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Moabarmorgamer
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Moabarmorgamer
8,570 posts
Nomad

Here's the deal.
Long ago, the citizens of ArmorGames lived peacefully. However, unrest was present. Two main factions existed: The Gameplayers, who frequented the Games, and the Forumers, who frequented the Forums.A dispute was between them, about the true meaning of ArmorGames. The Forumers believed that the idea was to get as many points as possible. The Gameplayers believed that playing the games and having fun was the true point of ArmorGames. And soon, despite the diplomats' of both sides best efforts, war broke out. Some say that a new user started the war by accident, while others say that there was an elaborate conspiracy. There are several theories, but the point is, the Forumers and the Gameplayers were at war, a war in which any one person could mean the difference between victory and defeat...
Here's how to play.
First, combat.
You can choose what you attack: Beasts or Players, which will be covered later. You also choose how you attack. You can Challenge or you can Ambush. Challenge adds to your Honor, while Ambush detracts from it. Ambushing gives you a better Chance to Hit on the first round, but Challenge gives a Damage bonus on the first round. If you Ambush, you automatically get First Strike, but if you Challenge, the other person/team cannot Retreat. You take turns, each person saying what they want to do. The first person to go is determined by their Dexterity number, then it goes on. I will give you the outcome after everybody has given what they want to do in the battle. It continues like this until one person/team has Surrendered, Retreated, or been Killed. In a team, it doesn't have to be consistent: one person can Surrender, two can be Killed, and one can Retreat. When you win/lose you add a point to your Win/Lose chart respectively. Losing loses you Experience, while Winning gives you Experience, plus you get the other person's items(unless they retreat). That's combat. Don't worry about what determines if you block or if you hit, how much damage you do, etc: that's my job.

But first you have to make a character.
Choose your team: Forumers or Gameplayers. The people on your team can't fight you, and can train with you and trade items, basically help you out. The people on the other team try to defeat you. It's a good idea to get into skill groups within your team, that way no one is alone and you have a better chance of winning.
Character Attributes: Now for the Attributes, which decide how strong your character is, how smart they are, etc.

Strength: How strong your character is means how much damage they deal. If a character's strength is over 5, they add to their Chance to Hit and Damage what ever their level is. For example, Po has 6 strength. He adds +6 to his Chance to Hit and his Damage. Strength also decides what stuff you can carry. Each Strength point means +50 pounds to what items you can carry at a time. Strength also determines what kind of hits you can block, every 2 Strength points means +1 to the Damage your blocks can absorb

Dexterity: Dexterity means how fast you are, how nimble. It determines your chance to Block. Each 1 Dexterity point means +1 to Chance to Block. It also determines your Retreat speed, how fast you can cover distances, what your chance is to attack first, and how well you can do things like Climb, Swim, or Jump.

Intelligence: Intelligence is how smart your character is. Like the chances of you understanding a spell or a cipher are determined by Intelligence. Each level of Intelligence adds to your Spell Book one space, so the more Intelligent you are, the more spells you can have. It also helps in decoding things, and determines how many languages you speak. Also, some spells require a certain Intelligence. I will show you the Spell Book when you Level Up and decide you want to spend some of your points on Spells.Each Intelligence level adds +1 to your Languages, +1 to your Chance To See and +1 to your Spell Book.

Charisma: Charisma is how influential you are. It helps with traders: the higher your Charisma, the lower the price of the items will be. It also helps with spells like Charm or Mind Control, and is part of your Resistance to spells like that. Each Charisma level adds +1 to your character's Resistance To Mind Control Spells. Each Charisma level also lowers the price of items by 2% each.

Endurance: Endurance means how long you can walk, how long you can go without eating, how much damage you can sustain before dying. Each Endurance level adds +1 to your Poison, Critical Hit, and Magic Spells Resistance, +1 hour of walking, +1 day of not Eating/Drinking, and also adds +5 points to your Health: how much damage you can be dealt before dying.

Now the hard part's over. Choose your Class. At Level 5, you choose your Subclass:
Knight: Knights are fighters, based mainly on fighting. They can ride horses well, use heavy armor, and attack. Knights start out with Plate Armor, Longsword, Axe, Hammer, Horse, Food, Water.
At Level Five, you can choose a Subclass
Rogue(Knight): Rogues are masters of ambush and disguise. Good warriors, but they rely on poison and sneakiness.
Paladin: Paladins are honorable, based on strength and endurance alone. However, they can use minor Clerical spells the higher they level up. If they are Blessed for completing a special divine mission, they can learn any Clerical spells.
Mercenary: Mercenaries are neutral, being both obedient and renegades. They are good at trading and bartering, and can use some very minor spells of both of the above classes, although not nearly as adept at either thing as the real pros. However, they are very good tacticians.

