Fate of the Warriors

Set in the universe of Erin Hunter's Warrior Cat Series in an alternate universe.
 
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Welcome to Fate of the Warriors! Please make sure to read the rules.
The winter solstice has occurred! Winter has officially descended upon the forest, bringing snowfall and danger hidden around every corner.
Gatherings take place on the first of the month! Medicine Cat Meetings take place on the 15th!
For all of those interested in a higher-rank, keep an eye out! There's going to plenty of mixing up in the near future.
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stormy: the official fertility goddess of FOTW

 

 Battle System

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Icee
retired staff
retired staff
Icee


Gender : Female
Aries Tiger
Posts : 227
Age : 26

Battle System Empty
PostSubject: Battle System   Battle System Icon_minitimeWed Feb 26, 2020 2:54 am

HP is determined by rank and age.

Kit : 15 HP
Apprentice : 30 HP
Newly-Appointed Warrior : 45 HP
Young Warrior : 60 HP
Warrior : 75 HP
Senior Warrior & Deputy : 100 HP
Leader : 125 HP

* Queens lower their current rank HP by 5 if carrying or nursing kits.
** Elders lower their previous highest rank HP by 10
*** Deputies share their stats/moves with Senior Warriors.
**** Rogues use the rank appropriate to their age. Rogues may use Leader HP if they lead a faction consisting of at least 3 different roleplayers, or the character has been on the site and actively played for over 1 year.


Here is a list of the working battle moves available for usage on Fate of the Warriors.

TECHNIQUE
DESCRIPTION
RANK ELIGIBLE
DAMAGE IN HP PER RANK
SPECIAL EFFECT
Play BlowsBatter your opponent with a barrage of soft blows. Clanmates often engage in friendly sparring with this move.Kit.1 + Battle Dice.
Not Available.
PounceRear up and launch yourself onto your opponent's back. Traditionally a tactic used during play, but can be used to get leverage over a serious opponent.Kit.K: 3 HP
A: 6 HP
NW: 10 HP
YW: 12 HP
W: 14 HP
SW: 16 HP
L: 18 HP
Not Available.
Tail TugGrip your opponent by the tail and give a mighty yank!Kit.K: 1 HP
A: 2 HP
NW: 3 HP
YW: 4 HP
W: 5 HP
SW: 6 HP
L: 7 HP
Stuns opponent for ONE TURN.
Belly RakeGet below your opponent and lash out at their vulnerable underbelly.Apprentice.A: 6 HP
NW: 8 HP
YW: 10 HP
W: 12 HP
SW: 14 HP
L: 16 HP
Not Available.
Claws & TeethAttack with the dangerous tools StarClan gave you.Apprentice.4 + Battle Dice.
Not Available.
Face StrikeRear up and lash out at your opponents undefended face.Apprentice.A: 6 HP
NW: 8 HP
YW: 10 HP
W: 12 HP
SW: 14 HP
L: 16 HP
Not Available.
EscapeDisengage your opponent and flee the battle.Apprentice.A: 2 HP
NW: 3 HP
YW: 4 HP
W: 5 HP
SW: 6 HP
L: 7 HP
Roll the Battle Dice: an odd number results in a failed attempt to flee, an even number results in a successful flee. Damage is inflicted regardless of success.
Jaw KickKick out at your opponent's face with your powerful hindlegs.Newly-Appointed Warrior.NW: 8 HP
YW: 10 HP
W: 12 HP
SW: 14 HP
L: 16 HP
Not Available.
GrappleA risky attempt to physically overcome and pin your opponent.Newly-Appointed Warrior.2 + Battle Dice & Damage is in effect for every successful turn.To use the move 'Grapple', roll the Battle Dice.
A successful 'Grapple' roll lasts for three turns (during these three posts, your opponent will be unable to use 'Claws & Teeth'), but in order to determine the success of the move your opponent will need to roll the Battle Dice as well.
If your opponent rolls a lower number than your original roll, then the move will proceed as intended.
If your opponent rolls a higher number than your original roll, the situation is now flipped and you are the one pinned for three turns.
Quick StrikeOverwhelm your opponent with a series of quick strikes.Newly-Appointed Warrior.NW: 8 HP
YW: 10 HP
W: 12 HP
SW: 14 HP
L: 16 HP
Not Available.
Rogue TacticsThey say all's fair in love and war, but these techniques are discredited by the warrior code.
What's more important to you? Honor or power?
Young Warrior.8 + Battle DiceConsidered a highly dishonorable tactic- unless used in dire circumstances, anticipate punishment if caught using this move.
Drop KickKnock your opponent's legs out from under them, and let them go sprawling.Young Warrior.YW: 9 HP
W: 11 HP
SW: 13 HP
L: 15 HP
Not Available.
Disorienting StrikeRoughly box your opponent's ears, leaving them dazed and confused.Warrior.W: 10 HP
SW: 12 HP
L: 14 HP
Not Available.
TackleRush at your opponent with all of your speed and strength.Warrior.W: 11 HP
SW: 13 HP
L: 15 HP
Not Available.
FeintTrick your opponent into believing you are backing away before exploding forward in a vicious attack.Senior Warrior.SW: 15 HP
L: 17 HP
Not Available.
Upright CrushRear upwards and bring your weight crashing down against your opponent's shoulders, knocking them down and pinning them.Senior Warrior.SW: 17 HP
L: 19 HP
Roll the Battle Dice:
Odd numbers results in your opponent being pinned for one turn.
Even numbers results in your opponent being pinned for two turns.
Quick RevivalCall upon your awaiting ancestors to heal your wounds and restore you to fighting capability.Leader.L: 5 HPLeaders can use 'Quick Revival' to return to 60 HP, at the cost of a life. This move can only be used ONCE during a battle.


