MSA roleplaying's Statistical Showdown.

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MSA roleplaying's Statistical Showdown.

Post  Denton on Sun Sep 04, 2011 8:43 pm

The premise? Provide MSA roleplaying with a statistical combat system to allow for our very own Stat roleplays and let characters from different roleplays face off against each other in matches that each of them were already created for. Of course, as with anything you start, some kinks are gonna have to be worked out. Over the course of the next few days (maybe weeks, really depends on how many walls I run up on) I'll be posting the first edition of the rules... After the official 1st edition is posted, we'll start playing, and as we play, we tweak!!!

Reasons that make this great system:
* I value customization, so I will be making it as flexible a system as possible, allowing you to create your own attacks and characters however you want.
*I like things to be over the top, so there will be an EX burst/final smash/whatever-I-decide-to-call-it system that will allow you to create zany over the top super attacks for your characters.
*I like games to have enough depth to them to allow people to be really good at it if they master the system, so there will be lots of strategic options to allow for as much depth as possible. However...
*I want it to be newbie friendly, so it will also be accessible and easy to learn if I can manage it. I want a newbie to look at a situation and not be overwhelmed by the options, but a vet to look at the same situation and be satisfied with the number of possible approaches they can take.


Universal in-game commands:
Spoiler:

Move: allows the character to move 1 space, not diagonal. An attack/item move may be made afterward. (4 characters may occupy one space at a time.)
Sprint: allows the character to move 2 spaces. An attack/item move may not be made afterward.
Attack: the character uses a normal attack. The base hit miss ratio is 1:1 and then change based on any modifiers. Hit chances are calculated using random.org/lists and you put in 1 hit for each hit chance, and 1 miss for each miss chance. Crit ratio is 30% for normal attacks, done using random.org/integers. Any number under 30 is a crit. Crits also ignore any armor bonuses. (melee attacks hit the space that the character is already on. Ranged can hit farther based on what is negotiated.)
Special: Allows a character to use their special attacks. Works just like a regular attack, except that the crit ratio is 10%
Item: Use an item in your inventory... duh... (we'll get an item list/uses section up soon.)
Rest: spend a turn resting to regain 2 hp. used like an attack (i.e. can move on the same turn. Also, if you choose not to move, you can regain 4 hp.)
Charge: just like Rest, but recovers Tp
Spawn: On fights with a certain number of lives for each character, use this command to come back to life. The spawn points are chosen from the beginning.
EX MODE: When your gauge is full you may enter EX mode. (The gauge is fifteen blips long, like this: ||||||||||||||| you use the text colors button to color them in your favorite color!!! The gauge fills 1 for every damage you deal, 1 for every 2 you take.)
EX BURST!!!: When you are in EX mode and a special connects, you may perform your EX burst, leaving EX mode and performing a major attack. This attack is hard to dodge, it has a +3 to hit.
Final Smash: When you smash a smash ball, you can activate your final smash, a super skill that does massive damage. If used while in EX mode, your ex mode bonuses applies. This attack is hard to dodge, it has a +4 to hit.
Time Paradox: Not really a command, but this is when you use a skill that would put you into a position where an attack that would have hit you didn't. I.E. the Knight's Cover skill. If this makes it so that a string of attacks never happened, then you act as if they didn't, though any TP lost by the attackers would remain gone.
Throw: Strategically toss an item to an ally within 1 panel of you. This will not cause items like the crate or the bob-omb to explode.

Flow of Battle:
Spoiler:

For this section, lets pretend that Character A is fighting Character B, Each of them has 10 hp and a melee attack that does 1 damage.

A spawns at A2, B spawns at C2

A's turn:
NORMAL PHASE: (This is the basic phase of battle, you may make an action and a move.)
A moves to B2.
B's turn:
B moves to B2 and punches A:
HIT/MISS:
There were 2 items in your list. Here they are in random order:

hit
miss
Timestamp: 2011-09-06 00:46:28 UTC
(B got a hit at the top, so the punch connects, now for a crit chance:)
CRIT CHANCE:
Here are your random numbers:

77
Timestamp: 2011-09-06 00:47:54 UTC
(B got a number over 30, so no crit)

B's punch connects! A takes 1 damage...