Mage: Mages rely on spells to see them through. They use Intelligence to cast spells despite their lack of abilities to fight with strength or with good armor, are powerful.
Mages start out with Cloth Robes, Oak Staff, Food, Water, Runes. Their subclasses are:
Summoner: Summoners rely on animals they summon or creatures they create to do their work for them.
Illusionist: Illusionists use mind control and mirages to help them destroy their foes.
Elementals: Elementals take control of surrounding elements to help them.
Alchemists: Alchemists don't mainly use spells, but instead create potions to help them.
Clerics: Clerics use healing Spells and Undead Banishment spells.

Rangers: Rangers are fairly balanced. They are O.K. at combat, although preferring to use a bow, and can use some healing spells, and are good with bartering. However, they are mere dabblers in everything.
Rangers start out with Chain Mail, Short Sword, Bow, Arrows, Food, Water. Subclasses:

Wild One: Wild Ones rely on nature to do their work, calling on animals and bringing trees to life.

Archer: Archers depend on bows to shoot their enemies from afar.

Rogue(Ranger): Rogues rely on stealth to see them through, depending on their knowledge of the wild to lead them to food, water, and enemies long before they know they are there.

Thief: Thieves rely on their stealth and poison abilities to sneak up on their enemies and get them before they know that they are there.
Thieves start out with Leather Armor, Dagger, Food, Water, Poison Bottle. Subclasses:

Acrobat: Acrobats excel at Climbing, Jumping, Swimming, etc. They crawl up castle walls and poison the army's drinks, then swarm back down before anyone suspects.

Rogue(Thief): The Rogue is a combat variation of the Thief, choosing to ambush and then slit their enemy's throat. They can do some combat if forced, however.

Assassin: The Assassin relies on poisons and concealed weapons to get to their prey. They can be mercenaries, fighting for gold. They mainly use knives and lethal poisons.

Okay, got all that? Now just choose your Alignment. Alignment is easy. Here they are!
Lawful Good: A law abiding person who has a good conscience
Chaotic Good: A non law abiding person who has a good conscience
Neutral Good: A person who sometimes obeys and sometimes doesn't obey the law, who has a good conscience
Lawful Neutral: A law abiding person who sometimes acts in good and sometimes acts in evil
Chaotic Neutral: A non law abiding person who sometimes acts in good and sometimes acts in evil
Neutral Neutral: A person who sometimes obeys and sometimes doesn't obey the law who sometimes acts in good and sometimes acts in evil
Chaotic Evil: A non law abiding person who is cruel.
Lawful Evil: A law abiding person who is cruel
Neutral Evil: A person who sometimes obeys and sometimes doesn't obey the law who is cruel.

Honor: Honor determines which Guilds you can enter. Some Guilds require a negative Honor some require a positive Honor. Regardless, it is determined by if you choose to attack from behind, etc. etc., whether or not you do honorable things.

Now make your character. You get 15 Attribute points. Choose where they go.
The following is optional.
Name:
Age(16-50):
Race(Elf,Dwarf,Human):
Height:
Description(What they look like)
Background(What their history is):
Personality(What they're like):
This is not optional
Class:
Level:
Faction:
Alignment:
Wins:
Losses:
Draws:
Items:
Strength:
Dexterity:
Intelligence:
Charisma:
Endurance:

There you have it.

  • 555 Replies
giavanni6
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giavanni6
234 posts
Peasant

%$%^&#%$ moat get back here!

Moabarmorgamer
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Moabarmorgamer
8,570 posts
Nomad

Yawn. I'm back. And sadly, fluffle is dead right now, although if you want to face him off, you can get him revived. It hasn't been 24 hours since his death yet...please?
Let him be revived?

samdawghomie
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samdawghomie
3,550 posts
Peasant

Name: Sam Miller
Age: 19
Race: Human
HP: 10/30
MP: 20/20
Height: 6'3
Gender: Male
Description: Pudgy guy with a buzzcut hair and is somewhat tall
Background: Came from a little town and wants to bring peace to the forums
Personality: Is friendly, Nice, and helpful
Class: Knight
Level: 2
Faction: Forumer
Alignment: Neutral Good
Wins: 1
Losses: 0
Draws: 1
Items: Longsword, Axe, Plate Armor, 2 Days Worth Food,2 Days Worth Water, 2 Chainmail, 2 Halberds, Amulet of Light, 1300 Gold, 2 Health Potions
Strength: 5(magically +1)
Dexterity: 5
Intelligence: 4
Charisma: 5 (magically +3)
Endurance: 5(magically +1)

Being curious, search the rest of the maze.

superpickle
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superpickle
689 posts
Peasant

Oh God no! God Moat, I beg you from heaven, please revive me!

