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Gaia GodlikeImmortal Thisguyiscalledsteve Sniper Rule Set Site Rules Card Library Ability Wave Library Card Trader Request Moderator Review |
Welcome to StarForce RPSFRP v5 - System OverhaulThe fifth major system change of the Star Force RP includes changes to Weapons, Elements, Virus Threads, the Card Library and more. Feel free to visit the full v5 Updates Thread to see all the changes that have been made. If you're new, feel free to look around the board. Make yourself known in the Hello & Goodbye Forum, or join the Chat Box at the bottom of the home page. If you have a Discord, follow the link provided and join our much more active Discord Channel. Feel free to ask questions whenever you need help. |
Character Template Weapons Guide After Approval Elemental Benefits Stores The Big Wave Satella Armory Back Alley Ability Wave Shop The Crimson Market Advanced Topics Virus List Indie Frags Noise Frags |
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Gaia GodlikeImmortal Sniper Rule Set Site Rules Card Library Ability Wave Library | Character Template Weapons Guide After Approval Elemental Benefits Stores The Big Wave Satella Armory Back Alley Ability Wave Shop The Crimson Market Advanced Topics Panel Locations Indie Frags Noise Frags |
Welcome! Welcome to Star Force RP. Feel free to take a look around the forums, and introduce yourself in the cbox (swipe right for menu), or create a topic in the Hello & Goodbye board. After looking through the rules and checking out the Weapons Guide, you can post your profile for approval in our Approval Forum. Feel free to contact any of the staff for assistance via PMs or the cbox if you need it. lash suggests his guide may be helpful. Remember: RP is KEY! | |
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| Weapons Guide v5 | ||||||
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| Topic Started: Apr 1 2017, 06:34 PM (1,337 Views) | ||||||
| Post #1 Apr 1 2017, 06:34 PM | Gaia | |||||
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::The Weapons Guide:: - - Overview - - The Weapons Guide is a guide that helps you understand the basics of all the different types of attacks your characters' Wave Conversions can have. All weapons are to be balanced by the rules stated within this guideline, starting with the baselines below and any and all rules for applying appropriate buffs and drawbacks. While the Weapons Guide is in no way all inclusive, Staff holds the right to deny any attack or effect that a member creates. Staff also holds the right to require additional drawbacks than an attack would usually call for, if the staff member sees fit. - - Melee Baselines - - Melee weapons are defined as any weapon that are better suited for close-range combat. While some of these weapons have a reach as long as ten meters, they are still most effective when used up close. Because of the close-ranged aspect of each of these weapons, Melee weapons are stronger than most other Weapon baselines. Blade Modest Damage (Great cap) -1 Element -1 Meter length (2 Meter cap) -1 Hand -No Limit per Conversion Blade-type attacks involve any weapon with a bladed edge, whether it's a sword, knife, or daggers. These types of attacks usually have a greater range than CQC attacks, and also tend to be rather flexible. Blade-type attacks are one of the most popular attack types and can prove to be invaluable in battle. Blade-type Examples Blade-type Example 1 Attack Name: Normal Sword Type: Blade Element: Blade Description: A meter long sword attached to the user's arm. Damage: Modest Blade-type Example 2 Attack Name: Blood Blade Type: Blade Element:Poison Description: A crimson meter-long blade attached to the user's arm. Inflicts Poison. Damage: Moderate. Poisons (1-CD). CQC Modest Damage (Great cap) -2 Elements -1 Hand -No Limit per Conversion CQC is an acronym meaning "Close Quarters Combat". CQC-type attacks encompass all unarmed fighting techniques, from palm strikes to punches to kicks to aikido tosses, and everything in between. Tricky to pull off, these are best left to martial artists, or for getting up-close and personal. CQC-type Examples CQC-type Example 1 Attack Name: Elbow Strike Type: CQC Element: Fire/Light Description: A swinging elbow strike. Damage: Modest CQC-type Example 2 Attack Name: Edged Elbow Strike Type: CQC Element: Blade/Breaking Description: A swinging elbow strike that gives the user "an edge" over the opponent. Mid swing, armor around the elbow forms into a series of sharp spines for extra smacking power. Damage: High. 3-CD. Chained Weapons INDESTRUCTIBLE CHAINED WEAPONS Moderate Damage (High cap) -1 Element -5 meter length (10 meter cap) -1 Hand -Limit per Conversion: 2 DESTRUCTIBLE CHAINED WEAPONS Modest Damage (Great cap) -Moderate Health (High cap) -Mandatory 5-Turn CD during Regeneration, after destruction. -1 Element -5 Meter length (10 Meter cap) -1 Hand -Limit per Conversion: 2 Chained weapons revolve around using chains to lash out at your enemies either from a distance or at close range thanks to their length. This kind of weapon come in two types; indestructible or destructible. The latter type gets more strength as your opponent's attacks can dispose of them and they take some time before regenerating. Chained weapons are usually Blade-type weapons with a chain attached to them, allowing it to be thrown and retrieved easily. There are plenty of things chains can do and can offer quite a bit of flexibility. Indestructible Chained Weapon-type Examples Indestructible Chained Weapon-type Example 1: Attack Name: Tough Chain Type: Indestructible Chained Weapon Element: Blade Description: A five-meter long chain with a bladed tip attached to one of the user's hands. It can be summoned or dismissed at will. Damage: Moderate damage. Indestructible Chained Weapon-type Example 2 Attack Name: Kunai with Chain Type: Indestructible Chained Weapon Element: Shadow Description: A large kunai that's attached to a short 3 meter chain. In exchange though, it can be used up to twice per turn Damage: Moderate damage. Can be used up to twice per turn. Destructible Chained Weapon-type Examples Destructible Chained Weapon-type Example 1 Attack Name: Frail Chain Type: Destructible Chained Weapon Element: Null Description: A five-meter long chain attached to one of the user's hands. It has High health and once it is destroyed, there is a five-turn cooldown before the chain is regenerated. Damage: Modest damage. High Health. 