Avatar: Republic City Rumble

I'm making this because Ataru said so...

Avatar: Republic City Rumble

Postby Macready84464 on Mon Apr 02, 2012 4:45 am

This thread is the temporary placeholder for all information on A:RCR.

As of right now what we need is people to read through the information, choose classes, play against each other here, and ask any questions/give suggestions here.

Done: A working game engine with 5 different classes along with basic rules and an index

To Do: A story and setting, reward system, equipment, additional levels and abilities, co-op fights, non-player characters/enemies, complete rules and formulas for combat. Other stuff.

AVATAR: REPUBLIC CITY RUMBLE


-About the game-

Avatar: Republic City Rumble is a turn based forum role playing game based on the avatar world. There are five different classes to choose from. Airbender, Earthbender, Firebender, Waterbender, and Warrior. Each class will feature unique and familiar abilities converted to a turn based format. The game will allow players to assume the role of a student in a dojo that specializes in training benders and non-benders alike. As players duel and fight they will gain access to new weapons, armor, and abilities.


-How to play-

Players will create their own personal characters and, using a combination of creative role play and the Avatar: Republic City Rumble combat system, spar with other players to gain experience and level up. How much a player invests in the role play of this game is entirely up to that player. Outside of combat players will be able to socialize with other players characters and even go on quests guided by a Game Master.

Dueling is the focus of the game and the most effecient way to gain experience and level up. Duels are initiated when one player challenges another and that player accepts the challenge. At that point each player will use the character they have created from the Avatar: Republic City Rumble index to do battle. Each player takes turns using the A:RCR combat system to try and defeat their opponent. The player who wins the battle will recieve more experience and the satisfaction of victory. The player who loses will recieve less experience and hopefully learn from their defeat.

Classes: The Firebender tries to maximize damage output and end duals quickly due to their relatively low amount of health and balance. The Waterbender uses a combination of healing and ability combinations to weather an opponents offense but mistakes can be costly. The Airbender is skilled in evading and knocking down it's opponent, however this class has low health so it requires careful timing and choices. The Earthbender uses it's balance as a resource increasing the damage of it's attacks so maintaing balance is very important. The Warrior can deal massive damage in a very limited range, what they lack in range and movement they make up for in health and defense.

Setting: The RP takes place in a large dojo in the heart of Republic City four years before Korra the Avatar was born. Aang has grown and Republic city is in it's formative years. Though the Republic City Dojo isn't the only dojo in republic city it is the oldest and largest with the most instructors and students. The dojo's motto is "Strength through unity," and touts an impressive array of techniques and martial arts masters ranging from masters in all four bending styles to non-benders from all different nations.

-Combat-
Combat: Combat is turn based with each player alternating taking one turn at a time. On a players turn they are allowed; one movement action, which allows them to move around the field; one standard action, which allows them to use one of their abilities; and any number of free actions.

The Field: The area where players duel is called the field and consists of three rows, left, right, and middle. Players start on opposite sides, one in the left row and one in the right.

Move actions allow a player to move to an adjacent row. You may also sacrifice a move action to stand up after being knocked down or regain one balance.

Standard actions allow players to use active to deal damage to the opponent or cause any number of other effects.

Free actions allow a player to use certain abilities and can be used any number of times during a players turn, unless otherwise noted.

Move actions, standard actions, and free actions can be used in any order but if a player is knocked down they must forgo a move action to stand before using a standard action.

Characters: Players first create a character, they can decide that characters name, appearance, origin, personality, quirks, and so-on. When creating a character players choose one of five pre-made classes which will determine the statistics of their character. These statistics are Health, Balance, Defense, and Initiative.

Health determines how much damage a player can take before they pass-out. If a player gets to 0 health they pass-out and lose.

Balance determines how much balance damage a player can take before they get knocked down. If a players balance reaches 0 their character is knocked down. All players regain 2 balance automatically at the start of Their turn.

Defense determines the amount of damage that is reduced from an opponents attack (to a minimum of 1). Ex. opponents attack deals 5 damage, your defense is 2, take 3 damage to your health. A successful attack will always deal at least 1 damage.

Initiative determines the players turn order. The player with higher initiative takes their turn first followed by the player with lower initiative. The player that goes first starts on the Left row, the player with the lower initiative starts on the right row.