A's TURN:
COUNTER PHASE: (in this phase, if you are in range for an attack on someone who attempted to hit you, you may perform that attack:)
A punches:
There were 2 items in your list. Here they are in random order:

hit
miss
Timestamp: 2011-09-06 00:53:21 UT
Here are your random numbers:

5
Timestamp: 2011-09-06 00:53:49 UTC

A's punch smacks B in the face, dealing a critical 3 damage.

(Then A would take his regular NORMAL phase and this would continue until someone died.)

CHARACTER CREATION:
Spoiler:

All right, just a few notes:
*Your character has 8 skill slots, but you only start with 2 specials... you can fill the rest of them up (and learn more) by spending AP gained from level ups. If you have more than 8 you will pick which specials to equip at the start of a level/fight/survival/etc.
*Your character has 2 bonuses that haven't been discussed yet, so I'm putting them here. One is the CSS, or Class Specific Skill. This can be either a passive or an actual action related to your Class, these are detailed in the next section, but feel free to create your own class. The other is the OCS or Original Character Skill. This is the same as a CSS, but it specifically for something that only that character could do or have.
*EXP rate is determined by the starting total of HP and Tp:
20=2x exp rate.
25=1.5x exp rate.
30=1x exp rate.
However, spending AP to increase HP/TP will not affect your EXP rate.
*AP is gained equal to the level you pass. For example gaining lvl 2 gives you one ap, gaining lvl 3 gives you 2 and so on and so forth. AP costs are as follows:(please note that damage, range, hit chance, and status effects go on specific attacks, not on your characters)

Increase HP: 2
Increase TP: 2
Increase damage: the same as the damage before the upgrade (I.E. to raise a 2 damage special to 3 damage would cost 2)
Increase range: This is negotiable, and the cost will vary depending on how believable it is for a given attack to gain range. Spell costs would be relatively low, while raising the range of a sword swing would cost a lot.
Add status effects: negotiable
Increase armor rating: same as damage.
Increase hit chance: 4 per hit chance and add 1 to cost after every 3 increases (i.e. to increase it from 1:1 to 2:1 would take 4 AP, but after 2 more increases... Increasing hit chance from 4:1 to 5:1 costs 5 AP)
Increase crit rate: 1*the tens digit of current crit rate. Note that each character has two crit rates, a normal and a special.
(Also, it has come to my attention that I don't know where to put how to gain exp... :p Every point of damage you deal or take is equal to 1 exp point, each kill also nets you 10 exp points. There will also be some achievements that grant bonuses, but those will not be implemented till I have a good sized list.

NAME: Duh...
Appearance: (Pic or description)
INFO: (Some backstory)
Source: (Not needed for Original characters. For book, video game, or tv show characters, give the title (Media)
Class: (Check the coming section for a list of classes or make your own. Your class determines your HP/TP)
Character skill: (A skill unique to each individual character, can increase stats or allow a special command)
HP:
TP:
EXP Rate:
Current EXP: (in the form of x/y where x is your current exp, and y is what you need to lvl. The experience to lvl is 50 times your current lvl)
LVL:
Normal Attacks: (1 or 2, 1 could be ranged, and one melee, or one only do a status and 1 be a damage attack, etc. However if it is over useful, I may require it to be a special)
Specials: (2 starting, once again, the usefulness/damage will need to be negotiated. Come up with your own tp cost, but we'll need to negotiate that to.)
EX MODE: (Come up with a few bonuses. Get creative here, this can be pretty overpowered, but don't get way to overboard. You'll be able to upgrade these to. But due to the variety, I didn't post any AP costs.)
EX BURST: (This is a finisher, meant to grind your enemies into the dust, again it can be upgraded, but it should start out doing 10-20 damage depending on AoE, status effects, and other such stuff.


Character Classes:
(Please note that the starting HP/TP are flexible, but that the exp rate will change if you change the total.)
Physical Oriented:
Spoiler:

Squire: A class for those plucky little dudes that aspire for greatness.
HP: 10
TP: 10
EXP rate: 2x
CSS: Determination: These guys want to be heroes so bad that they have developed a knack for surviving against all odds. Would-be fatal criticals leave them with one hp, and If attack kills them with just enough damage (i.e. a 5 damage hit when they have 5 hp left) then they remain with 1 hp. Also, resting restores one more hp than usual, and confers a +1 armor against all damage till the next turn.