5-CD before regeneration. Destructible Chained Weapon-type Example 2 Attack Name: Attach Chain Type: Destructible Chained Weapon Element: Breaking Description: A five-meter long chain attached to one of the user's hands. This chain can attach itself to anything the end hits, allowing the user to either bring objects back to him or pull maneuvers that would otherwise be impossible. Damage: Moderate damage. High Health. 5-CD before regeneration. Whips Moderate Damage (High cap) -2 Elements -5 Meter length (7 Meter cap) -1 Hand -No Limit per Conversion Whips are the missing link between ranged and melee attacks. Whip-attacks cover the entire gamut of bullwhips, plasma whips, light whips, power whips - any type of whip is a whip-type attack. Whip-type attacks are more flexible in terms of customization, and lend themselves neatly toward would-be board dominators. Whip-type Examples Whip-type Example 1: Attack Name: Quick Whip Type: Whip Element: Null/Dark Description: Quick Whip is a 5-meter long black horsewhip, held in the user's hand, which can be "flicked" towards the target. Damage: Moderate Whip-type Example 2: Attack Name: Flaming Line Type: Whip Element: Fire Description: A flaming "whip", 3 meters in length, extending from a handheld device, which can be "flicked" towards an opponent. Damage: Modest Staffs/Lances/Spears/Scythes/etc. Modest Damage (Great cap) -2 Elements -1 Meter length (2 Meter cap) -1 Hand -No Limit per Conversion Staffs covers most long-handled weapons, from straight up Quarterstaffs to spears to scythes and pole arms. Staff-type attacks have the same range as bladed weapons, but have two elements instead of one. While not as flexible as whips, customization-wise, Staffs are a solid choice when it comes to close range defense. Staff-type Examples Staff-type Example 1: Attack Name: Baseball Bat Type: Staff Element: Breaking/Null Description: A meter long, cylindrical club that has a nice rounded knob to make wielding easy. Damage: Modest Staff-type Example 2: Attack Name: Micro Pike Type: Staff Element: Null/Breaking Description: Two meters long, the Micro Pike is essentially a spear and prong mounted on a solid oak staff. The increased range comes with a price; it takes two hands to wield. Damage: Modest - - Ranged Baseline - - Ranged attacks are all attacks that can hit your opponent from a distance. Nothing stops them from being used at a closer range or even at point-blank, but staying farther away when using these is usually safer. Ranged attacks have a usual reliable range of anything within ten meters - while not requiring extra drawbacks to aim farther, it is understood that anything beyond ten meters is a much harder target to hit. Because of their increased range, and the ability to hit multiple targets in a line, Ranged Baseline attacks are weaker than their melee counterparts. Normal Guns Moderate Damage (High cap) -1 Element -.5 Meter Diameter (3 Meter Diameter cap) -1 Hand -No Limit per Conversion Normal Guns cover from Busters to Bows to blasters to anything in between. The most generalized type of weapon, Normal Guns are the go-to type for ranged weapons. Less powerful than the melee weapons, Guns make up for with speed what they lack in sheer power. Normal Gun-type Examples Normal Gun-type Example 1: Attack Name: Generic Buster Type: Normal Gun Element: Null Description: A solid blue barrel that replaces the user's forearm, wrist and hand. Generic Buster fires a tiny projectile at high speeds, which explodes on contact. Damage: Moderate Normal Gun-type Example 2: Attack Name: Blessed Bow Type: Normal Gun Element: Light Description: A golden bow, a meter tall, that fires silver bolts. Being a bow, it requires two hands to wield. Blessed from above, it deals more damage than the average buster. The bolts are about a foot long in length, the tip a mere two inches wide at the base. Damage: Modest Sniping Guns -Moderate Damage (High cap) -2 Elements -.5 Meter Diameter (3 Meter Diameter cap) -1 Hand -No Limit per Conversion The choice of the world's best marksmen, Sniping Guns consists of bullet-projectile weapons. Unlike the Normal Gun cousins, Sniping Guns gets the added advantage of a second element. Sniping Guns are difficult to use close range, but their extended range more than makes up for it. For stealth-based conversions or for more accurate shooting, the Sniping Gun is the best choice. Sniping Gun-type Examples Sniping Gun-type Example 1: Attack Name: Laser Pistol Type: Sniping Gun Element: Sniping/Null Description: A silver handgun with a laser scope for accurate shooting. When the trigger is pulled, a small (.22 caliber) bullet is fired, traveling at over 1000ft/sec. Damage: Moderate Sniping Gun-type Example 2: Attack Name: Armor-piercing Sniper Rifle Type: Sniping Gun Element: Null/Sniping Description: On the cutting edge of workmanship, it's a post-industrial, black, 2 meter long rifle with a thermal scope. No matter if the target is hard to see or invisible, the Armor-piercing Rifle will blast through the shadows. Damage: High, Piercing. 9-CD. Bombs Moderate Damage (High cap) -1 Element -1 Meter Radius Explosion (2 Meter Radius cap) -1 Hand -No Limit per Conversion Bombs are another form of ranged attacks. Rather than being shot, they are usually launched or even thrown. They involve utilizing bombs and/or grenades to catch an enemy within their blast radius. They have the tendency of being rather efficient at close range, though nothing prevents the user from being harmed by their explosion as well. Bomb-type Examples Bomb-type Example 1 Attack Name: Nature's Bomb Type: Bomb Element: Wood Description: A green palm-sized bomb appears within one of the user's free hands. Upon being thrown, the bomb will detonate upon contact, their explosion covering a one-meter radius area. Damage: Moderate. 1-meter radius. Bomb-type Example 2 Attack Name: Gravity Bomb Type: Bomb Element: Chaos Description: The user generates a purple palm-sized bomb within a free hand. Upon being thrown, the bomb will detonate upon contact, creating a temporary gravity vortex that grounds anyone within a half-meter-radius area. Damage: Moderate, Gravity. 0.5-meter radius. 