The class that the player chooses also determines what abilities the character will have access to during combat. Classes also have unique gameplay mechanics that can be utilized in combat in interesting and varied ways.

Apply Balance, then secondary effects when you attack. Damage is added up at the end of the turn. Include damage from all sources and reduce damage based on targets defense. If the target is knocked down ignore defense. If a player is knocked down with the balance portion of an attack the damage dealt will not be reduced by defense, even if the target was standing before the attack was made. If you knock a target down you gain access to an extra action, move or standard. If a second attack is made it too will ignore defense.


-Abilities-
In order to understand how to use abilities you'll first need to know what they are and how to figure out what they do. Abilities are what a player uses on their turn to do any number of things to win the duel. Abilities can be attacks, but can also have utility purposes like removing status effects or protecting ones self, just to name a few. All abilities are either active or passive.

Active abilities are used by the player during their turn as a standard action. These abilities must be "activated" in a way with the player making note of which ability they are using and defining what that ability does. One example of an active ability is the Firebenders "Fire Daggers" ability.

Fire Daggers- CD:0 R:0 B:3 D:4 Charge 1.

You'll notice that the first thing here is the name of the ability, "Fire Daggers." The next thing is a string of letters and numbers. These letters and numbers are the ability stats and tell you most of the information you need to know about the ability. The stats are CD:0, R:0, B:3, and D:4. CD = Cooldown which defines how many of your turns you must wait in order to use this ability again. CD:0 means you do not have to wait at all to use the attack in succession. R = Range which defines how many rows your attack can travel. R:0 means that you must be in the same row as your opponent to use this ability. B = Balance Damage which defines how much damage the ability deals to your opponents balance. B:3 means the opponent takes 3 points of balance damage. D = Damage which defines how much damage the ability deals to your opponents health. D:4 means the opponent takes 4 points of damage minus their defence. The last thing is the word charge followed by the number 1. This means that the ability has a secondary effect called Charge and that the effect level is 1. Charge means that when you move toward your opponent before attacking with Fire Daggers your attack deals extra damage. In this case, +1 extra damage as defined by the level 1 of the charge. You can look at the ability section of the index for specific information on all the secondary effects of the abilities.

Passive abilities do not need to be activated by the player as their effects happen passively. These abilities will often modify specific aspects of active abilities when certain criteria is met but this is not the only function of these abilities. One example of an active ability is the Waterbenders "Tidal Force" ability.

Tidal Force- Hesitation 2

The first thing you may notice is that this ability does not have stats listed here. That is because the ability modifies the stats of a seperate active ability. The ability does have a name, "Tidal Force," which comes first just like in the active ability "Fire Daggers." The ability also has an ability effect called Hesitation which is level 2. Hesitation means that if an opponent did not change rows on their last turn the first attack of your turn deals extra damage. In this case +2 extra damage defined by the level 2 of Hesitation. You can look at the ability section of the index for specific information on all the secondary effects of the abilities.


-Index-
PLAYERS

-Player stats- These statistics define the players health, balance, defense and initiative.

-Health/Hea.- The amount of health you have determines how much damage you can take before you pass-out. If you get to 0 health you pass-out.

-Balance/Bal- The amount of balance you have determines how much balance damage you can take before you get knocked down. If your balance reaches 0 your character is knocked down. All players regain 2 balance automatically at the start of Their turn.

-Defense/Def- The amount of defense you have determines the amount of damage that is reduced from an opponents attack (to a minimum of 1). Ex. opponents attack deals 5 damage, your defense is 2, take 3 damage to your health.

-Initiative/Int- The amount of initiative you have determines your turn order. The player with higher initiative takes their turn first followed by the player with the second highest initiative and so-on. The player with higher initiative begins the game in the left row and the person with lower initiative starts in the right.

-Class- Each player can choose a class which determines their player stats and what abilities they have access to. Each class also has a unique mechanic.


ABILITIES

-Burn- Your opponent receives a burn and takes burn damage on your next turn. Burn damage ignores defense. Burn 1 = 1 extra damage, Burn 2 = 2 extra damage, etc.

-Charge- When you move toward your opponent before attacking gain bonus damage to your firt attack this turn, if passive, or this attack, if active. Charge 1 = 1 extra damage, Charge 2 = 2 extra damage, etc.

-Diminish- When knocked down reduce all active cooldowns by one. Does not reduce CD stat.

