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Patrick2011
online
Patrick2011
12,319 posts
Templar

NOTE: This is different from Paarfam's Armatar War because this is an RPG, not an RP.

Anyway, this is the format for the character sheet. Anything in parentheses is a direction for what to put there. If it's blank, don't put anything there.

Username: (insert your username here)
Armatar: (describe your armatar, but don't reveal the AP to unlock it)
Level: 1
Strength:
Magic:
Constitution:
Dexterity:
HP:
MP:
Damage:
Attack:
Defense:
Spells:
Spell 1 Effect:
Spell 2 Effect:
Spell 3 Effect:

More about the character sheet:

Once you submit a character sheet, I will simplify the Armatar entry if needed. Then, I will assign stats based on the armatar. Do not worry about prejudice for armatars. Strength, Magic, Constitution, and Dexterity are attributes that affect the other stats (I will handle all of that). Damage and spells interact with each other. In other words, if you have 3 spells, your damage is 1-4 modified by Strength. If you have 2 spells, the damage is 1-6. For 1 spell, the damage is 1-8. Damage is modified by Strength, while spell effects are modified by Magic. Dexterity modifies your Defense, which is how hard you are to hit. Attack affects how often you hit (a higher Attack increases the chance to hit) and is modified by Strength. Magic modifies MP (magic points), which lets you cast spells. Finally, Constitution modifies your HP (hit points).

The character limit is 5. Once 5 characters are created, the game will start.

Leveling Up:

I will decide when you gain a level. Your next post after gaining a level needs to include your previous character sheet, what attributes you are increasing (increase 2 by 1 each), and what spell you are adding (if I provide choices).

FAQs:

What if I switch my armatar?

If you switch your armatar, I will allow multiclassing. This means that the Armatar entry would look like this:

Before you level:

Armatar: original armatar (new armatar)

After you level:

Armatar: original armatar #/new armatar 1
# is what your level was before you switched your armatar.

Once you take a level in the new armatar, your stats change accordingly. Your attributes will change to hybrid the two armatars, but everything else is based on what you were before. Switching armatars will also affect spell choice. Once you switch, all levels from then on are added to the new armatar.

What if I switch my armatar again?

If it's back to the original armatar, you simply take levels in that armatar again. Otherwise, it has no effect on anything except your Armatar entry. If your armatar is something other than one of your first two since starting the game, it will be marked like this:

Armatar: original armatar #/2nd armatar #/current armatar

Can I fight other characters?

I will allow PvP fighting, but it depends on the situation. You can request to PvP fight by saying this as your action:

I search for a character to fight.

I will then tell you who you can fight. If a PvP fight does occur, I will handle it like other fights. The loser is whoever is first to go to 0 HP.

What happens if I go down to 0 HP?

If this ever happens to you, you may not do anything until I say otherwise. I would say this to notify you:

You have gone down to 0 HP. Do not post actions until I say otherwise.

When will the game end?

At some point, I will send all of you to a fighting tournament. Here's how the tournament would work:

The 5 characters and a character created by me with level equal to the median of the existing characters would be in the tournament. The tournament would have PvP fights. This will whittle the field down to 3. Then, a monster will be added to make it 4. The winner will be announced when all the fights are complete.

How will I fight?

When you enter combat, you need to post a 5-round action cycle. I will run the combat based on this cycle. If you don't have enough MP to cast a spell, you will attack instead.

What if I get a lot of spells?

You will be limited to 6 spells. Once you have 6, further spell additions will replace an existing spell.

  • 182 Replies
Patrick2011
online
Patrick2011
12,319 posts
Templar

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 9
MP: 11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

The game is in progress, so this is your initial scenario:

You are in a big forest, which is divided into 676 areas in 26 rows and 26 columns. The rows are labeled A-Z, and the columns are labeled 1-26. You start in M13 and you are supposed to find a slot machine in one of the areas. Based on clues already gathered, the slot machine is in either row A or row E. Also, it is in any of columns 1-10. You can move anywhere you want in the forest, but each movement has a chance of one or more wandering monsters, which lead to combat. The further you move, the more likely you are to run into a wandering monster. You may now move to wherever you want. Also, you should read from page 12 on to figure out some stuff. I also have links to important posts on my profile.

Mortinor: M13
endlessrampage73: Z26 (in combat*5)
Riptizoid101: A6
ganlaf: M13
Roty: M13
Clues: A1-10 or E1-10

Roty
offline
Roty
779 posts
Nomad

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 9
MP: 11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

Move to E6

Patrick2011
online
Patrick2011
12,319 posts
Templar

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 9
MP: 11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

You go to E6, but you run into a wandering monster. Post 5 rounds of combat actions.

Mortinor: M13
endlessrampage73: Z26 (in combat*5)
Riptizoid101: A6
ganlaf: M13
Roty: E6 (in combat)
Clues: A1-10 or E1-10

Roty
offline
Roty
779 posts
Nomad

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 9
MP: 11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

Shield
Spam Fire
Spam Fire
Shield
Spam Fire

Off-game, I think the MP cost of the Shield spell is too big based on the current defense I have.

endlessrampage73
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endlessrampage73
2,539 posts
Nomad

Username: endlessrampage73
Armatar: Archer Elf
Level: 1
Strength: 14
Magic: 10
Constitution: 12
Dexterity: 16
HP: 4/9
MP: 8
Damage: 3-10
Attack: 6
Defense: 14
Spells: Sniper Shot
Spell 1 Effect: MP cost is 2, increases attack damage to 4-16.
Spell 2 Effect:
Spell 3 Effect:


Round 1: Sniper shot
Round 2: Normal Attack
Round 3: Normal Attack
Round 4: Normal Attack
Round 5: Normal Attack

Same for all battles.
Same for all battles.

