Post by Oblivion on May 13, 2013 7:24:53 GMT -5
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Time to test this out!
Enemy
Players
Here's the rules!
Movement:
- Each player can move one or two spaces in any direction upon their turn.
Forwards, diagonal, left, right, back. In any order. - You can simply write one line if you're only moving and have nothing to say, or you can interact with the other players on this giant chess board.
- You cannot use items, skills or spells if you are moving. You must remain stationary to use these. So you have the choice of a combination? Or movement.
Attacking:
- Physical attacks unless they state that they are ranged will not hit an enemy unless your character is in a square infront/diagonal/beside/behind an enemy square.
- Magical attacks are ranged and can pass over the entire grid to a target.
- Smaller abilities that don't allow you to attack during them have no cool down.
- Positive status effect spells have a 3 post cool down.
- Negative status effect spells have a 4 post cool down.
- All low damage attacks/abilities/skills deal 100 damage +25 damage to those weak against physical attacks - 2 post cool down (unless stated otherwise)
- All medium damage attacks/abilities/skills deal 150 damage +25 damage to those weak against physical attacks - 2 post cool down (unless stated otherwise)
- All high damage attacks/abilities/skills deal 200 damage +25 damage to those weak against physical attacks - 3 post cool down (unless stated otherwise)
- Low damage spells deal 100 damage +25 damage to those weak against magical attacks - 2 post cool down (unless stated otherwise)
- All medium damage spells deal 150 damage +25 damage to those weak against magical attacks - 2 post cool down (unless stated otherwise)
- All high damage spells deal 200 damage +25 damage to those weak against magical attacks - 3 post cool down (unless stated otherwise)
- All characters with low physical damage have -25 damage to physical attacks
- All characters with low magical damage have -25 damage to magical attacks
- Area skills/spells will reach a radius of two squares in each direction around the main target, unless stated otherwise in the attack description.
- Combo chains can reach up to x5. The more detail you put in as in if you actually aim at a particular part of the body etc the more likely you're going to hit.
- The first connecting hit of a combo chain is 50 damage (unless you have strong physical attack where it's boosted to 75, or low where it's brought down to 25) then it's +25 damage on to the initial damage for EACH blow that connects. i.e. chain of four connecting blows would be 50 dmg + 75 dmg + 100 dmg + 125 dmg equalling a total of 350 damage to a single enemy.
- When using a combo chain, click the dice roller in your post it should come up with [ roll ] tags. You roll one die for each chain you're trying to complete. So if you're trying a x5 combo just once then one die is the right thing for you. If you're filling your combinations with three combo chains? Then roll the die three times. It should appear like the image below.
Weapons:
- Bows/Guns/Projectiles: Can reach up to 5 squares between the user and the monster.
- Spears/other mid-range weapons: When hitting directly infront of them, the reach of the weapon is 2 squares between the monster square and the user. Area blows, i.e. spinning will reach 1 square between the monster and user, however using an area combo will mean you have to roll a die depending on the result you will hit or miss, numbers 1,3 or 5 and you'll hit. Any other number and the area combo fails, you cannot chain an area based attack. So one spin and then you'd have to move on to your second combination slot.
- Swords/other close range weapons: Only reach to the square in front of them. Spinning will only reach the immediate squares around the user, however using an area combo will mean you have to roll a die depending on the result you will hit or miss, numbers 1,3 or 5 and you'll hit. Any other number and the area combo fails, you cannot chain an area based attack. So one spin and then you'd have to move on to your second combination slot.
Health/items:
- All players start with 700HP
- All monsters start with 1200HP
- Items may appear on the board. You'll have to actually go to the square that's highlighted in skyblue to retrieve it. Don't worry once the item is picked up ALL party members will recieve it.
Combinations are as follows:-
- Item, Physical Ability, Combo chain.
- Item, Spell, Combo chain.
- Item, Spell, Physical Ability.
- Item, Combo chain, Combo chain.
- Combo chain, Combo chain, Combo chain.
- etc etc you see the point.
- Summons take up TWO slots on your combination.
Status effects:
- You have three attack/item slots to use per turn. With haste you have four/an extra skill/spell slot.
- If you're not in a battle? Then haste means you can move an extra square.
- If you have haste on you gain a forth slot (Skill/spell) for your combinations.
- If you have haste on and slow is cast, you will go back to the two square movement and/or lose your extra combination slot.
- If you don't have haste on then slow will remove a square lowering your movement to one square per turn and/or remove a combination slot lowering your ability to fight as quickly.
- Stop stops you in your tracks, you won't be able to fight either.
Posting:
- There is no set order.
- 48 hours between admin posts.
- Please state any passives at the top of your post in bold underlined text.
- When using attacks please copy and paste them to the bottom of your post.
- When making a combo chain please state how many blows you tried to connect at the bottom of your post.
- When using an item please place it at the bottom of your post.
Points:
- You gain points for completing objectives.
- +5 points for killing a monster.
- +4 points for an assist, that's helping another character to kill a monster or even healing them while they fight.
- +3 points for securing a chest.
- +2 points for reaching the other side.
- -1 point for being knocked out.
- -2 points for activating a trap.
- -3 points for dying.
- You can trade points in at the end of The Grid for items.
- Battle grid points remain on your account even after this battle grid is over, meaning you can save up for better items and/or skills extra abilities.
This list is subject to change and additions.
System
One Item Chest has appeared on the board.
Hurry and retrieve it for it's rewards.
It will disappear in three turns.
ACTIONS LIST!
Monsters
N/A
Players
N/A
COOL DOWNS!
N/A
Movement order!
Listed from left to right. Current positions.
Basch || Current square - 10A || HP 700
Vitalitas || Current square - 10B || HP 700
Aperture || Current square - 10C || HP 700
Loki || Current square - 10D || HP 700
Isis || Current square - 10E || HP 700
Alice Lua || Current square - 10F || HP 700
Alexandria || Current square - 10G || HP 700
Monster 1 || Current square - 1A || HP 700
Monster 2 || Current square - 1B || HP 1400
Monster 3 || Current square - 1C || HP 1400
Monster 4 || Current square - 1D || HP 1400
Monster 5 || Current square - 1E || HP 1400
Monster 6 || Current square - 1F || HP 1400
Monster 7 || Current square - 1G || HP 1400
Items Found
N/A
Items Used
N/A
Traps activated
N/A
Points recieved