-Endurance- Take less damage from attacks when knocked down. Endurance 1 = 1 less damage, Endurance 2 = 2 less damage, etc.

-Fury- Consume your fury to deal extra damage with your firt attack this turn, if passive, or this attack, if active. Fury 1 = 1 extra damage and 1 fury consumed, Fury 2 = 2 extra damage and 2 fury consumed, etc.

-Gust- You gain a bonus damage to your firt attack this turn, if passive, or this attack, if active, for every row from you to your opponent. Gust 1 = 1 extra damage per row, Gust 2 = 2 extra damage per row, etc.

-Hesitation- If your opponent did not change rows during their turn gain bonus damage to your firt attack this turn, if passive, or this attack, if active. Hesitation 1 = 1 extra damage, Hesitation 2 = 2 extra damage, etc.

-Impact- If your attack knocks down your target deal extra damage. Impact 1 = 1 extra damage, Impact 2 = 2 extra damage, etc.

-Inertia- After you are attacked in a range of 0 your opponent loses balance. Inertia 1 = 1 balance lost, Inertia 2 = 2 balance lost, etc.

-Momentum- When attacking and if you are stable you may choose to exchange your balance to deal extra damage with your firt attack this turn, if passive, or this attack, if active. Momentum 1 = 1 extra damage and minus 1 balance, Momentum 2 = 2 extra damage and minus 2 balance, etc.

-Orb- When using the ability you gain orbs which can then be saved until consumed or lost. Orb 1 = gain 1 orb, Orb 2 = gain 2 orbs. etc.

-Parry- After you are attacked from any range your opponent loses balance. Parry 1 = 1 balance lost, Parry 2 = 2 balance lost, etc.

-Protect- If you receive damage before the start of your next turn the damage is reduced. Protect 1 = 1 damage reduction, Protect 2 = 2 damage reduction, etc.

-Push- Move opponent to a different row. Push 1 = opponent moves 1 row, Push 2 = opponent moves 2 rows.

-Reckless- Once per turn the the player can sacrifice health to add damage to an attack. Reckless 1 = 1 extra damage and 2 health lost, Reckless 2 = 2 extra damage and 4 health lost, etc.

-Root- Your opponent is unable to use move actions for x number of turns. Root 1 = 1 of their turns, Root 2 = 2 of their turns etc.

-Stable- If you are stable deal extra damage with your firt attack this turn, if passive, or this attack, if active. Stable 1 = 1 extra damage, Stable 2 = 2 extra damage, etc.

TURNS and ACTIONS

-Free action- Each player, on their turn, can use any number of free actions in accordance with each free actions regulations.

-Move action- Each player, on their turn, can take a move action to change 1 row. Ex. a player may move from the right row to the middle row or from the middle to the left row. Players may also forgo their move action to gain +1 balance or stand after being knocked down.

-Round- Each round consists of one turn by each player. A round is over when all players have taken their turn and a new round begins when the first player takes their next turn.

-Standard action- Each player, on their turn, can take a standard action to use an active ability.

-Turn- Each player alternates taking turns. Each Turn consists of one move action, one standard action, and any number of free actions. Players may choose to forgo any number of actions on their turn.

STATUSES

-Burnt- If an opponents attack causes a burn the player is burnt until burn damage is dealt.

-Fury- The amount of fury that a firebender has at their disposal at any one time. Fury 1 = 1 Fury available, Fury 2 = 2 Fury available, etc.

-Knocked down- When a player reaches 0 balance they are knocked down. They must then forgo a movement action to stand which restores their balance to max. A player who is knocked down cannot use standard or free actions until they are standing. When a player who is knocked down is attacked, that players defense is ignored.

-Orb- The number of orbs that a waterbender has at their disposal at any one time. Orb 1 = 1 Orb available, Orb 2 = 2 Orbs available, etc.

-Rooted- When a player is rooted they may not use a move action or forgo their move to gain +1 to balance. If an ability allows the player to shift to a different row they are no longer rooted and can use available move actions.

-Stable- When your balance is at or higher than 5 you are stable.

-Standing- If your balance is above 0 and you are not knocked down you are standing.

-Status- Describes your characters current state of being. Characters can be affected by any number of statues both positive and negative. Players may find it helpful to keep track of their current status.

-Unstable- If your balance is at or lower than 4 you are unstable.