3-CD. - - Area of Effect - - Area of Effect attacks are exactly what they sound like: Attacks that are not limited by range or other parameters, and are instead limited to targeting and proximity. Area of Effect attacks target an area around the user, or at afar, and unleash the full breadth of their destructive force in that area. Because of their flexibility, this Baseline has the weakest attacks. Selective Area Attacks Low Damage (High cap) -1 Meter Diameter (1 Meter Diameter cap) -1 environmental cue -1 user cue -No Hands -Limit per Conversion: 3 Selective Area Attacks (SAAs for short) are attacks that hit a specific area of the battlefield. Due to their powerful nature, SAAs have certain restrictions placed upon them, the most relevant one being that there need to be clear signs, clear cues, so that the enemy has a chance to see the attack coming and react if possible. One cue must come from the user, while the other must come from the environment around the target area. SAA-type Examples SAA-type Example 1 Attack Name: Meteor Crash Type: Selective Area Attack Element: Null Description: The user's body is enveloped by a shining yellow aura when this attack is initiated. Then the ground of a targeted 1-meter diameter area flashes with bright yellow light, seconds before a meteor falls from the sky and crashes upon the target area. Damage: Low damage. SAA-type Example 2 Attack Name: Lightning Crash Type: Selective Area Attack Element: Elec Description: The user sacrifices a Low amount of health as sparks of electricity begin dancing all across their body. Then, the loud sound of thunder rings out across the battlefield, before lightning crashes upon a targeted one-meter diameter area. Damage: Low damage, Paralyzes. Requires Low Health sacrifice. 7-CD. Explosions Low Damage (High cap) -3 Turn Mandatory CD -2 Meter Radius (3 Meter cap) -No Hands -Limit per Conversion: 1 The kind of explosions listed here are different from those generated by bombs or some SAAs. They also don't necessarily need to involve actual things exploding. Explosion is more of a catch-all term used to describe area-of-effect attacks that have the user at its center. By default, these attacks do not harm their user. Explosion-type Examples Explosion-type Example 1 Attack Name: Flame Circle Type: Explosion Element: Fire Description: The user releases a massive surge of fire from their body, harming anyone within a two-meter radius from them. Damage: Low. 3-CD. Explosion-type Example 2 Attack Name: Fatal Darkness Type: Explosion Element: Dark Description: The user claps both of their free hands together, causing a burst of dark energy to be unleashed within a three-meter radius of them, removing any opposing Barriers or Aura. Damage: Low damage, Blows Aura/Barrier. 3-CD. - - Defensive/Support Baseline - - Defensive and support attacks give some sort of assistance to the user, whether it be through defense, dodging or healing. Supporting attacks are among the most useful kind, so Wave Conversions have limited access to each type of support attack. Each type and their respective guidelines can be found below. Shields High Health (Immense cap) -5 Turn Mandatory CD -1 Hand -Limit per Conversion: 1 Shields are defensive objects used to guard against an attack. Upon taking damage higher than or equal to their remaining health, the shield will be rendered useless. If shields still have health after the turn they are activated, they can be used to block attacks until they break and/or are dismissed without the need to use extra actions. Cooldowns apply after activation. Shield-type Examples Shield-type Example 1: Attack Name: Shield of Blues Type: Shield Element: Blade Description. A round blue shield, 1.5 meters in height, appears in one of the user's hands. The shield can take up to High damage before it breaks. Five-turn cooldown. Damage: N/A; High Health. Requires one hand. 5-CD. Shield-type Example 2: Attack Name: Shield of Rocks Type: Shield Element: Summon Description: A heavy 1.5-meter tall shield made of rocks is spawned before the user, who must use two hands to utilize it. In addition, the user cannot move their legs during the turn they activate this shield. Damage: N/A; Immense Health. Requires both hands. 5-CD. Self-inflicted Gravity. Reflectors Moderate Health (High cap) -Pitiful Damage Reflected (Moderate cap) -8 turn CD (5 turn minimum) -1 Element -1 Hand -Limit per Conversion: 1 In a nutshell, reflectors are shields that have the ability to reflect damage once they are struck by an attack. This reflecting ability can only be used once per activation of the reflector. The reflecting activates even if the reflector is broken in one hit, unless the hit comes from an attack that Breaks. All other rules that apply to shields apply to reflectors as well. Reflector-type Examples Reflector-type Example 1: Attack Name: Met-Counter Type: Reflector Element: Null Description: The user brings up a round 1.5 meter tall shield with a single hand. Once the shield is struck, it sends a 0.5 projectile in retaliation towards the enemy. Damage: Sends out a projectile that deals Pitiful damage when the reflector is struck by an attack. Moderate health. Requires a single hand. 8-CD. Reflector-type Example 2: Attack Name: Shadow Splinter Type: Reflector Element: Shadow Description: The user brings up a black 1.5 meter tall shield with a square shape that they hold with a single hand. Once the shield is struck, a 0.5 black splinter is sent out to retaliate the enemy. Damage: Sends out projectile that deals Moderate damage when the reflector is struck by an attack. Pathetic health. Requires a single hand. 5-CD. Barriers Modest Health (Great Cap) -5 Turn Mandatory CD -No Hands -Limit per Conversion: 1 Barriers, are, as the name says, barriers against attacks. Like the blue bubble of the card, these Barriers are slow to regenerate, and are useful for giving "breathing space". When it comes to defensive measures, Barriers are simply indispensable. Barriers can be pierced by Piercing Status Effects or removed with the Blows Barrier/Aura Status Effect. The cooldown begins when the "bubble" is first activated. Barrier-type Examples Barrier-type Example 1: Attack Name: Blue Bubble Type: Barrier Element: N/A Description: A translucent blue bubble surrounds the Wave Warrior. Modest Barrier Health. Damage: N/A; 5-CD. Barrier-type Example 2: Attack Name: Bigger Barrier Type: Barrier Element: N/A Description: A heavy duty, translucent red bubble surrounds the Wave Warrior, but, slows them down. Great Barrier Health. Damage: N/A; 8-CD. Tier 3 Speed Decrease. Recovery Moderate Healing (High cap) -3 Turn Mandatory CD -No Hands -Limit per Conversion: 1 Recovery is a useful way to regenerate health without using a card. For survivalists, there is no better use of an attack slot than a Recovery. Due to the power of Recovery Skills and their ability to prolong fights, the only valid drawback that can be placed on Recovery abilities is Cooldown. Recovery-type Examples Recovery-type Example 1: Attack Name: Regen Type: Recovery