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
Riptizoid101
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Riptizoid101
6,257 posts
Farmer

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, Good-Game Strike
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect:
Spell 3 Effect:

I pick good game strike

Patrick2011
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Patrick2011
12,319 posts
Templar

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, Goodgame Strike
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect: MP cost is 4, attacks at +2 Attack and deals 5-14 damage.
Spell 3 Effect:

You find a clue that says the following:

What is the 6th letter of the Greek alphabet? The slot machine is in a row of one of the letters of the answer.

Mortinor: M13
JohnGarell: J16
endlessrampage73: G7
Riptizoid101: Z12
ganlaf: M13
Clues: 1 pending

Riptizoid101
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Riptizoid101
6,257 posts
Farmer

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, Goodgame Strike
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect: MP cost is 4, attacks at +2 Attack and deals 5-14 damage.
Spell 3 Effect:

Ok I go to F6 which is probably my best bet.

Patrick2011
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Patrick2011
12,319 posts
Templar

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, Goodgame Strike
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect: MP cost is 4, attacks at +2 Attack and deals 5-14 damage.
Spell 3 Effect:

You go to F6, but you run into 2 wandering monsters.

Once one of the players tells me the 6th letter of the Greek alphabet, I will post the clue in the Clues entry.

Mortinor: M13
JohnGarell: J16
endlessrampage73: G7
Riptizoid101: F6 (in combat*2)
ganlaf: M13
Clues: 1 pending

Riptizoid101
offline
Riptizoid101
6,257 posts
Farmer

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, Goodgame Strike
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect: MP cost is 4, attacks at +2 Attack and deals 5-14 damage.
Spell 3 Effect:

I believe it is zeta or something like that, but I'm not sure. Anyways, I use one Goodgame slash and then regular attack for the rest.

Patrick2011
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Patrick2011
12,319 posts
Templar

Username: Riptizoid101
Armatar: Armored Knight
Level: 2
Strength: 16
Magic: 10
Constitution: 14
Dexterity: 12
HP: 11/18
MP: 8/13
Damage: 4-11
Attack: 7
Defense: 14
Spells: Power Slash, Goodgame Strike
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect: MP cost is 4, attacks at +2 Attack and deals 5-14 damage.
Spell 3 Effect:

You win, but you also took 7 damage. Also, you are correct in the guess of Zeta as the 6th letter of the Greek alphabet. The slot machine is in row A, E, T, or Z. There are no clues where you are, so you may now move.

Mortinor: M13
JohnGarell: J16
endlessrampage73: G7
Riptizoid101: F6
ganlaf: M13
Clues: Row A, E, T, or Z

Riptizoid101
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Riptizoid101
6,257 posts
Farmer

Username: Riptizoid101
Armatar: Armored Knight
Level: 2
Strength: 16
Magic: 10
Constitution: 14
Dexterity: 12
HP: 11/18
MP: 8/13
Damage: 4-11
Attack: 7
Defense: 14
Spells: Power Slash, Goodgame Strike
Spell 1 Effect: MP cost is 2, attacks and deals 5-14 damage.
Spell 2 Effect: MP cost is 4, attacks at +2 Attack and deals 5-14 damage.
Spell 3 Effect:

E1 I move to!!!

Patrick2011
offline
Patrick2011
12,319 posts
Templar

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

You go to E1, but you run into a wandering monster.

Mortinor: M13
JohnGarell: J16
endlessrampage73: G7
Riptizoid101: E1 (in combat)
ganlaf: M13
Clues: Row A, E, T, or Z

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 feel like moving to S4.

Patrick2011
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Patrick2011
12,319 posts
Templar

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 S4, but you run into 4 monsters. You will be fighting them one at a time.

Mortinor: M13
JohnGarell: S4 (in combat*4)
endlessrampage73: G7
Riptizoid101: E1 (in combat)
ganlaf: M13
Clues: Row A, E, T, or Z

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 make a normal attack on all of them and if I should know the resist it, I throw an icicle instead.

BTW, didn't I lose MP?

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: 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:

I go to Z-26

Riptizoid101
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Riptizoid101
6,257 posts
Farmer

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

I use powerslash and then regular attack until its dead!

Patrick2011
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Patrick2011
12,319 posts
Templar

BTW, didn't I lose MP?


When you move, you regenerate MP according to your movement. You also regenerate HP equal to your level.

Username: JohnGarell
Armatar: Ice Lord
Level: 1
Strength: 10
Magic: 14
Constitution: 16
Dexterity: 12
HP: 0/11
MP: 0/10
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:

The enemies you face here have no resistance to any of your spells. You manage to defeat 3 of the enemies, but you get killed by the 4th. As a result, this is the rule on character 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: 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:

You go to Z26, but you run into 5 wandering monsters.

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

You win the combat without taking any damage. There are no clues in your current location, so you may move elsewhere.

Mortinor: M13
JohnGarell: S4 (dead with 1 monster left)
endlessrampage73: Z26 (in combat*5)
Riptizoid101: E1
ganlaf: M13
Clues: Row A, E, T, or Z
Riptizoid101
offline
Riptizoid101
6,257 posts
Farmer

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

I go to E2 now.

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