-Weakened- If your health is at or lower than half of the total you are weakened. Round up.

CLASS MECHANICS

-Mechanics- Class specific passive abilities that don't require an empty ability slot. Each mechanic is self defined and tailored to that classes play style.

-Orb- As a free action the Waterbender can consume an orb to heal 2 damage off target or deal 2 damage. Orbs are lost upon knock down or stun. Orb 1 = ability generates 1 orb, Orb 2 = ability generates 2 orbs, etc.

-Fury- A firebender gains fury at the start of their turn. If they recieved damage on their last turn they gain +x fury on their next turn. Fury 1 = 1 gain one fury and +1 fury, Fury 2 = gain 2 fury and +2 fury.

-Enraged- When a warrior is weakened he becomes enraged.


Waterbender

-Waterbender- Healer
Health. 18
Balance. 10
Defense. 2
Initiative. 5

Mechanic: Orbs: As a free action you can consume any available orbs.

Active: Water Whip- CD:0 R:1 B:3 D:4
Active: Splash- CD:2 R:0 B:4 D:4 Orb 2.
Active: Tentacle Bind- CD:2 R:1 B:3 D:1 If your opponent is unstable Root 1.
Passive: Tidal Force- Hesitation 2

-Orb- The number of orbs that a waterbender has at their disposal at any one time. Orb 1 = 1 Orb available, Orb 2 = 2 Orbs available, etc.

-Orb- As a free action the Waterbender can consume an orb to heal 2 damage off target or deal 2 damage. Orbs are lost upon knock down or stun. Orb 1 = ability generates 1 orb, Orb 2 = ability generates 2 orbs, etc.

-Unstable- If a players balance is at or lower than 4 they are unstable.

-Rooted- When a player is rooted they may not use a move action or forgo their move to gain +1 to balance. If an ability allows the player to shift to a different row they are no longer rooted and can use available move actions.

-Root- Your opponent is unable to use move actions for x number of turns. Root 1 = 1 of their turns, Root 2 = 2 of their turns etc.

-Hesitation- If your opponent did not change rows during their turn gain bonus damage to your first attack this turn, if passive, or this attack, if active. Hesitation 1 = 1 extra damage, Hesitation 2 = 2 extra damage, etc.


Firebender
-Firebender- Burst DPS
Health. 18
Balance. 8
Defense. 2
Initiative. 9

Mechanic: Fury: Gain 1 fury on your turn. If you recieve damage during an opponents turn, gain an additional fury on your next turn.

Active: Fire Daggers- CD:0 R:0 B:3 D:4 Charge 1.
Active: Flame- CD:0 R:1 B:2 D:2 Fury 3
Active: Sear- CD:2 R:0 B:4 D:5 Burn 3, Push 1
Passive: Turtle Guard- Endurance 3

-Fury- Consume your fury to deal extra damage with your first attack this turn, if passive, or this attack, if active. Fury 1 = 1 extra damage and 1 fury consumed, Fury 2 = 2 extra damage and 2 fury consumed, etc.

-Fury- The amount of fury that a firebender has at their disposal at any one time. Fury 1 = 1 Fury available, Fury 2 = 2 Fury available, etc.

-Fury- A firebender gains fury at the start of their turn. If they recieved damage on their last turn they gain +x fury on their next turn. Fury 1 = 1 gain one fury and +1 fury, Fury 2 = gain 2 fury and +2 fury.

-Charge- When you move toward your opponent before attacking gain bonus damage to your first attack this turn, if passive, or this attack, if active. Charge 1 = 1 extra damage, Charge 2 = 2 extra damage, etc.

-Burn- Your opponent receives a burn and takes burn damage on your next turn. Burn damage ignores defense. Burn 1 = 1 extra damage, Burn 2 = 2 extra damage, etc.

-Burnt- If an opponents attack causes a burn the player is burnt until burn damage is dealt.

-Push- Move opponent to a different row. Push 1 = opponent moves 1 row, Push 2 = opponent moves 2 rows.

-Endurance- Take less damage from attacks when knocked down. Endurance 1 = 1 less damage, Endurance 2 = 2 less damage, etc.


Airbender
-Airbender- Kite
Health. 16
Balance. 10
Defense. 1
Initiative. 12

Mechanic: Nomad: For every row you moved gain +1 defense until the start of your next turn.

