ForumsForum GamesArmatar War RPG

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Patrick2011
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Patrick2011
12,319 posts
Treasurer

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
JohnGarell
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JohnGarell
1,747 posts
Peasant

Is that name for ganlaf's armatar from the beta site?


Yes.

How long can we go?

Username: JohnGarell
Armatar: Ice Lord
Level: 1
Strength: 10
Magic: 14
Constitution: 16
Dexterity: 12
HP: 11
MP: 10
Damage: 1-6
Attack: 2
Defense: 14
Spells: Icicle, Frost Nova
Spell 1 Effect: MP cost is 2, deals 2-7 damage.
Spell 2 Effect: MP cost is 5, adds 3 Defense for 2 turns.
Spell 3 Effect:

I go to J16, OK?
Patrick2011
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Patrick2011
12,319 posts
Treasurer

Are we able to go northeast, southwest, etc? Also, do we all have to go together or can we go in separate ways?


Each player goes separately until someone finds the slot machine.

How long can we go?


You can go to any of the 676 areas. A longer distance from the previous location increases the chance of a wandering monster.

Username: JohnGarell
Armatar: Ice Lord
Level: 1
Strength: 10
Magic: 14
Constitution: 16
Dexterity: 12
HP: 11
MP: 10
Damage: 1-6
Attack: 2
Defense: 14
Spells: Icicle, Frost Nova
Spell 1 Effect: MP cost is 2, deals 2-7 damage.
Spell 2 Effect: MP cost is 5, adds 3 Defense for 2 turns.
Spell 3 Effect:

You move to J16. Unfortunately, you find a wandering monster along the way. Post 5 rounds of combat actions, which include attack and any of your spells. Each spell costs MP, so if you don't have enough MP to cast a spell you are trying to cast, you will attack instead.

Mortinor: M13
JohnGarell: J16 (in combat)
endlessrampage73: M13
Riptizoid101: M13
ganlaf: M13
Clues: none
Riptizoid101
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Riptizoid101
6,257 posts
Farmer

I come to John's aid(can you do that?) and join him in battle. If not, then I move to K1.

Patrick2011
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Patrick2011
12,319 posts
Treasurer

I come to John's aid(can you do that?) and join him in battle.


First of all, post your sheet each time you post an action. Also, that action is not allowed because of this rule:

Once combat occurs in a certain square, that square becomes locked and nobody can enter or leave the square.

Username: Riptizoid101
Armatar: Armored Knight
Level: 1
Strength: 16
Magic: 10
Constitution: 14
Dexterity: 12
HP: 10
MP: 8
Damage: 4-11
Attack: 6
Defense: 13
Spells: Power Slash
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect:
Spell 3 Effect:

You go to K1, but you run into a wandering monster along the way. Post 5 rounds of combat actions.

Mortinor: M13
JohnGarell: J16 (in combat)
endlessrampage73: M13
Riptizoid101: K1 (in combat)
ganlaf: M13
Clues: none
Riptizoid101
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Riptizoid101
6,257 posts
Farmer

Username: Riptizoid101
Armatar: Armored Knight
Level: 1
Strength: 16
Magic: 10
Constitution: 14
Dexterity: 12
HP: 10
MP: 8
Damage: 4-11
Attack: 6
Defense: 13
Spells: Power Slash
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect:
Spell 3 Effect:

I use power slash, then regular attack for the rest of the four turns.

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: 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:

I go to G-7.

Patrick2011
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Patrick2011
12,319 posts
Treasurer

Username: Riptizoid101
Armatar: Armored Knight
Level: 1
Strength: 16
Magic: 10
Constitution: 14
Dexterity: 12
HP: 10
MP: 6/8
Damage: 4-11
Attack: 6
Defense: 13
Spells: Power Slash
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect:
Spell 3 Effect:

You win in the first round. There is no clue or slot machine, so you may move elsewhere.

Username: endlessrampage73
Armatar: Archer Elf
Level: 1
Strength: 14
Magic: 10
Constitution: 12
Dexterity: 16
HP: 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:

You reach G7 but you run into a wandering monster along the way. Post 5 rounds of combat actions.