Knight: A class for those fearless leaders of battle. These are the defenders of the weak and the valiant fighters
HP: 15
TP: 10
EXP rate: 1.5x
CSS: Cover: This allows the knight to take hits for any ally within one space of him by paradoxing the attacks toward himself, even if he's out of range. The attack should be rerolled against the knight and if the blow kills the knight, the defending character's ex bar is immediately filled.

Paladin: A class for holy knights Their goal is to vanquish all evil.
HP: 15
TP: 15
EXP rate: 1x
CSS: Devoted Aura: A 3x3 square surrounds the paladin, granting all allies in the square (including himself) a +1 to dodge and hit chance, also healing 1 health to any all inside the square at the end of the paladin's normal turn.

Dark Knight: A class for evil warriors. Specifically those that want to focus on attacking... a lot.
HP: 25
TP: 5
EXP rate: 1x
CSS: Sap: Each time the Dark knight does damage, he may take that and add it to his hp/tp. He can even go over his max tp (but not hp.) He also leaves his target with a fear effect, making their counter -2 to hit, and their next normal attack against him -1.

Thief: A class for the quick of foot and nimble of finger. These guys are hit masters and item stealers.
HP:10
TP:15
EXP rate: 1.5x
CSS: the skills that kill- As a quick style fighter, the thief gains +1 to all attacks made during his normal turn, and any attacks coming at him have -1 to hit during a target's counter turn. He also has a 50% chance to steal any items in the targets inventory each time he deals damage.

Ranger: A class for the ranged specialist, not for tights-wearing, random-phrase-shouting, lame-os.
HP: 5
TP:15
EXP rate: 2x
CSS: Shooter's charm: A ranger is a ranged specialist, so any ranged attacks have +2 to hit. They also dodge ranged attacks especially well, giving them a +1 to all incoming ranged attacks. The downside to this is that they are unskilled at melee combat, and take a -1 to dodge against melee attacks.

Non physical classes:
Spoiler:

Mystique: A class for defensive and healing mages, who use their spells as an enhancer.
HP: 5
TP: 20
EXP Rate: 1.5x
CSS: Buffer: for an additional tp cost of 2, the Mystique can double length of any buff. For an extra 50% tp, the Mystique may double the effectiveness of a healing spell. They can also use the tp cost of the enemies buff to cancel out the buff.

Artillery mage: A class for the offensive spell-slingers.
HP: 5
TP: 20
EXP rate 1.5x
CSS: Arcane Cannon: The Artillery mage can double the damage of a spell by increasing the tp cost by 50%. By decreasing the damage by 50% they may cut their cost in half. They gain +2 dodge against any magic style attacks, and have +1 to hit with their spells.

Gadgeteer: A resourceful class skilled with the use of items.
HP: 10
TP: 15
EXP Rate: 1.5x
CSS: What does this do?!: This class is so talented at using items that healing items have double effect, attack items deal an extra 2 damage, have +2 to hit and gain the ability to do criticals at a rate of 30%

Corrupter: A class that adds status effects to everything..
HP: 10
TP:10
EXP rate: 2x
CSS: Wither: The character may come up with their own 3 status effects. Every time they deal damage, throw the three of them into a list randomizer and add 1 of them to their attack. New Status effects may be added at the cost of 4 AP for each new status.

Summoner: A class specializing in familiars
HP:5
TP: 20
EXP rate: 1.5x
CSS: summon: All of this class' specials are summons or buffs for their summoned creatures. They also start of with a familiar (a summon that starts off summoned at the beginning of each battle). Each new summon should start off with 15 total HP/TP and none should have any attacks doing more than 3 damage. However, each time you level up, you'll also get an equal amount of AP just for each of your summons.