Active: Air Blast- CD:0 R:2 B:3 D:3
Active: Dash- CD:1 R:2 B:3 D:3 Shift one space before attacking. Gust 1.
Active: Panic Burst- CD:3 R:0 B:5 D:2 Impact 2
Passive: Bagua Palm- Inertia 1.

-Gust- You gain a bonus damage to your first attack this turn, if passive, or this attack, if active, for every row from you to your opponent. Gust 1 = 1 extra damage per row, Gust 2 = 2 extra damage per row, etc.

-Impact- If your attack knocks down your target deal extra damage. Impact 1 = 1 extra damage, Impact 2 = 2 extra damage, etc.

-Inertia- After you are attacked in a range of 0 your opponent loses balance. Inertia 1 = 1 balance lost, Inertia 2 = 2 balance lost, etc.


Earthbender
-Earthbender- Tank
Health. 20
Balance. 10
Defense. 2
Initiative. 4

Mechanic: Diminish: When knocked down reduce all active cooldowns by one. Does not reduce CD stat.

Active: Earth Smash- CD:0 R:1 B:3 D:3
Active: Rockalanch- CD:2 R:0 B:4 D:4 Momentum 3.
Active: Stone Strike- CD:1 R:0 B:4 D:4 Momentum 2.
Passive: Composure- Gain +1 balance and Protect 1 when a move action is sacrificed.

-Momentum- When attacking and if you are stable you may choose to exchange your balance to deal extra damage with your first attack this turn, if passive, or this attack, if active. Momentum 1 = 1 extra damage and minus 1 balance, Momentum 2 = 2 extra damage and minus 2 balance, etc.


Warrior
-Warrior- Dps/[Tank]
Health. 22
Balance. 8
Defense. 3
Initiative. 6

Mechanic: Enraged- When weakened, you become enraged.

Active: Slash- CD:0 R:0 B:4 D:4 Charge 2.
Active: Overpower- CD:2 R:0 B:5 D:6 When enraged deal 2 bonus damage.
Active: Defenisve Stance- CD:1 R:S B:0 D:0 Protect 2. Parry 1.
Passive: Blood Sport- Once per turn as a free action the warrior can sacrifice 2 health to regain 2 balance.

-Charge- When you move toward your opponent before attacking gain bonus damage to your first attack this turn, if passive, or this attack, if active. Charge 1 = 1 extra damage, Charge 2 = 2 extra damage, etc.

-Protect- If you receive damage before the start of your next turn the damage is reduced. Protect 1 = 1 damage reduction, Protect 2 = 2 damage reduction, etc.

-Weakened- If your health is at or lower than half of the total you are weakened. Round up.

-Parry- After you are attacked from any range your opponent loses balance. Parry 1 = 1 balance lost, Parry 2 = 2 balance lost, etc.


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Re: Avatar: Republic City Rumble

Postby curvedlines on Mon Apr 02, 2012 5:50 pm

We will now demonstrate the first six turns of combat between a firebender and a waterbender. Inside the spoilers are a breakdown of all steps made in the turns. The firebender has an initiative stat of 9 while the waterbender has and initiative stat of 5. This means that the firebender will take the first turn and start in the left row while the water bender will take the second turn and start in the right row. Observe.

Macready84464 will be playing as...

-Firebender- Burst DPS
Health. 18/18
Bal. 8/8
Def. 2/2
Int. 9
Row. L
Status:

Mechanic: Fury: Gain 1 fury on your turn. If you recieve damage during an opponents turn, gain an additional fury on your next turn.

Active: Fire Daggers- CD:0 R:0 B:3 D:4 Charge 1.
Active: Flame- CD:0 R:1 B:2 D:2 Fury 2
Active: Sear- CD:2 R:0 B:4 D:5 Burn 3
Passive: Turtle Guard- Endurance 3


Curvedlines will be playing as...

-Waterbender- Healer
Hea. 18/18
Bal. 10/10
Def. 2/2
Int. 5
Row. R
Status:

Mechanic: Orbs: As a free action you can consume any available orbs.