Riptizoid101
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Riptizoid101
6,257 posts
Farmer

Username: Riptizoid101
Armatar: Armored Knight
Level: 3
Strength: 20
Magic: 10
Constitution: 14
Dexterity: 12
HP: 18/26
MP: 8/14
Damage: 6-13
Attack: 10
Defense: 15
Spells: Power Slash, Goodgame Strike, Armor Spikes
Spell 1 Effect: MP cost is 2, attacks and deals 7-16 damage.
Spell 2 Effect: MP cost is 4, attacks at +2 Attack and deals 7-16 damage.
Spell 3 Effect: MP cost is 6, increases your Attack and Defense by 1 each for the next 3 rounds.

I go to A7

Patrick2011
online
Patrick2011
12,319 posts
Templar

Off-game, I think the MP cost of the Shield spell is too big based on the current defense I have.


What Shield basically does is make you 10% less likely to get hit for the next 2 turns. Therefore, I think 4 is a good MP cost for Shield.

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 4/9
MP: 3/11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

You win the combat, but you take 5 damage. You may now move elsewhere.

Username: endlessrampage73
Armatar: Archer Elf
Level: 1
Strength: 14
Magic: 10
Constitution: 12
Dexterity: 16
HP: 0/9
MP: 4/8
Damage: 3-10
Attack: 6
Defense: 14
Spells: Sniper Shot
Spell 1 Effect: MP cost is 2, increases attack damage to 4-16.
Spell 2 Effect:
Spell 3 Effect:

You defeat 2 of the enemies, but you get killed by the 3rd. Here's the rule on death:

If you die, your character sheet will show you at 0 HP (that's what death means), but that's not what's important. You will not be allowed to post actions until someone revives you. To revive a character, go to said character's area. You will only run into what the dead character failed to kill. A victory will bring the character back to full HP and MP.

Username: Riptizoid101
Armatar: Armored Knight
Level: 3
Strength: 20
Magic: 10
Constitution: 14
Dexterity: 12
HP: 18/26
MP: 8/14
Damage: 6-13
Attack: 10
Defense: 15
Spells: Power Slash, Goodgame Strike, Armor Spikes
Spell 1 Effect: MP cost is 2, attacks and deals 7-16 damage.
Spell 2 Effect: MP cost is 4, attacks at +2 Attack and deals 7-16 damage.
Spell 3 Effect: MP cost is 6, increases your Attack and Defense by 1 each for the next 3 rounds.

You go to A7 and do not run into any wandering monsters.

Mortinor: M13
endlessrampage73: Z26 (dead with 3 monsters left)
Riptizoid101: A7
ganlaf: M13
Roty: E6
Clues: A1-10 or E1-10
Roty
offline
Roty
779 posts
Nomad

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 4/9
MP: 3/11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

How to heal my HP and Energy? And go to EndlessRampage73's area where he died, I forgot the place, just go to his area.

Patrick2011
online
Patrick2011
12,319 posts
Templar

How to heal my HP and Energy?


Healing occurs with each move.

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 5/9
MP: 11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

You are now in Z26, and there are 3 monsters there.

Mortinor: M13
endlessrampage73: Z26 (dead with 3 monsters left)
Riptizoid101: A7
ganlaf: M13
Roty: Z26 (in combat*3)
Clues: A1-10 or E1-10
Roty
offline
Roty
779 posts
Nomad

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 5/9
MP: 11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

3 monsters? Woah, Ok, I go back in E6 where I killed the last monster but now explore that area for the clues.

Patrick2011
online
Patrick2011
12,319 posts
Templar

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 5/9
MP: 11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

Once you are in combat, you cannot leave. Also, there are no clues in E6. Therefore, you are still in Z26.

Mortinor: M13
endlessrampage73: Z26 (dead with 3 monsters left)
Riptizoid101: A7
ganlaf: M13
Roty: Z26 (in combat*3)
Clues: A1-10 or E1-10

Roty
offline
Roty
779 posts
Nomad

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 5/9
MP: 11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

Ok go to E5, and now I go offline! bye Pat

Patrick2011
online
Patrick2011
12,319 posts
Templar

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 5/9
MP: 11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

I just said you can't leave area Z26.

Roty
offline
Roty
779 posts
Nomad

Username: Roty
Armatar: Dwarf Mage
Level: 1
Strength: 14
Magic: 16
Constitution: 12
Dexterity: 10
HP: 5/9
MP: 11
Damage: 3-6
Attack: 5
Defense: 12
Spells: Shield, Fireball, Spam Fire
Spell 1 Effect: MP cost is 4, increases your Defense by 2 for 2 turns.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 2, deals 1-8 damage.

Ok, then having no choice to do, I fight the monsters..

Riptizoid101
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Riptizoid101
6,257 posts
Farmer

Username: Riptizoid101
Armatar: Armored Knight
Level: 3
Strength: 20
Magic: 10
Constitution: 14
Dexterity: 12
HP: 18/26
MP: 8/14
Damage: 6-13
Attack: 10
Defense: 15
Spells: Power Slash, Goodgame Strike, Armor Spikes
Spell 1 Effect: MP cost is 2, attacks and deals 7-16 damage.
Spell 2 Effect: MP cost is 4, attacks at +2 Attack and deals 7-16 damage.
Spell 3 Effect: MP cost is 6, increases your Attack and Defense by 1 each for the next 3 rounds.

I go to Z25 and if Roty dies I save him.

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