Item list/uses: (The spawning of items works very simply. Just do an integer randomize with the max being the total horizontal space of the arena, and then another with the vertical. Then you'll have your coordinates. Afterward, throw the item list into a list randomizer, and the one on top is spawned. The rate of spawning is to be determined at the beginning of a battle. It can be either set (Such as 1 every 3 turns) or percentage (which you would do just like a critical hit.)
Spoiler:

Bob-Omb: A funny little guy that looks like a bomb. He actually kinda is a bomb. Once he spawns, he will move in random directions (courtesy of random.org) for 3 turns. On the 4th he will explode, dealing 3 damage to all characters, friend or foe, on that panel. If he is picked up, then the 4 turn counter is reset. If the character doesn't throw the bomb before then, it will explode in their hands, most likely hurting several allies also. The range of throw is 2 panels.
Pot Roast: Heals 5 hp.
Milk Bottle: Heals 5 tp.
Crate: A giant crate with 3 items inside(spawned on the square that it is thrown just like any other item). You can throw it 1 space, and it deals 2 damage on contact and there is a 40% chance it will explode, dealing 3 damage to all characters-friend or foe-on that panel.
Swiss Army Knife: These things or so versatile, that you can use them to perform other people's special attacks. With this in your inventory, you are allowed to use any specials in your ally's arsenals. (tp cost remains the same for the special) It disappears after 4 uses however.
Fog machine: You can throw this up to 2 spaces to create a 3x3 square of fog that lasts for 3 rounds, decreasing all chances to hit by 1
Shovel: Dig into the ground, keeping you safe for one turn while you rest or charge. (See universal in-game commands for the effects of rest/charge)
Ray Gun: Has five shots than can go indefinitely in one direction (Including diagonals) that hit for 3 damage. Once the bullets run out, it just disappears.
Cloaking Device: Makes a character invisible, granting them +2 to dodge.
Converter: 1 time use item that allows you to swap hp/tp for EX blips... Or vice versa!!
Smash ball: An item filled with the power needed for a final smash. Has 5 hp, -1 to dodge, and floats in a random direction for 10 turns before flying off. If the person who breaks it is hit with a special or a normal critical, the ball respawns in an adjacent space.
Eye Scope: when used, it increases the hit chance of all attacks by 1 for 3 turns.
Speed shoes: When used, doubles the distance a character can move with the move and sprint commands.


Last edited by Denton on Sun Dec 11, 2011 2:54 pm; edited 12 times in total
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Re: MSA roleplaying's Statistical Showdown.

Post  Denton on Wed Sep 07, 2011 7:33 pm

My first character team!!! (Or maybe just first character, depending on how (Cough lazy Cough) creative I'm feeling.

Name: Katniss Everdeen
Appearance:
INFO: The hero of Panem, she... Ok so I can't say a lot without giving away the story... She won the hunger games, survived all that an evil empire could throw at her, and single handedly gave hope to the hopeless citizens of Panem.
Source: The Hunger Games (Book trilogy)
HP: 10
TP: 10
EXP rate: 2x (I added five to hp and took it from tp. If I left tp at 15 I'd have needed it to be 1.5x)
Class: Ranger
Class Skill: Shooter's charm: A ranger is a ranged specialist, so any ranged attacks have +2 to hit. They also dodge ranged attacks especially well, giving them a +1 to all incoming ranged attacks. The downside to this is that they are unskilled at melee combat, and take a -1 to dodge against melee attacks.
Character Skill: Lucky shot: Katniss's crit chance for regular attacks works slightly different than most characters. She can do a double critical. Her first crit has a 50% chance to deal double damage, then she rolls for another crit that has a 25% chance to do 3x more damage. If both go off, that's a devastating 6x damage. Specials are not affected.

Normal attack:
Quick draw: Katniss whips out an arrow, nocks it, and fires it with tremendous force at a blurring speed. range: 1 Damage: 2

Specials:
Longshot: Katniss takes time to aim and snipe an enemy at a large distance: Range: 4 Damage: 3 TP: 4

Hero of Panem: Katniss takes out some poisonous berries and swallows them, killing herself and granting all allies anywhere on the field +3 to hit and double damage for the next 4 rounds. TP: 10

EX mode: The final eight
Katniss begins to feel as though she's entered the most dangerous part of the battle, heightening her senses with fear. She gains the following bonuses while in EX mode:
-Katniss' range for all attacks is increased by 1
-The chance for the 3x critical is raised to 40%
-Katniss regains all Hp and Tp
-Katniss can perform Panem's hero and survive with 1 Hp left.