Element: N/A Description: Small pink sparks dance across the Wave Warrior, closing small wounds. Moderate Health Recovery. Damage: N/A; 3-CD. Recovery-type Example 2: Attack Name: Salamander Regen Type: Recovery Element: N/A Description: Pink sparks dance across the Wave Warrior, closing wounds of various sizes. High health recovery. Damage: N/A; 9-CD. Warping -1.5m distance (3m cap) -8 turn cooldown (5 turn minimum) -No hands -User may not reappear behind any target or foe -Limit per Conversion: 1 Warps are a specific type of ability that allows your character to vanish from one place and immediately reappear in another one not too far away. These cannot be used to appear behind anyone, including obstacles and other summon, nor inside any object or person either. Auto-Lock effects are not allowed in member weapons Warping-type Examples Warping-type Example 1: Attack Name: Sneaky Step Type: Warp Element: Shadow Description: The user is teleported 1.5 meters in any direction. Damage: N/A; 1.5-meter warp. 8-turn cooldown. Warping-type Example 2: Attack Name: Temporal Distortion Type: Warp Element: Chaos Description: The user charges for two actions before they vanish, reappearing in another location 3 meters away from their previous one. Damage: N/A; 3-meter warp. 5-turn cooldown. - - Summon Baseline - - Summons are attacks that allow you to spawn either inanimate or animated objects to assist you in the battlefield, whether it is by attacking enemies or to serve as a protective objects. Any Drawbacks applied to summons must be extended to apply for as long as the summon is active on the battlefield to be a valid drawback. If you do not have enough confidence, experience, or even interest in using these, we suggest you skip this part. Otherwise, the types of summons as well as their guidelines are found below. Obstacles -High Health (Immense cap) -5 Turn Mandatory CD -Limit per Conversion: 1 Obstacles are not, as you expect, hurdles. Obstacles are summoned objects that can be used as cover, to soak up damage, or to provide a height advantage, or pretty much anything. Obstacles covers from park benches to boulders, to sculptures, to a car, and anything in between. When you need some space, Obstacles are there to provide it. Cooldown begins at activation. Obstacle-type Examples Obstacle-type Example 1: Attack name: Rubik's Cube Type: Obstacles Element: N/A Description: A 2 meter tall cube forms in front of the user. Each side has a different color, from orange to white to green to red to purple. Rubik's Cube has High Health. Damage: N/A; 5-CD. Obstacle-type Example 2: Attack Name: Billboard Type: Obstacles Element: N/A Description: A one meter tall, three meters wide, and four inches thick billboard pops out of the ground, displaying a Captain Obvious promo image; the billboard's genius design slows down its user. Damage: N/A; 8-CD, Tier 3 Speed Decrease while active. Summons IMMOBILE SUMMONS Modest Health (Great cap) -1 Element -1 Attack, with 2 Damage Levels Nerf from Base -Summoner's Attack Slots Spent to Attack -8 Turn CD (5 Turn Minimum) -Limit per Conversion: 3 Summons, as stated before, have the benefit of summoning another combatant onto the battlefield. Immobile Summons are exactly what they sound like: Combatants summoned to the battlefield that are incapable of movement. Immobile Summons have Elements and Attacks; a Summon's Element dictates both the Summon's Elemental Strengths and Weaknesses, as well as the Summon's Attack's Elements. At their base, Summons are required to use the owner's attack slots to attack. Attacks accessible by the Immobile Summon are reduced by 2 Damage Levels from the attack's baseline in the Weapons Guide. Summons cannot be granted attacks that allow them to summon other summons. Immobile Summon-type Examples Immobile Summon-type Example 1 Attack Name: Stationary Soldier Type: Immobile Summon/Normal Gun Element: Sniping Descrition: The user summons a meter-tall green soldier within a meter of them. This soldier has a small gun which he uses to fire .5 meter diameter projectiles at enemies. The soldier cannot move away from the spot it is rooted to, much less duck or jump, though it can turn its body to adjust its aim upon a target. The soldier has Modest health. There is an eight-turn cooldown after activation before the summon can be respawned Damage: Pitiful damage, Modest Health. 8-CD. Immobile Summon-type Example 2 Attack Name: Meat Shield Type: Immobile Summon/Shield Element: Summon Description: The user summons a meter-tall robotic soldier wearing a red shirt. The soldier is capable of deploying a small shield of Modest health to protect itself from attacks, and after the shield is destroyed, it must wait ten turns before it can deploy it again. The soldier itself has Modest health. There is a ten-turn cooldown after activation before the summon can be respawned. While this summon is active on the field, the user cannot use one of their free hands. Damage: Summon with Modest Health, capable of using a shield with Moderate health (5-turn cooldown on the shield). Requires one of the user's hands to maintain use. 8-CD. MOBILE SUMMONS Moderate Health (High cap) -1 Element -1 Attack, with 2 Damage Levels Nerf from Base -Summoner's Attack Slots Spent to Attack -8 Turn CD (5 Turn Minimum) -Limit per Conversion: 3 Mobile Summons are equally straightforward. Mobile Summons are summoned entities that are both capable of movement and attacking. Mobile Summons have Elements and Attacks; a Summon's Element dictates both the Summon's Elemental Strengths and Weaknesses, as well as the Summon's Attack's Elements. At their base, Summons are required to use the owner's attack slots to attack. Attacks accessible by the Mmobile Summon are reduced by 2 Damage Levels from the attack's baseline in the Weapons Guide. Summons cannot be granted attacks that allow them to summon other summons. Mobile Summon-type Examples Mobile Summon-type Example 1 Attack Name: The Shepherd Type: Mobile Summon/CQC Element: Null Description: A .75 meter tall German Shepherd appears. Better known as the K-9, The Shepherd sports the tan and black markings of the breed. 1.5 meters long, it can headbutt opponents. Damage: Low damage, Moderate health. 8-CD. Mobile Summons-type Example 2 Attack Name: Rambo Type: Mobile Summon/Normal Gun Element: Breaking Description: A one meter-tall midget man in combat fatigues, a mud covered face, and combat fatigues. To complete the look, he sports a green headband. Rambo carries a small machinegun, which he can use in a burst attack. Damage: 5 x Pathetic (1%), Moderate Health. 