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.
Username: Roty Armatar: Dwarf Mage (Shield with a black background) 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 now have the shield with a black background, so I will put that in parentheses. However, this armatar change won't affect you until you gain a level. Anyway, you still need to post combat actions.
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 Z25, but you run into 6 wandering monsters.
Mortinor: M13 endlessrampage73: Z26 (dead with 3 monsters left) Riptizoid101: Z25 (in combat*6) ganlaf: M13 Roty: Z26 (in combat*3) Clues: A1-10 or E1-10
Hello,Super here.Sorry for the lack of posting,but,there is another AW that I think some of you may enjoy.Here it is.It is called Medieval Tactics and it crosses over rpg,AW,and finally medievalness!
I just need to tell everyone here that I'm going to make Armatar War - Simple RPG. So if someone of they here want to play an less complicated version of Armatar War - RPG. But I haven't made it yet.