EX Burst: Panem's dream team:
Katniss disappears in a burst of flame and her friends appear to help her. First up is Peeta who appears out of a camoflage beneath the enemy and pummels them with his fists. Then as Peeta seems to vanish into the scenery, gale appears in a burst of flame, pincushioning the enemy with a barrage of arrows. As Gale disappears in a burst of flame, Haymitch shoots out of the ground like the tribute tube, and a force field appears behind the target. Haymitch tosses an axe into the forcefield and it bounces back into enemy. Finally, Katniss reappears in a massive swirling blaze holding a single explosive arrow and her mockingjay bow. She fires the arrow and it connects directly onto the targets heart. Deals 13 damage to the main target, plus 5 explosive to a 3x3 area stemming from target.

Final smash: A rose for Snow-
A white rose falls out of the sky and floats in front of the targets body, and Katniss fires an arrow after arrow straight through it, pincushioning the enemy. She turns to walk away and mutters the phrase, "I will decide my own fate." She fires one final arrow through the rose and it shatters, sending petals everywhere. Range: 4 damage 55

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


NAME: Pietro

Source: PoPoLoCrois 1
Info: A prince that went on an endearing story to save his kingdom and his mother, now returns to place his name in the history books of heroes.
Class: Squire: A class for those plucky little dudes that aspire for greatness.
CSS: Determination: These guys want to be heroes so bad that they have developed a knack for surviving against all odds. Would-be fatal criticals leave them with one hp, and If attack kills them with just enough damage (i.e. a 5 damage hit when they have 5 hp left) then they remain with 1 hp. Also, resting restores one more hp than usual, and confers a +1 armor against all damage till the next turn.
Character Skill: Adorable- Pietro is just too darned cute. His enemies have a hard time actually bringing themselves to hit him, giving him a +1 to dodge.
HP:15
TP:10
Armor Rating:1
Exp Rate: 1.5x
Current Exp: 0
Lvl 1

Normal attacks:
Sword Swipe: Pietro makes a quick slash with his sword, dealing 3 damage, melee range.

Special Attacks:
Slicing Wind: Pietro attack three squares in from of him, dealing 3 wind damage each. 6 TP
Dragon Fang: Pietro sends out a ball of fire to scorch an enemy, 2 range 2 fire damage. 5 TP

EX Mode:
Dragon-born: Pietro unleashes his dragon instincts, heightening his senses and increasing his ferocity. Pietro gains the following bonuses when in EX Mode:
-Pietro Gains plus 2 to damage.
-Pietro's Char. skill changes to fierce. (If pietro is killed while in EX Mode, he is fully healed and exits EX Mode) After leaving Ex Mode it returns to Adorable.
-Pietro Gains +1 to hit.
-Pietro gains a 5% bonus to crit chance.

EX BURST: Teamwork-
Pietro summons Narcia and performs a perfectly synchronized attack. Narcia summons wind cutter after wind cutter and fires them at the enemy. Pietro then moves lightning quick, jumping along the wind cutters and slices through the enemy. As he turns around he calls to Narcia, "Ready?" She replies, "Let's go!" They flip up into the air and clasp hands into each other, and begin to glow a bright white. They morph into two dragons, one white and one pink, and spiral down towards the enemy, crashing into them and burrowing into the ground. Pietro then pops up out of the ground at the space he started out on. 15 damage.

Final Smash:
Dragon morph! -
Pietro morphs into the white dragon of legend and roars ferociously. He streaks around the battlefield ramming through all enemies on the field. He then flies up into the sky roars for his mother. Another white dragon appears in the sky and flies to him. The fly around each other for a short time in greeting, then fly up into the upper atmosphere. They fire fireball after fireball at the space between each other, creating massive ball of flame that grows by the second. After the ball of flame is roughly the size of a large castle, they perform an aerial flip and smash their tails into it, sending it crashing to the ground and obliterating everything on the battlefield. Pietro flies out of the sky, flipping to the ground. 38 damage to every enemy on the field.