Medicine Cats can play a vital sideline role for your wounded clanmates.

TECHNIQUEDESCRIPTIONRANK ELIGIBLEHEALING IN HPSPECIAL EFFECT
HealStaunch bleeding and provide herbs for pain and stamina.Medicine Cat Apprentice1 + Battle Die (HP restored)Neither cat can be engaged in combat for healing to be effective.
StabilizeBring an ally back from the brink.Medicine CatRestores HP to 10.Bring a completely incapacitated ally back with 10 HP. Only effective once per battle on each individual cat.
Neither cat can be engaged in combat for healing to be effective.


Special Clan techniques are advanced versions of regular techniques. They can only be used under certain conditions.

TECHNIQUEDESCRPITIONRANK ELIGIBLEDAMAGE IN HPSPECIAL EFFECT
Lightning HeartSummon your resolve and fight even more voraciously than before.ThunderClan Warrior6 + Battle DieAdvanced form of Claws & Teeth. Can only be used when HP falls below 1/3.
Water CombatThe other drypaw Clans instinctively fear water, but this is where RiverClan is strongest.
Pull and hold your foe beneath the waves.
RiverClan Warrior4 + Battle DieAdvanced form of Grapple. Only works in RiverClan territory and disputed border areas.
Swift StrikeUse superior speed and agility to hit your foe again before they can strike back.WindClan Warrior2 + Battle DieAdvanced form of Play Blows. Strike twice in one turn. Can be used anywhere, but can't be used in succession.
Ruthless TrainingYour dark reputation precedes you, and no one is surprised by your Clan's frightful violence.ShadowClan Warrior5 + Battle DieAdvanced form of Rogue Tactics. Less powerful, but can be used anywhere and without penalty.
Cloud JumpQuickly scale the high ground and then strike the foe from above.SkyClan Warrior5 + Battle DieAdvanced 2-round form of Escape. Can be used anywhere.
Roll 5 + Battle Die for the 1st round of your move. If your foe lands a higher Grapple roll in the next turn, then the effect of Cloud Jump is canceled.
If Cloud Jump is successful, roll 5 + Battle Die again for the 2nd part of your move. This is your damage output. You may target any eligible foe for this 2nd round.


Other Rules:
1. In a situation where you are facing multiple foes (e.g. 2v1), you can respond to each attack that lands on you. For example, if you are hit twice in one turn by two different cats, you can retaliate separately against both cats during your turn.
2. You cannot initiate combat with a new foe until you are disengaged from your current opponent.
3. Leaders knocked down to 0 HP can die and spend 1 life to return at half of their max HP.

Predator HP and techniques:
Fox : 60 HP
Owl : 40 HP
Eagle : 40 HP
Dog : 70 HP
Badger : 40 HP
Snake : 25 HP
Twoleg Trap : ?? HP

TECHNIQUEDESCRIPTIONPREDATORDAMAGESPECIAL EFFECT
Talons or FangsA stronger version of Claws & Teeth.Fox, Owl, Eagle, Dog, Badger, Snake8KILLS KITS
Iron GraspYou're caught in their strong grasp.Fox, Owl, Eagle, Dog4 (+3 each turn)Successfully roll Battle Die (5-6) to remove effect.
User cannot Escape or Grapple for max 3 turns. Predator vulnerable to Claws & Teeth (with -2 penalty to attack).
KILLS KITS
Full Force TackleA full force body tackle.Fox, Owl, Eagle, Dog, Badger10KILLS KITS
Twoleg TrapYou're caught in a twoleg trap.Twoleg Trap15 (+1 each turn)Successfully roll Battle Die (5-6) to remove trapped effect (+ Ally Battle Die roll)
KILLS KITS

Predator Info:
1. Predators will flee when left with 1/3 or less than their original HP.
2. Rogues use 5 classic battle techniques. Rogues may only use Clan techniques if they completed a warrior ceremony in the respective Clan.
3. Twoleg traps are unbreakable. Ally Battle Die rolls are added to any previous or subsequential escape rolls.
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