Active: Water Whip- CD:0 R:1 B:3 D:4
Active: Splash- CD:1 R:0 B:4 D:4 Orb 2.
Active: Tentacle Bind- CD:2 R:1 B:3 D:1 If you opponent is unbalanced Root 1.
Passive: Tidal Force- Hesitation 2
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Re: Avatar: Republic City Rumble

Postby Macready84464 on Mon Apr 02, 2012 5:51 pm

Hea. 18/18
Bal. 8/8
Def. 2/2
Int. 9/9
Row. M
Status:

+1 fury, +2 balance, Move middle, Flame -1 fury B:2, [D:2+1-2=1 B:2]

At the start of my turn I gain +1 fury from the firebender mechanic so I make sure to write it in my turn formula. Second and still at the start of my turn I gain + 2 balance but since I'm at the maximum amount of balance the points are wasted. Next I use a move action to close the gap and get within range of the waterbender. I post first the type of action that I'm using, which is a move action, and where I end my turn, which is on the middle row. Next I choose which ability I'm going to activate with my standard action. Flame is the only thing I have with a ranged attack so I'm going to use it on the waterbender since I can't get on the same row as him this turn. I use flame as well as the fury point I received at the start of my turn to increase my damage by 1. I subtract the fury from my status so we can easily tell that the fury was used to increase the damage of flame. First I post the balance damage I deal with my attack to see if any changes are made in my targets defenses. No changes are made so I continue with my attack damage and post all sources of damage in order and factor in my targets defense to give them the total of balance and damage they need to remove from their character when their turn starts. The damage formula shows that I deal 2 from flame, +1 from the fury I added, and -2 from my targets defense for a total of 1 damage. I also add the balance damage that I dealt this turn to clerify what my opponent should subtract from his stats.
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Re: Avatar: Republic City Rumble

Postby curvedlines on Mon Apr 02, 2012 5:51 pm

Hea. 18/17
Bal. 10/10
Def. 2/2
Int. 5
Row. M
Status: +2 Orbs

-2 balance, -1 health, +2 balance, Move middle, Splash B:4, +2 Orbs, [D:4-2=2 B:4]

At the start of my turn I first make sure to factor in the damage and balance damage the firebender dealt on his turn. I subtract health and balance from my total and then begin my turn actions. I regain 2 balance which brings my balance back up to 10. I use a move action to get within range to use my splash attack. I write down my move action and where I intend to move to and change my row to M. Now I can use my splash attack to get some orbs and begin to unbalance my opponent. I first factor in balance damage to see if any changes are made to my targets defences. He is now unstable from my attack but his defences are still the same. I make sure to record that I gain +2 Orbs and make sure that my status reflects this. Then I post my damage totals by first writing the amount of damage the attack does (4) and subtracting the firebenders defence (2) to get a total of 2 damage dealt on my opponents turn. I also reiterate the balance damage I dealt this turn to help my opponent when subtracting at the start of his next turn.
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Re: Avatar: Republic City Rumble

Postby Macready84464 on Mon Apr 02, 2012 5:52 pm

Hea. 18/16
Bal. 8/7
Def. 2/2
Int. 9/9
Row. M
Status: +2 fury

-2 health, -4 balance, +2 fury, +2 balance, Stay middle +1 balance, Sear B:4, + Burn 3, [D:5-2=3 B:4]

First I subtract the health and balance damage that was dealt to me during the waterbender's turn. From the end of the waterbenders turn to the start of my turn I was unstable. But as I gained my +2 balance I am brought above 4 balance and return to a stable status. You do not need to write stable under your status, it is assumed that if you are not unstable, then you are stable. Next I add +1 fury for starting my turn, and +1 fury for taking damage last turn. Next I add + 2 balance. I have to decide if staying in middle row is worth getting an extra balance, but allowing the waterbender to gain tidal force on their turn. I stay middle and gain an additional balance for sacrificing my move action. Since I am within range I use Sear on the waterbender to deal 4 balance damage, this changes none of the waterbenders defenses so I continue on with the secondary effects. Next I apply the secondary effect Burn 3 to the waterbender. On my next turn, regardless of distance, the waterbender will take an additional 3 damage that will ignore defense. Now I deal the damage from Sear. I calculate my damage dealt, +5 damage -2 from the waterbender's defense, for a total of 3 damage and list the balance damage I dealt this turn also.
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Re: Avatar: Republic City Rumble

Postby curvedlines on Mon Apr 02, 2012 5:52 pm

Hea. 18/16
Bal. 10/8
Def. 2/2
Int. 5
Row. R
Status: Burnt

-3 health, -4 balance, Burnt, +2 balance, Tentacle Bind -Orb +Hesitation 2 B:3, +Root 1, -Orb Heal +2 health, Move Right, [D:1+2+2-2=3 B:3]