Mortinor: M13
JohnGarell: J16 (in combat)
endlessrampage73: G7 (in combat)
Riptizoid101: K1
ganlaf: M13
Clues: none

Riptizoid101
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Riptizoid101
6,257 posts
Farmer

Username: Riptizoid101
Armatar: Armored Knight
Level: 1
Strength: 16
Magic: 10
Constitution: 14
Dexterity: 12
HP: 10
MP: 6/8
Damage: 4-11
Attack: 6
Defense: 13
Spells: Power Slash
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect:
Spell 3 Effect:

Alright then. I move to....Z12!

Patrick2011
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Patrick2011
12,319 posts
Treasurer

Username: Riptizoid101
Armatar: Armored Knight
Level: 1
Strength: 16
Magic: 10
Constitution: 14
Dexterity: 12
HP: 10
MP: 8
Damage: 4-11
Attack: 6
Defense: 13
Spells: Power Slash
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect:
Spell 3 Effect:

You are now in Z12, but you run into 4 wandering monsters. You will fight them one at a time.

Mortinor: M13
JohnGarell: J16 (in combat)
endlessrampage73: G7 (in combat)
Riptizoid101: Z12 (in combat*4, combat 1)
ganlaf: M13
Clues: none

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: 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: Sniper Shot
Round 5: Normal Attack

Patrick2011
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Patrick2011
12,319 posts
Treasurer

Username: endlessrampage73
Armatar: Archer Elf
Level: 1
Strength: 14
Magic: 10
Constitution: 12
Dexterity: 16
HP: 3/9
MP: 6/8
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 won in the second round, but you took 6 damage in the process. There is no clue or slot machine, so you may now move elsewhere.

Mortinor: M13
JohnGarell: J16 (in combat)
endlessrampage73: G7
Riptizoid101: Z12 (in combat*4, combat 1)
ganlaf: M13
Clues: none

Riptizoid101
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Riptizoid101
6,257 posts
Farmer

Username: Riptizoid101
Armatar: Armored Knight
Level: 1
Strength: 16
Magic: 10
Constitution: 14
Dexterity: 12
HP: 10
MP: 8
Damage: 4-11
Attack: 6
Defense: 13
Spells: Power Slash
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect:
Spell 3 Effect:

Oh mah gawd. Ok I use 2 power slashes on one, then finish the rest with some regular attacks?

JohnGarell
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JohnGarell
1,747 posts
Peasant

Username: JohnGarell
Armatar: Ice Lord
Level: 1
Strength: 10
Magic: 14
Constitution: 16
Dexterity: 12
HP: 11
MP: 10
Damage: 1-6
Attack: 2
Defense: 14
Spells: Icicle, Frost Nova
Spell 1 Effect: MP cost is 2, deals 2-7 damage.
Spell 2 Effect: MP cost is 5, adds 3 Defense for 2 turns.
Spell 3 Effect:

I use an Icicle to start with. Can I attack more times in one post? If, then I make a normal attack and after that another Icicle.

Patrick2011
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Patrick2011
12,319 posts
Treasurer

Username: Riptizoid101
Armatar: Armored Knight
Level: 2
Strength: 16
Magic: 10
Constitution: 14
Dexterity: 12
HP: 18
MP: 13
Damage: 4-11
Attack: 7
Defense: 14
Spells: Power Slash
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect:
Spell 3 Effect:

You have successfully defeated them. You gain a level.

Since you have leveled, it is now time for you to add one of the following to your Spells list:

Weapon Block: MP cost is 4, increases your Defense by 2 for the next 2 rounds.
Goodgame Strike: MP cost is 4, attacks at +2 Attack and deals 5-14 damage.

Once you select one of these, I will tell you if there are any clues or slot machines.

Mortinor: M13
JohnGarell: J16 (in combat)
endlessrampage73: G7
Riptizoid101: Z12 (leveling up)
ganlaf: M13
Clues: none

Patrick2011
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Patrick2011
12,319 posts
Treasurer

Username: JohnGarell
Armatar: Ice Lord
Level: 1
Strength: 10
Magic: 14
Constitution: 16
Dexterity: 12
HP: 11
MP: 6/10
Damage: 1-6
Attack: 2
Defense: 14
Spells: Icicle, Frost Nova
Spell 1 Effect: MP cost is 2, deals 2-7 damage.
Spell 2 Effect: MP cost is 5, adds 3 Defense for 2 turns.
Spell 3 Effect:

You win and take no damage. Also, there are no clues or slot machines, so you may now move elsewhere.

Mortinor: M13
JohnGarell: J16
endlessrampage73: G7
Riptizoid101: Z12 (leveling up)
ganlaf: M13
Clues: none

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