Last edited by Denton on Sun Dec 11, 2011 3:08 pm; edited 5 times in total
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Re: MSA roleplaying's Statistical Showdown.

Post  Cheshire_Kitten on Mon Nov 14, 2011 10:53 pm

NAME: Lulu
Appearance:
INFO: Black mage, she joins Yuna & Tidus on their journey to defeat Sin.
Source: Final Fantasy X
Class: Artillery mage: A class for the offensive spell-slingers.
HP: 10
TP: 15
EXP rate: 1.5x
CSS: Arcane Cannon: The Artillery mage can double the damage of a spell by increasing the tp cost by 50%. By decreasing the damage by 50% they may cut their cost in half. They gain +2 dodge against any magic style attacks, and have +1 to hit with their spells.
Character Skill: Doll Love--Lulu's voodoo doll acts on its own, moving randomly all the time. This distracts opponents, upping Lulu's chance for dodge by +1.
Current EXP: 0
LVL: 1
Normal Attacks:
Voodoo: Lulu's voodoo doll hops out of her arms, and goes and rams into an enemy, dealing one damage. Range: 1
Specials:
Fire: Lulu summons fire onto her foe, dealing 3 fire damage, with a 2 space range. 4 tp
Blizzard: Lulu casts an ice spell on the enemy, coating them in ice, dealing 3 ice damage, with a 2 space range. 4 tp
EX MODE:
Black Fire
-Lulu gains +1 to hit.
-LuLu does +1 to damage.
-LuLu gains 1 armor rating.
-Lulu survives fatal blows with 1 hp.

EX BURST:
Yevon's Cry
Lulu batters the opponent, first consuming them in fire, then covering them in ice before shattering their icy shell with a large blast of electricity. Area effect of 3x3. 15 damage.
FINAL SMASH:
Pandora's Box
Lulu's voodoo doll becomes gigantic, and begins smashing into the enemy while Lulu (sitting on the doll's shoulder) casts spell after spell upon them. As a climax, the doll puts Lulu on the ground and hugs the enemy, sacrificing itself to deal massive damage. 55 damage to a single enemy. Range: 5
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Re: MSA roleplaying's Statistical Showdown.

Post  Cheshire_Kitten on Wed Nov 16, 2011 3:23 pm

NAME: Depression
Appearance:
CLASS: Corrupter:
HP: 10
TP:10
EXP rate: 2x
CSS: Wither: The character may come up with their own 3 status effects. Every time they deal damage, throw the three of them into a list randomizer and add 1 of them to their attack. New Status effects may be added at the cost of 4 AP for each new status. Status effects: Poison [does 2 damage every turn for 4 turns], Blind [lowers hit by -1 for 5 turns], and Paralyze [prevents foe from moving for 1 turn].
Character Skill: Suicide is Contagious--When an enemy defeats Depression, they become insanely depressed themselves, dealing a self-damage of 3 at the end of every turn. If someone kills them, their killer also becomes the victim of Suicide is Contagious.
Current EXP: 0
LVL: 1
Normal Attacks:
Tears--Depression begins bawling acidic tears, dealing 1 damage. Range: Melee.

Specials:
Rainbows & Butterflies--Depression takes -1 to his HP to summon a negative rainbow which spews forth evil butterflies that fly around and suck the lifeblood of enemies, dealing 3 damage to a 2 space range.
In The Pouring Rain-- Depression makes clouds form in the area above one enemy's head that rain down gallons of water upon an opponent, dealing 3 water damage. Range: 2 spaces. 5 tp

EX MODE:
Smile of Sadness
-Depression's dodge raises by +1.
-When an enemy attacks Depression, there is a 10% chance they are inflicted with a random status effect (one of his class skill status effect).
-Depression's chance of successfully landing a hit increases by 1.
-Depression's range is increased by +1.

EX BURST:
End of Heartache (best song ever, on a random note...)
Depression becomes consumed in violet and indigo flames. The center of Depression's body turns brilliant orange, contrasting with the other colours. From Depression radiates a miasma that deals 3 damage to all foes on field.

