Icee retired staff
Gender : Female Posts : 227 Age : 26
| Subject: Battle System Wed 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 Blows | Batter your opponent with a barrage of soft blows. Clanmates often engage in friendly sparring with this move. | Kit. | 1 + Battle Dice. | Not Available. | Pounce | Rear 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 Tug | Grip 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 Rake | Get 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 & Teeth | Attack with the dangerous tools StarClan gave you. | Apprentice. | 4 + Battle Dice. | Not Available. | Face Strike | Rear 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. | Escape | Disengage 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 Kick | Kick 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. | Grapple | A 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 Strike | Overwhelm 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 Tactics | They 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 Dice | Considered a highly dishonorable tactic- unless used in dire circumstances, anticipate punishment if caught using this move. | Drop Kick | Knock 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 Strike | Roughly box your opponent's ears, leaving them dazed and confused. | Warrior. | W: 10 HP SW: 12 HP L: 14 HP | Not Available. | Tackle | Rush at your opponent with all of your speed and strength. | Warrior. | W: 11 HP SW: 13 HP L: 15 HP | Not Available. | Feint | Trick 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 Crush | Rear 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 Revival | Call upon your awaiting ancestors to heal your wounds and restore you to fighting capability. | Leader. | L: 5 HP | Leaders 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.TECHNIQUE | DESCRIPTION | RANK ELIGIBLE | HEALING IN HP | SPECIAL EFFECT | Heal | Staunch bleeding and provide herbs for pain and stamina. | Medicine Cat Apprentice | 1 + Battle Die (HP restored) | Neither cat can be engaged in combat for healing to be effective. | Stabilize | Bring an ally back from the brink. | Medicine Cat | Restores 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.TECHNIQUE | DESCRPITION | RANK ELIGIBLE | DAMAGE IN HP | SPECIAL EFFECT | Lightning Heart | Summon your resolve and fight even more voraciously than before. | ThunderClan Warrior | 6 + Battle Die | Advanced form of Claws & Teeth. Can only be used when HP falls below 1/3. | Water Combat | The other drypaw Clans instinctively fear water, but this is where RiverClan is strongest. Pull and hold your foe beneath the waves. | RiverClan Warrior | 4 + Battle Die | Advanced form of Grapple. Only works in RiverClan territory and disputed border areas. | Swift Strike | Use superior speed and agility to hit your foe again before they can strike back. | WindClan Warrior | 2 + Battle Die | Advanced form of Play Blows. Strike twice in one turn. Can be used anywhere, but can't be used in succession. | Ruthless Training | Your dark reputation precedes you, and no one is surprised by your Clan's frightful violence. | ShadowClan Warrior | 5 + Battle Die | Advanced form of Rogue Tactics. Less powerful, but can be used anywhere and without penalty. | Cloud Jump | Quickly scale the high ground and then strike the foe from above. | SkyClan Warrior | 5 + Battle Die | Advanced 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 TECHNIQUE | DESCRIPTION | PREDATOR | DAMAGE | SPECIAL EFFECT | Talons or Fangs | A stronger version of Claws & Teeth. | Fox, Owl, Eagle, Dog, Badger, Snake | 8 | KILLS KITS | Iron Grasp | You're caught in their strong grasp. | Fox, Owl, Eagle, Dog | 4 (+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 Tackle | A full force body tackle. | Fox, Owl, Eagle, Dog, Badger | 10 | KILLS KITS | Twoleg Trap | You're caught in a twoleg trap. | Twoleg Trap | 15 (+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. |
|