah, [words]
HP: 100/100
EXP: 0/100
Loot: 0
Location: Row 1
Active Bonuses: None
Cpt. Winters
Class: Lvl 1 Warrior
General Role-playing information: It's the captain, follow his lead!
HP: 150/150
EXP: 100/120
Loot: 100
Location: Row 1
Active Bonuses: None
Ezekial “Zeke” Ruyn 2
Class: Lvl 2 Mage
HP: 90/90
EXP: 0/80
Loot: 100
Location: Row 1
Active Bonuses: none
The Bandit
Class: Lvl 2 Archer
General Role-playing information: Mysterious highwayman
HP: 120/120
EXP: 30/200
Loot: 170
Location: Row 1
Active Bonuses: none
Robbin Hood
Class: Lvl 1 Archer
General Role-playing information: Steals from the rich, gives to the poor
HP: 100/120
EXP: 0/100
Loot: 0
Location: Row 1
Active Bonuses: none
Bad GuysBosses will have health on each of their body parts. Different attacks and abilities are dependent on certain body parts. If you kill a body part, any abilities or attacks dependent on it will no longer function.
WereBearHead: 400/400
Body: 1000/1000
Front Left Leg: 300/300
Front Right Leg: 300/300
Back Left Leg: 300/300
Back Right Leg: 300/300
To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs
Thick skin: -10 to all physical attacks
charge: one free movement action (in addition to the normal 2 actions) while all 4 legs are functional.
Tall: Head may not be targeted by melee attacks while 2 legs are functional
Massive: May use ranged attacks while engaged in melee
swipe
stand on two legs, and swipe all nearby targets
Body Parts required: 3 legs.
Range: melee
Type: Physical
Damage: 100
Roll Modifier: 0
Target: all engaged in melee
Bonus: none
Bite
Grab an opponent with its mouth, immobalizing them
body parts required: none
Range: melee
Type: Physical
Damage: 120
Roll Modifier: -1
Target: single target
Bonus: if it hits, target may not use movement actions for 1 turn, and all attacks have a -1 modifier.
Freeze roar
a magical breath of frozen air from its mouth
body parts required: none
Range: 4 rows
Type: magical
Damage: 70
Roll Modifier: 0
Target: single target
Bonus: none
Throw Rock
Throw a nearby rock with inhuman speeds
Body Part required: 2 legs
Range: 7 rows
Type: Physical
Damage: 100
Roll Modifier: -1
Target: single target
Bonus: none