FINAL SMASH:
Rayge
Depression summons Fury. Depression casts paralyze and poison upon a group of enemies, while Fury's gets ready. Depression repeatedly slams into the opponents, distracting them from Fury. Fury finds the opponents' life-strings, grabs a pair of obsidian scissors, and, with an evil smile, cuts all the strings in one motion. 35 damage to every enemy on field.

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Re: MSA roleplaying's Statistical Showdown.

Post  Denton on Wed Nov 16, 2011 8:43 pm

Map: Street Brawl



Black: Buildings, these are not accessible, to anyone.
Dark Grey: alleyways, these grant a plus one to dodge to anyone sitting inside of them
Brown: Sidewalk, normal spaces
Green: Trees, these grant protection from electrical based attacks and provide a +1 to dodge against any missile based attacks (i.e. an arrow) If a fire type attack is targeted at one of these panels it becomes a sidewalk space.
Blue: Shops, Each turn a character spends on one of these spaces, they get an item. (via random.org, smash balls will not appear, due to inability to be held.)
Light Grey: streets, normal spaces save for the cars running up and down them. Each turn a random.org roll is made to see if a car appears, on what side (top/bottom) and from what direction. Then, at the end of each turn, the car moves three spaces. Anyone on those spaces takes 4 damage. The cars can be destroyed, and have 7 hp and -2 to dodge. If a cars is destroyed make a 1/3 chance roll to determine if an item appears.
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Re: MSA roleplaying's Statistical Showdown.

Post  Denton on Thu Nov 17, 2011 10:26 pm

Name: Callie Rush
Info: MSA Sr. Vocal (Made with permission) whitest thug chick you know.... Choot 'em.
Appearance: Look at her, she's a little on the short side, and absolutely to much fun to be around.
Thief: A class for the quick of foot and nimble of finger. These guys are hit masters and item stealers.
HP:10
TP:15
EXP rate: 1.5x
LVL:1
EXP:0/50
CSS: the skills that kill- As a quick style fighter, the thief gains +1 to all attacks made during his normal turn, and any attacks coming at him have a -1 to hit during a target's counter turn. He also has a 50% chance to steal any items in the targets inventory each time he deals damage.

Character skill: Basketball Ballin'- Callie be ballin... which pretty just means shes a thug. As a thug she automatically gains the ability to be an awesome pistol wielder. Therefore, she can use her guns to get extra attacks. Anytime she deals a critical or kills someone, she may make another attack on an enemy for half damage (rounded down). (including specials, but tp cost is only paid once.) The target of the second attack does not have to be the same as long as it is in range.

Normal attacks:

Pop a cap- Callie takes a quick shot at an enemy, 3 damage 2 range.

Specials:

Molotov- Callie shoots an exploding bullet that does 2 fire damage to all enemies on a panel. 2 range, 5 tp

Crossfire- Represent!: Callie wears her bandanna on her arm, signyfing her gang allegiance. An enemy gang member appears on the opposite side of the target and begins firing rounds at Callie, who fires back. +1 to hit, 3 damage, 2 range, 7 tp.

EX MODE: Callie in the House:
Callie comes in the house, literally inside her house. The battlefield becomes a plain 3x3 grid of her living room with all opponents spawning on random spots. After ex mode is left, they return to their original position. Callie also gains the following bonuses in Ex Mode:

-All of Callie's attacks gain an AoE in the shape of a cross, hitting one enemy on each panel that Callie chooses.
-Callie's crit rate goes up by 10%
-Callie's char skill limit is released, allowing her to do normal damage on the second.
-Callie's ex mode only lasts two turns.

EX Burst: Drive by!
Cally calls a get away car and drives in circles around the target, shooting at them as she comes around and around. Deals 17 damage to the target. Afterwards Callie may choose to respawn where ever she wishes.

Final Smash: Gang Sign!!!
Cally does the signature "come on!" gang sign, calling the alto section to her aid. They proceed to pump lead into all enemies on the field while Callie begins to fly in a magic swamp boat. She retrieves her shotgun and proceeds to fly around chootin 'em. Deals 37 damage to all enemies on the field. Afterwards Callie may choose where to respawn.
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Denton

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