11-CD, inflicts Moderate Self-Inflicted Damage upon user per turn the summon is active. Summoner's Drawbacks Summons have a unique niche within a character's weapon set, and, while useful by themselves, have other, special rules that can be applied to them, because of their unique interaction, that do not apply to other attacks. SUMMON ATTACKS Summons and their Attacks are usually built into the same Attack. Summons with Separate Attacks allotted for their Attacks get the following bonuses; however, attacks usable by summons cannot be used by the summoner: -IMMOBILE SUMMONS Great Health (Great cap) -1 Element -1 Attack -Summoner's Attack Slots Spent to Attack -8 Turn CD (5 Turn Minimum) -Limit per Conversion: 3 -MOBILE SUMMONS High Health (High cap) -1 Element -1 Attack -Summoner's Attack Slots Spent to Attack -8 Turn CD (5 Turn Minimum) -Limit per Conversion: 3 Each of the Summon's attacks suffer a Damage Level per additional Attack over base that they are allotted. SUMMON ACTIONS Summons usually are required to utilize their summoner's Action Slots in order to act in battle. Whenever a Summon Attacks, it counts towards a Wave Warrior's own 3 Actions per turn. A Summoner can place additional Drawbacks on their Summons to grant them their own, separate Action Slots, allowing them to fight as their own entity, with their own Actions. Keep in mind, because of the rules of Drawbacks on Summons, any Drawbacks applied must apply for as long as the summon is active. 1 Action Slot - 1 Damage Level worth of Effects. 2 Action Slots - 3 Damage Levels worth of Effects. 3 Action Slots - 6 Damage Levels worth of Effects. Summons can never have anymore than 3 Action Slots. These rules only apply to summons, and cannot be used to attempt to grant additional Action Slots to Characters. Examples Summon's Attacks Example 1: Attack Name: Mounted Turret Type: Immobile Summon Element: Summon Description: The user summons a base-mounted roto-turret that, while capable of rotating on its axis to search for opponents, is incapable of movement. Damage: Spawns 1 Immobile Summon with Great Health and 8-CD. Attack Name: Turret Fire Type: Normal Gun Element: Summon Description: The turret locks onto and rapidly fires .5 meter diameter rounds at the summoner's discretion. Damage: Deals Low Damage, usable multiple times per turn. Summon's Attacks Example 2: Attack Name: Phalanx Soldier Type: Mobile Summon Element: Sword Description: The user summons a mobile, armored roman soldier, equipped with a 1 meter long spear and a rounded shield. Damage: Spawns 1 Mobile Summon with High Health and 8-CD. Attack Name: Spear Tactics Type: Staff Element: Sword/Summon Description: The Phalanx Soldier stabs around their shield at opponents at their summoner's discretion. Damage: Deals Moderate Damage. Attack Name: Shield Wall Type: Shield Element: Summon Description: The Phalanx Soldier holds up its broad shield to defend against attacks. Damage: Modest Health Shield. 5-CD. Summon's Action Slots Example 1: Attack Name: Gargoyle Type: Mobile Summon Element: Null Description: The user summons an exceptionally agile gargoyle to their side, which attacks with a vicious claw strike. Damage: Summons 1 Mobile Summon with Low Health and a single Action Slot. Claw deals Low Damage. 8-CD. Attack Name: Multi-Purpose Turret Type: Immobile Summon Element: Sniping Description: The user summons a base-mounted roto-turret with multiple guns built into the single weapon, which attacks by firing an array of bullets, missiles and other various projectiles at once. Damage: Summons 1 Immobile Summon with Pathetic Health, and three Action Slots. .5 Meter Diameter projectiles deal Pathetic Damage. 11-CD. - - Abilities Baseline - - Abilities are the final type of weapon attacks, and they are similar to support abilities in that they serve to give the user an extra edge in battle. These tend to be very powerful, and they all must balance out with drawbacks of some kind. The different types of abilities are listed below. Passives ACTIVE PASSIVES Always active -Must balance out with drawbacks TOGGLE PASSIVES Starts battle [OFF] -Requires an action to switch [ON] -Remains active once switched on, requiring another action to switch [OFF] -Bonuses and Drawbacks are only applied while [ON] -Baseline of 1 Damage Level worth of Drawbacks required -Bonuses must Balance with additional Drawbacks Both Passives share a limit of 1 Passive per Character; a Character cannot have an Active and a Toggle, or multiple Actives/Toggles. Passive Abilities come in two types: Active and Toggle. Active Passives are constantly Active, from the start of the Battle, while a Toggle Passive starts the battle turned Off and can be remotely activated and deactivated at will. All of their abilities and drawbacks are active for as long as they remain active. However, due to their power, only one of these is allowed per conversion, and significant drawbacks must be put in place. Trying to shove two of these down in one single attack slot won't fly no matter how many drawbacks you try to put in. Passive Ability-type Example Passive Ability-type Example: Attack Name: Recklessness Type: Active Passive Element: Null Description: The user is granted the ability to bear through blows without flinching from them, and also does not suffer from minor kickback on some weapons. However, this ability comes with the price of the user taking an additional level of damage for every attack they take. Damage: N/A; grants resistance to flinching and minor kickback, but increases all damage taken by one level. Attack Name: Bastion Stance Type: Toggle Passive Element: Null Description: The user braces themselves as a living shield, standing strong against all attacks but also suffering in mobility. Damage: N/A; Requires an Action to turn [ON] and [OFF]. While [ON], the user takes 1 Damage Level less from all Attacks, but, also suffers from a Tier 4 Speed Decrease. Trigger Activates under certain conditions -No traps -Only buffs user -Requires an action to use -Must balance out with drawbacks -Limit per Conversion: 3 Trigger abilities are effects that activate upon a certain condition being met. These abilities require an action to use and cannot directly affect the opponent, and must instead give some sort of boost to the user. Triggers are activated as soon as the trigger conditions are met, despite if the user wants to use it or not. Any cooldown applicable begins after the turn of activation. Trigger Ability-type Examples Trigger Ability-type Example 1: Attack Name: Trigger of Fate Type: Trigger Ability Element: Null Description: When the user takes damage from an attack, the user immediately expends an action to roll a six-sided die. If they roll an odd number (1,3,5), then the next attack they perform on the same turn gains the ability to knock back an opponent two meters upon contact. If they roll an even number (2,4,6), then the next attack they perform on the same turn deals one damage level less. Damage: N/A; can either add Wind Level 1 (Push effect, 2 meters) to an attack or decrease the damage of one attack by one level. 