Moabarmorgamer
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Moabarmorgamer
8,570 posts
Nomad

Name: Sam Miller
Age: 19
Race: Human
HP: 10/30
MP: 20/20
Height: 6'3
Gender: Male
Description: Pudgy guy with a buzzcut hair and is somewhat tall
Background: Came from a little town and wants to bring peace to the forums
Personality: Is friendly, Nice, and helpful
Class: Knight
Level: 2
Faction: Forumer
Alignment: Neutral Good
Wins: 1
Losses: 0
Draws: 1
Items: Longsword, Axe, Plate Armor, 2 Days Worth Food,2 Days Worth Water, 2 Chainmail, 2 Halberds, Amulet of Light, 1300 Gold, 2 Health Potions
Strength: 5(magically +1)
Dexterity: 5
Intelligence: 4
Charisma: 5 (magically +3)
Endurance: 5(magically +1)

You search the rest of the maze, and find nothing to quell your curiosity. Then you start back home. 1st night: guard duty?

A. Yeah, at the camp have a sentry stay awake and one sleep, then switch
B. No, just go to sleep
C. No, just keep walking
D. Make your own option

Moabarmorgamer
offline
Moabarmorgamer
8,570 posts
Nomad

@pickle.
I'm sorry, but I won't revive any players. The die was rolled, you died, and what sort of challenge would it be if I resurrected my players every time one of them died? No, a player has to resurrect you, or hire someone to resurrect you.

samdawghomie
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samdawghomie
3,550 posts
Peasant

Name: Sam Miller
Age: 19
Race: Human
HP: 10/30
MP: 20/20
Height: 6'3
Gender: Male
Description: Pudgy guy with a buzzcut hair and is somewhat tall
Background: Came from a little town and wants to bring peace to the forums
Personality: Is friendly, Nice, and helpful
Class: Knight
Level: 2
Faction: Forumer
Alignment: Neutral Good
Wins: 1
Losses: 0
Draws: 1
Items: Longsword, Axe, Plate Armor, 2 Days Worth Food,2 Days Worth Water, 2 Chainmail, 2 Halberds, Amulet of Light, 1300 Gold, 2 Health Potions
Strength: 5(magically +1)
Dexterity: 5
Intelligence: 4
Charisma: 5 (magically +3)
Endurance: 5(magically +1)

A. Yeah, at the camp have a sentry stay awake and one sleep, then switch

Moabarmorgamer
offline
Moabarmorgamer
8,570 posts
Nomad

*big yawn*You're lucky...where I'm at it's five in the morning...

Name: Sam Miller
Age: 19
Race: Human
HP: 10/30
MP: 20/20
Height: 6'3
Gender: Male
Description: Pudgy guy with a buzzcut hair and is somewhat tall
Background: Came from a little town and wants to bring peace to the forums
Personality: Is friendly, Nice, and helpful
Class: Knight
Level: 2
Faction: Forumer
Alignment: Neutral Good
Wins: 1
Losses: 0
Draws: 1
Items: Longsword, Axe, Plate Armor, 2 Days Worth Food,2 Days Worth Water, 2 Chainmail, 2 Halberds, Amulet of Light, 1300 Gold, 2 Health Potions
Strength: 5(magically +1)
Dexterity: 5
Intelligence: 4
Charisma: 5 (magically +3)
Endurance: 5(magically +1)

You keep one sentry awake and the other person sleeps at a time. On Jovan's watch, you are attacked by a bunch of savage wolves! What do you do?

A. Fight
B. Run
C. Make your own option

samdawghomie
offline
samdawghomie
3,550 posts
Peasant

*big yawn*You're lucky...where I'm at it's five in the morning...


It's 8 in the morning. *BIGGER YAWN* And I have been up since... *counts on fingers* At least 3 o
clock.


