ForumsForum GamesArmatar War RPG

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Patrick2011
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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
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Patrick2011
12,319 posts
Templar

I'm not going to run this thread, but I do have some formulas saved on my computer for HP, MP, Attack, and Defense. I can give those formulas to whoever decides to run this thread.

JohnGarell
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JohnGarell
1,747 posts
Peasant

I do have some formulas saved on my computer for HP, MP, Attack, and Defense. I can give those formulas to whoever decides to run this thread.


Well, that's pretty simple. Just check this everyone.

Username:
Armatar:
Level: 1
Strength:
Magic:
Constitution:
Dexterity:
HP:
MP:
Damage:
Attack:
Defense:
Spells:
Spell 1 Effect:
Spell 2 Effect:
Spell 3 Effect:
Patrick2011
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Patrick2011
12,319 posts
Templar

Notes for whoever wants to run this thread:

1) For Strength, Magic, Constitution, and Dexterity, the runner decides what each stat is. One is 16, another is 14, a third is 12, and the last one is 10. Try to give higher stats to what the armatar is supposed to be good at.

2) For HP, give the following values at 1st level:
If Constitution is 10, give 8 HP. For each 2 higher the Constitution is, add 1 more HP.
For leveling up, do this to HP:
Roll a d8 (8-sided die). If you do not have such a die, I will roll it for you.
If the Constitution is 12, add 1 more HP.
If the Constitution is 14, add 2 more HP.
If the Constitution is 16, add 3 more HP.
Do this if a player increases Constitution to the next even number:
Add as many HP as the player has levels.

3) For MP, use the same directions as HP, but use Magic instead of Constitution.

4) For damage, this is based on spells as stated in the OP. If the Strength is 10, use the damage as is. For each 2 higher Strength is, add 1 to the numbers below and above the dash.

5) For Attack, this is equal to the following:
Level+(Strength-10/2)+an armatar bonus
The armatar bonus is a number between 0 and 3, and it is up to you. However, you should give a higher number to armatars that are more likely to hit and a lower number to armatars that are less likely to hit.

6) For Defense, use Dexterity instead of Strength, then add 10. The armatar bonus for Defense is between 0 and 3, but doesn't have to be the same as the one for Attack. Use higher numbers for armatars that are less likely to get hit and lower numbers for armatars that are more likely to get hit.

7) For spells, each armatar starts with 1, 2, or 3 spells. Armatars that have more magic stuff (generally a higher Magic stat) should get more spells. The Spells entry gives the name of each spell. The effect of the first spell listed goes in the Spell 1 Effect entry. Also make sure to include an MP cost (don't be ridiculous). The same goes for the second and third spells (if they exist).

8) If something is wrong or ridiculous with a character sheet, I will fix it.

9) Since you are unlikely to be able to know how combat works, I will run combats. However, the story is up to you, including completion and correction of initial sheets as well as the starting scenarios. You also get to decide outcomes unless it's combat. If an action leads to combat, post that and wait for me to resolve combat. In essence, you (whoever decides to "run" the thread) and I will be co-running the game.

10) As for deciding when players level up, level them up when it makes sense, but only do this immediately following a combat. If I see you giving levels too often, I will lower the level of such players. This also works in the opposite direction.

11) I will also be playing the game, and the limit will be 5 players (including me).

12) You can look at my running of the game to get an idea of how stats and spells should be given.

13) In the previous running of the game, I simply gave a description of the armatars. In this version, the Armatar entry should look like this:

When giving the initial scenario, either keep the player's description or replace it with one of your own. I will then figure out what to call the armatar. After that, I will see if the armatar is used by a member of Sprooshydra. If not, I will ask JohnGarell to give a name to that armatar. Once those names (mine and JohnGarell's) are determined, the Armatar entry should then look like this:

Armatar: What I call it/What JohnGarell calls it

If both are the same, then it should only appear once.

JohnGarell
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JohnGarell
1,747 posts
Peasant

Armatar: What I call it/What JohnGarell calls it


Or what the beta-site call it. I can check that.

So, I ask again. Do someone want to run this thread?
JohnGarell
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JohnGarell
1,747 posts
Peasant

Or what the beta-site call it.


Or no. Many of the Armatars there got names with numbers in it.
JohnGarell
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JohnGarell
1,747 posts
Peasant

OK, I can understand that it's not so popular to run the thread when you know how complicated it will be.

JohnGarell
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JohnGarell
1,747 posts
Peasant

This is not even funny. It's getting old. Patrick, could you let some other user run some other game you're running so you can run this one instead?

Patrick2011
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Patrick2011
12,319 posts
Templar

This is not even funny. It's getting old. Patrick, could you let some other user run some other game you're running so you can run this one instead?


First of all, that's enough bumping. However, I will run this game. Here's what will happen to my other games as a result:

Random DRPG: This game is slow enough that I should be able to run both RPGs. However, I might be slower to respond on Random DRPG.

AW-DTE: I'm simply running a round of this game. Again, running AW RPG might slow me down on updating DTE.

hot/cold game: Like AW-DTE, I am simply running a round. All it involves is thinking of a letter and giving hot or cold to guesses based on keyboard position. However, I will likely become less active in that game once the current round is finished.

Forum games I'm playing: There are several non-RPGs I'm playing. Running this RPG will simply make me less active in those forum games.

Result: I will run this game and keep Random DRPG intact (although updates might be slower). Running two RPGs is only a problem if both are very active. Since Random DRPG isn't that active, I can afford to slow down my updates in that game in order to run this one.

TL;DR: I will run this game.

The story will be different, and instructions on character creation are in the OP.
JohnGarell
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JohnGarell
1,747 posts
Peasant

I will run this game.


I'm extremely grateful. Not so many else can have control on all these numbers.

AW-DTE: I'm simply running a round of this game. Again, running AW RPG might slow me down on updating DTE.


You update it faster than anyone else. Also you do not run it for so long time more.

So, good luck here!
Patrick2011
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Patrick2011
12,319 posts
Templar

I now just need 5 players and this game will start again.

Mortinor
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Mortinor
19 posts
Nomad

Username: Mortinor
Armatar: A dwarven wizard
Level: 1
Strength:
Magic:
Constitution:
Dexterity:
HP:
MP:
Damage:
Attack:
Defense:
Spells:
Spell 1 Effect:
Spell 2 Effect:
Spell 3 Effect:

Patrick2011
offline
Patrick2011
12,319 posts
Templar

Username: Mortinor
Armatar: Wizard
Level: 1
Strength: 10
Magic: 16
Constitution: 12
Dexterity: 14
HP: 9
MP: 11
Damage: 1-4
Attack: 1
Defense: 14
Spells: Fire Bolt, Lightning, Defensive Dome
Spell 1 Effect: MP cost is 3, deals 1-10 damage.
Spell 2 Effect: MP cost is 4, deals 2-12 damage.
Spell 3 Effect: MP cost is 3, increases your Defense by 3 for the next round.

I still need 4 more players, then everyone will get the same story.

Mortinor
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Mortinor
19 posts
Nomad

I have a feeling nobody else is going to join unless this reaches the Forum Games front page.

Which is why I'm posting this.

JohnGarell
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JohnGarell
1,747 posts
Peasant

I have a feeling nobody else is going to join unless this reaches the Forum Games front page.

Which is why I'm posting this.


Good thinking. I'm posting this for the same reason.

Hail Ice King John!
Patrick2011
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Patrick2011
12,319 posts
Templar

Good thinking. I'm posting this for the same reason.

Hail Ice King John!


You can play too if you want. Even if you don't want to, this is still a bump.
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