1-turn cooldown Trigger Ability-type Example 2: Attack Name: Merciless Follow-up Type: Trigger Ability Element: Mull Description: When the user connects a weapon attack against an enemy, they immediately use an action on their turn to add Blind to the next attack they perform on the same turn. This ability has a three-turn cooldown between uses. Damage: N/A; adds Blind to one attack upon contact with a weapon attack. 3-turn cooldown. Activated User chooses when to activate
-Cooldown required -Requires an action to use -Must balance out with drawbacks -Limit per Conversion: 3 Activated abilities are those that the user can activate at will. Since the user has complete control over these abilities, not only do they need drawbacks like the other ability types, but they also require a mandatory cooldown after activation, though if you prefer to have just cooldowns as drawbacks then that's fine too. If the ability takes effect upon multiple turns, it takes an action to mantain each turn it is in use. Activated Abilities that last for more than one turn can be cancelled prematurely in any turn except the turn it was first activated. The cooldown for the ability remains unchanged in case of a premature deactivation. Activated Ability-type Examples Activated Ability-type Example 1: Attack Name: Blue Overrride Type: Activated Ability Element: Null Description: The user can sacrifice a Pitiful amount of health to change the Sub-Element of one of their weapon or card attacks to Aqua (this also works with attacks without an original Sub-Element). This ability lasts for one turn only and requires a one-turn cooldown between uses. Damage: N/A; replaces the Sub-Element of a weapon/card attack by Aqua. Self-Inflicted Pitiful damage. 1-turn cooldown Activated Ability-type Example 2: Attack Name: Active Guard Type: Activated Ability Element: Null Description: Upon activating this ability, the user gains a buffer that reduces the total damage of the first attack they take each turn by Low, to a minimum of Pathetic damage. This ability is active during three of the user's turns, taking one action each turn it is active. However, as long as this ability remains active, the user also gains a Pitiful health bug. There is a six-turn cooldown after activation before the ability can be reused. Damage: N/A; grants user a Low-damage buffer for the first attack taken each turn in exchange for a Pitiful health bug. Lasts for 3 turns. 6-turn cooldown. Edited by Gaia, Sep 3 2017, 12:10 PM.
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Master Swordsman
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| Post #2 Apr 1 2017, 06:35 PM | Gaia | |||||
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- - Buffs and Drawbacks - - Basic Drawbacks Most attack types require drawbacks to balance out their inherent strength. Even if an attack does not require any drawbacks, it will be pretty generic if it just follows the most basic of baselines with no sort of boost. In order to make your attacks more powerful and to better suit your tastes, you will need to place some drawbacks to them. Below are the most common types of drawbacks used, with many different types to fit your character's needs. Cooldown -Only the attack becomes unusable -3 turn cooldown = increased damage level -Can be applied to specific effects -"Once per custom" drawbacks are invalid -Cap of 13 turns of cooldown A cooldown is when, after an attack is used, regardless of hit or miss, that attack becomes unusable for a certain amount of time. Cooldowns are the most common type of drawback and the easiest to apply, with turns of cooldown being the main measures that every other attack-type effect or drawback are based upon or compared to. Certain attack-types, like Explosions, have mandatory cooldowns that cannot be reduced beyond a certain minimum point, while some effects, like Status Effects, have mandatory cooldowns that only apply to certain effects. Generally speaking, if you are interested in stronger/unorthodox attacks, you have the option of either waiting a longer amount of time, or waiting less but having to add other drawbacks to your attacks. Mandatory cooldowns do not count as drawbacks. Charging -1 action charge = +2 Damage Levels -Cannot hold charge -Can charge and use an attack on the same turn -Charge can carry over if it's last action Charging attacks requires expending at least one extra action than normal to add some sort of boost to an attack. Each action of charging adds one damage level, or a boost equivalent to it, to an attack. Charges cannot be held; if you perform a charge, your next action after the charge is completed must be the attack that was charged. If the last action of a turn is a charge, then you can carry it over to the next turn, as long as the first action of your next turn is either the charged attack or another action of charging for that same attack. If you do carry over a charge and use the first action of your new turn for anything else, your charge will be dropped and you'll have to restart the charge for that attack. Limb's Drawback -Each additional arm required above base = increased damage level -Each additional leg required above base = 2 turns of cooldown -Requiring a leg in place of an arm requires a turn of cooldown worth of drawback The more limbs you use to attack, the more you limit yourself. and as such, using additional free limbs than the baseline of an attack requires gives you more leeway on drawbacks, and may even grant you some boosts as balance. Since most battlecards require free hands, arms are considered to be slightly more valuable than legs. As an additional note, sprouting additional arms or other appendages than would be normal for a human being in order to attack does not give you more leeway; on the contrary, it would require some huge drawbacks to balance out. Therefore, members are discouraged from having any of their attacks generate new limbs or appendages that could be used for an attack. Limb's Drawback Examples Limb's Drawback Example 1 (Requiring one leg above base): Attack Name: Rock Pillar Type: Selective Area Attack Element: Summon Description: The user raises either leg and brings it down upon the ground. Then, a targetted one-meter diameter area starts to rumble and quake a little bit, before a pillar of rocks shoots up from the ground, striking anyone within that area. The pillar rises to a height of three meters before it disappears. This attack can be used up to two times per turn. Damage: Low damage, usable up to twice per turn. Requires a leg. Limb's Drawback Example 2 (Requiring a leg over an arm): Attack Name: The Strongest Kick Type: CQC Element: Elec Description: The user launches a kick at a target with a leg cracking with eletricity. Damage: Modest. Requires a leg rather than a hand. Self-Inflicted Damage -Pitiful = a turn of cooldown -Low = 2 turns of cooldown -Moderate = increased damage level -Moderate cap Another drawback that can be used in order to buff up your attacks would be to sacrifice your own health and damage yourself. Attacks that inflict damage to one's self do so as a cost to use/activate the attack/ability in question, regardless of hit or miss, which should go without saying. Another thing that should go without saying is that self-inflicted damage cannot be avoided or blocked under any circumstances, nor can it be reduced by damage-reducing abilities. Elemental Sacrifice/Addition -Sacrificing a sub element = minus one cooldown turn -Adding a sub element = plus one cooldown turn Some offensive attack types can have a Sub element in addition to their Main one, while other more dangerous and flexible types have only a single element available. Whatever the case is, you have the option of either sacrifing a sub element in an attack type that is normally allowed two elements to reduce a cooldown by one turn, or if you have a single turn of cooldown over the baseline, you could add a sub element to an attack that would normally not have one. An attack that has both Main and Sub elements is more likely to hit an enemy's Elemental Weakness. Note that a Main element cannot be sacrificed in any circumstance, and having an attack with Null as their Main element does not give one more leeway. In addition, adding or sacrificing Sub elements only applies to attacks with the potential to directly deal damage to an enemy. Card Sacrifice -Increased 1 damage level per card sacrificed -Extra levels are not awarded for better cards A card sacrifice consists in selecting one unused card in your custom and making it become used without ever activating it. Doing this for an attack/ability will always give you a buff worth of one damage level, regardless of whether you sacrificed a Starter card or a Giga. You can sacrifice multiple cards, though. Cards are usually the main source of power and strategy in a battle, and can be crucial in determining their outcome. Card sacrifices can be pretty dangerous if you don't use them carefully, and so we recommend you stray away from using this sort of drawback in your attacks if you are inexperienced. Flexibility -Second option for attack = mandatory 3 turns of cooldown required on entire attack when secondary option is used -Usable twice a turn = requires 2 turns of cooldown -Usable thrice a turn = requires a damage level nerf As you may already know, by default most attacks and multi-use cards can only be used once per turn against each enemy. However, you can make a weapon attack be usable more times per turn, with each use taking an additional action, by adding the appropriate drawbacks to account for flexibility. Do note that this cannot be added to support and defense abilities or explosions. Another type of flexibility is giving a secondary option to an attack. This usually includes performing an upgraded form of the primary option of the attack. The secondary needs to be closely related to the primary function of the attack for it to be accepted. In addition, the secondary and primary options of an attack, by default, cannot be used in the same turn. Flexibility Drawback Examples Flexibility Drawback Example 1(Secondary Option): Attack Name: Power Fist Type: CQC Element: Fire/Breaking Description: The user throws a punch at their enemy with a fist that is enveloped in flames. Optionally, the user may reduce the damage of this attack by one level to add the Break effect to it. This second option places a three-turn cooldown to the entire attack. Damage: Primary Option: Modest damage. Secondary Option: Moderate damage, Breaks. 3-turn cooldown. Flexibility Drawback Example 2(Three Uses Per Turn): Attack Name: Relentless Hunter Type: Whip Element: Wood/Shadow Description: The user gains a five-meter long green whip to wield. This whip can be used up to three times on a single turn. Damage: Low damage, usable up to three times per turn. Flexibility Drawback Example 3(Secondary Option + Three Uses Per Turn): Attack Name: Aquatic Bow Type: Normal Gun Element: Aqua Description: Water molds itself into a tall bow that the user must wield with both hands. Each turn, the user may fire up to three arrows from this bow, each one being 0.5 in width and about a meter in length. Optionally, the user can add a Piercing effect to one arrow, but this option puts a 3-turn cooldown on the attack. Damage: Primary Option: Moderate damage, can be used up to 3 times every turn. Requires both hands. Secondary Option: Moderate damage, Pierces. Requires both hands. 3-turn cooldown on entire attack. Dice Rolls -Using the roll of a six sided die, the outcome of an attack changes based on it's roll -For every roll, there is an equal and opposite roll that balances it -Rolling a die is not a drawback and does not require nor compensate for required drawbacks -No more than 3 attack types can be mixed within the possible outcomes For most attacks it's effects are set in stone every time you use it. To add a variable of chance to your attack, you may roll a die with up to 6 sides, and depending on the result the attacks effects will differ. This could be varying sizes, damages or status effects as well as appearance. These varying effects cannot exceed caps and limits however, and must balance with each other. Dice Roll Example Dice Roll Example 1: Attack Name: Power Fist Type: CQC Element: Breaking Description: The user puts all their force into a powerful, brain rattling punch. The impact of the punch, however, can vary greatly. Damage: If the user rolls a... 1: Low 2: Moderate 3: Modest 4: Modest 5: High :6: Great Dice Roll Example 1: Attack Name: 6-shot Revolver Type: Normal Gun Element: Chaos Description: The user spins the barrel of a 6 shot revolver gun and fires. Each bullet has unique properties. Damage: If the user rolls a... 1: Pitiful 2: Low 3: Low, Piercing 4: Moderate 5: Moderate, Piercing :6: High Decreased/Increased Range -Decreased Range- -Increased damage level for slow ranged weapons -Increased damage level for bombs with a .5m radius -Increased damage level for non-bomb explosions with a 1 meter radius -Minus two turns of cooldown for .5m swords/staffs/etc. -Minus two turns of cooldown for 3m chains and whips -Increased Range- -Added turn of cooldown for every .5m added to the diameter of a Gun-type attack -Decreased damage level for bombs with 2-meter radius -Decreased damage level for non-bomb explosions with 3-meter radius -Plus two turns of cooldown for 1.5m swords/staffs/etc. -Decreased damage level for 2m swords/staffs/etc. -Added turn of cooldown for every 1m added to the length of a chain/whip. -Added turn of cooldown for every .5m added to the distance of a warp Range is one of the most important parts of a weapon. The more reach your attack has, the easier it will be for that attack to be effective against your enemies. The opposite is also true; if your attack has lower range, its effectiveness is lowered. Thus, attacks with lesser range gain a little more flexibility on drawbacks, but those with higher range need drawbacks to compensate the increased range. Remember that each attack has a range cap that cannot be exceeded. In addition, note that reducing the range of an attack by anything lower than what is described above will not give you any more benefits. RP Drawbacks These types of drawbacks are less common and tend to be more unorthodox, but essentially they affect the way you RP your character's actions. or they limit crucial elements of the RP and battle systems. As these drawbacks are more complicated to apply and aren't as clearly limited as the other types of drawbacks, we advise that you refrain from applying these if you're not sure of their worth, if you dont trust your ability to portray them correctly, or if you're just plain inexperienced. Tier 1: 1 Turn Cooldown Drawbacks that are pretty minor, and generally accompany a specific weapon as opposed to an entire character. They do have an effect on the way you role play, but it is something that can easily be downplayed. Examples include, but are not limited to: - Using an attack at the very end of your actions in a turn - Having minor kickback from a gun - Inability to properly use a limb for a limited amount of time Tier 1 Example RP Drawbacks Tier 1 Example: Attack Name: Dual Bomb Type: Bomb Element: Dark/Poison Description: The user lobs a purple bomb at a target, which, upon contact, explodes in a one-meter radius. The user's turn immediately ends after using this attack. Damage: Moderate. 1-meter radius explosion. No further actions can be performed during the same turn this attack is used. Tier 2: 2 Turn Cooldown Drawbacks that are relatively minor, but that have more of an apparent effect in one's performance. These are drawbacks that could cause you to have to adapt to a certain attack, or have to be in a general RP situation to use. Examples include, but are not limited to: - Attacks that are delayed for one reason or another - Guns that are slow to fire and come with a big kickback - Combo attacks that are very specific and have low flexibility Tier 2 Example RP Drawback Tier 2 Example: Attack Name: Inefficient Show-off Blade (I.S.O.B.) Type: Blade Element: Blade Description: The user summons a blade and stabs into the ground. Then, they pull it out and raise it above their head before slashing at a target. The user may slash twice with this blade, though the start-up maneuver need only be done on the first use. Damage: Modest, usable twice per turn. Delay on first use. Tier 3: 1 Damage Level Drawbacks that have a very apparent effect on the user past only a certain attack. This can either affect an entire weapon, or give a slight RP hindrance to the character or to the Wave Form's systems for a short period of time. Examples include, but are not limited to: - Inflicting Tier 2 Status Effects upon the user - Have a slight speed decrease for two turns Tier 3 Example RP Drawback Tier 3 Example: Attack Name: Healing Gamble Type: Recovery Element: Light Description: By decreasing their speed for a small amount of time, the user may generate a small yellow aura upon themselves that heals up to Modest damage taken Damage: Heals the user's health by Modest damage. Inflicts a Tier 3 Speed Decrease for two turns. 10 turn cooldown. Tier 4: 2 Damage Levels This is where very hindering drawbacks will really be shown, affecting not only how a weapon works, but may take away certain components for an entire Wave Form. Examples include, but are not limited to: - Inflicting Tier 3 Status Effects upon the user - Have a severe drain in speed for two turns Tier 4 Example RP Drawback Tier 4 Example: Attack Name: Fool's Ice Trap Type: Selective Area Attack Element: Aqua Description: The user is enveloped by snow and frost, their entire body being encased in ice as the loud sound of wind blowing is heard across the battlefield, shortly before a small tornado of hail appears and assaults a one-meter diameter area. The user of this attack is Frozen until the end of the opponent's actions. Damage: Modest damage, no hands. Self-Inflicted Freeze. Status Effects Effects that can be added to your attacks at the cost of differing levels of drawbacks, depending on how strong the effect in question is. Broadly speaking, these effects restrict your opponents in different ways upon contact. For more specific information, check the Status Effects section of the rules.
Tier 1 -Includes Breaking, Piercing, Wind, Poison and Blows Aura/Barrier -Single damage level nerf -Mandatory one turn cooldown (except for Wind) -May stack with other status effects -Wind has a mandatory three turn cooldown and may stack upon itself up to three times Tier 2 -Includes Confusion, Blind, Homing, and Gravity -Two damage level nerfs -Mandatory three turn cooldown Tier 3 -Includes Paralyze, Bubble, Burn and Freeze -Three damage level nerfs -Mandatory seven turn cooldown Notes: -Status effects must both make logical sense and flow with the system in order to be applied to an attack. The staff have the right to deny a status effect on any attack. -All Status Effect cooldowns apply to effects only, not the corresponding attacks. Edited by Gaia, Apr 2 2017, 04:54 PM.
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5:10 AM Jul 11