I start off this turn by again subtracting damage and balance damage dealt by my opponent. I also add the burnt status to show that he used Burn 3 on me. Now I begin my turn actions by adding 2 balance bringing me back up to 8 balance. I'm going to attack before I move this turn using Tentacle Bind and applying one orb to deal +2 damage with the attack. I first factor in the balance damage dealt with Tentacle Bind which makes the firebender unstable. Since the firebender didn't change rows during his last turn I get Hesitation 2 which deals bonus damage to my attack this turn. Tentacle bind also has a secondary effect called root which requires the opponent to be unstable and since the firebender is unstable he is rooted in his current row. I make sure to write this down in the formula as +Root 1 because I'm also applying a root to the attack and the opponents status. As a free action, as per the waterbenders mechanic, I want to use my second orb to heal myself for 2 points bringing my health back up to 15. Finally I will move into the right row to limit my opponents available attacks. The last thing I have to do in my turn formula, as always, is factor the damage and show the balance damage I dealt this turn. Tentacle bind deals 1 damage plus 2 damage for the orb I used and 2 damage because of tidal force. Now subtract the firebenders defence which is 2 for a total of 3 damage dealt.
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Re: Avatar: Republic City Rumble

Postby Macready84464 on Mon Apr 02, 2012 5:53 pm

Hea. 18/13
Bal. 8/6
Def. 2/2
Int. 9/9
Row. M
Status: +2 fury, rooted

-3 health, -3 balance, rooted, +2 fury, +2 balance, Flame -2 fury B:2, Burn 3, [D:2+2-2=2+3=5 B:2]

To start I subtract the health and balance damage I received. I also add rooted into the combat formula and my status. Next I add +1 fury for starting a new turn and from taking damage during my opponents turn. I get +2 balance and start my actions. I am rooted so I am unable to use move actions for any reason until it wears off. I am forced to use Flame since it's the only attack I have with range and the waterbender retreated to a different row. I consume 2 fury indicated by the - sign and add 2 damage to Flame's attack. Next I show that I deal 2 balance damage with Flame. Burn 3 activates this turn and now I am able to add up my damage and begin to finish my turn. Flame deals 2 damage +2 for the Fury I spent, -2 from the waterbender's defense, then +3 because Burn ignores defense which is why we add it at the end of the formula. Remember that when factoring defense that the attack will always deal at least 1 damage even if the defense is greater than the attack damage. I then add the balance damage from Flame to the end of the attack for easier reading.
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Re: Avatar: Republic City Rumble

Postby curvedlines on Mon Apr 02, 2012 5:54 pm

Hea. 18/13
Bal. 10/8
Def. 2/2
Int. 5
Row. R
Status: +1 Orb

-5 health, -2 balance, -burnt, +2 balance, Move Middle, Splash +Hesitation 2 B:4, +2 Orbs, -1 Orb Heal +2 health, [D:4+2-2=4 B:4]

First off I start by removing health and balance as per usual. I also remove the burnt status because I recieved the burn damage. My turn actions start with me gaining 2 balance and then I move to the middle. I'm now in range to use splash so I do that and add hesitation 2 because the firebender was rooted last turn and couldn't change rows. First I factor in the balance damage from splash, it makes him unstable but he is still standing with 2 balance so his defences are unchanged. Using splash I gain 2 orbs and I will use one immediately to regain 2 health (+2 health per orb used). I will make note of the other orb in my status. Now it's time to calculate the damage I deal which is 4 from splash and +2, from hesitation 2. I Subtract the firebenders defence which is 2 and get a total of 4 damage dealt. I make sure to include the balance damage at the end as well.
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Re: Avatar: Republic City Rumble

Postby Macready84464 on Mon Apr 02, 2012 7:45 pm

Some of you may have noticed that we had no role playing in our posts. First and foremost A:RCR is a game, so following the rules and keeping the game fair is our highest concern. Follow the format exactly the way it was presented here, and if you do desire to add role play to your post then do so in a spoiler similar to the way we posted. Role playing can exist more freely outside of duels, and if people are willing they can role play duels without the RCR combat system. However they will receive none of the benefits associated with it.
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