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.