Name: Sam Miller
Age: 19
Race: Human
HP: 10/30
MP: 20/20
Height: 6'3
Gender: Male
Description: Pudgy guy with a buzzcut hair and is somewhat tall
Background: Came from a little town and wants to bring peace to the forums
Personality: Is friendly, Nice, and helpful
Class: Knight
Level: 2
Faction: Forumer
Alignment: Neutral Good
Wins: 1
Losses: 0
Draws: 1
Items: Longsword, Axe, Plate Armor, 2 Days Worth Food,2 Days Worth Water, 2 Chainmail, 2 Halberds, Amulet of Light, 1300 Gold, 2 Health Potions
Strength: 5(magically +1)
Dexterity: 5
Intelligence: 4
Charisma: 5 (magically +3)
Endurance: 5(magically +1)

A. Fight
Moabarmorgamer
offline
Moabarmorgamer
8,570 posts
Nomad

Well technically it's almost six...but it's mountain time.

Name: Sam Miller
Age: 19
Race: Human
HP: 10/30
MP: 20/20
Height: 6'3
Gender: Male
Description: Pudgy guy with a buzzcut hair and is somewhat tall
Background: Came from a little town and wants to bring peace to the forums
Personality: Is friendly, Nice, and helpful
Class: Knight
Level: 2
Faction: Forumer
Alignment: Neutral Good
Wins: 1
Losses: 0
Draws: 1
Items: Longsword, Axe, Plate Armor, 2 Days Worth Food,2 Days Worth Water, 2 Chainmail, 2 Halberds, Amulet of Light, 1300 Gold, 2 Health Potions
Strength: 5(magically +1)
Dexterity: 5
Intelligence: 4
Charisma: 5 (magically +3)
Endurance: 5(magically +1)

You fight the wolves. One of them tries to flank you but you easily kill it. Poor fluffleberry. Wolves are actually really weak enemies, but he was already severely weakened. You easily kill the three wolves that attack your camp without a second thought. Now what?

A. Get moving. I don't want any more company
B. Go back to sleep, with guard of course
C. Make your own option

samdawghomie
offline
samdawghomie
3,550 posts
Peasant

Name: Sam Miller
Age: 19
Race: Human
HP: 10/30
MP: 20/20
Height: 6'3
Gender: Male
Description: Pudgy guy with a buzzcut hair and is somewhat tall
Background: Came from a little town and wants to bring peace to the forums
Personality: Is friendly, Nice, and helpful
Class: Knight
Level: 2
Faction: Forumer
Alignment: Neutral Good
Wins: 1
Losses: 0
Draws: 1
Items: Longsword, Axe, Plate Armor, 2 Days Worth Food,2 Days Worth Water, 2 Chainmail, 2 Halberds, Amulet of Light, 1300 Gold, 2 Health Potions
Strength: 5(magically +1)
Dexterity: 5
Intelligence: 4
Charisma: 5 (magically +3)
Endurance: 5(magically +1)

A. Get moving. I don't want any more company

Moabarmorgamer
offline
Moabarmorgamer
8,570 posts
Nomad

Name: Sam Miller
Age: 19
Race: Human
HP: 10/30
MP: 20/20
Height: 6'3
Gender: Male
Description: Pudgy guy with a buzzcut hair and is somewhat tall
Background: Came from a little town and wants to bring peace to the forums
Personality: Is friendly, Nice, and helpful
Class: Knight
Level: 2
Faction: Forumer
Alignment: Neutral Good
Wins: 1
Losses: 0
Draws: 1
Items: Longsword, Axe, Plate Armor, 2 Days Worth Food,2 Days Worth Water, 2 Chainmail, 2 Halberds, Amulet of Light, 1300 Gold, 2 Health Potions
Strength: 5(magically +1)
Dexterity: 5
Intelligence: 4
Charisma: 5 (magically +3)
Endurance: 5(magically +1)

You take down camp and set off in the middle of the night. You move along the dark path, to the deep river-like stream that hampered you on your journey to the mountain. But it is dark and difficult to see. You cannot locate the bridge. What do you do?

A. Wait until morning...only an hour or so
B. Try to cross
C. Make your own option

superpickle
offline
superpickle
689 posts
Peasant

Oh damn. Guess I couldn't help dieing with the amount of monsters sent after me. :P

Moabarmorgamer
offline
Moabarmorgamer
8,570 posts
Nomad

Hm. Well...I might be able to arrange an encounter with a player. But they have to be the ones who get you revived. So hope that Sam will save you out of the goodness of his heart...

superpickle
offline
superpickle
689 posts
Peasant

I think every player should get one free revive then have to get another player to do it.

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