Mar 24, 2020 14:52:54 GMT
Post by owl ♔ on Mar 24, 2020 14:52:54 GMT
Battle system moves
The Battle System is not required for every fight, but it is a helpful system that can easily resolve battles that no one is willing to lose.
Here is a good topic example of using the battle system:
An Early Patrol (Open)
*Any dice roll under 10 is a successful attack
- The amount of damage each move does differs from rank to rank. The higher your rank, the more damage your attacks do.
- Each move costs a certain amount of your stamina points when used. Stamina costs are the same for every rank.
- Some of the moves have special effects, such as stunning your opponent or evading attacks. This is further explained below.
- A turn is every time you post. If you are stunned for one turn, you must post once before you can move again. If you are stunned for two turns, then you must post twice before you can move again.
Battle Moves Chart w/ Descriptions:
Front Paw Blow - 5 SP Smash a paw across your opponent's head.
Belly Rake Apprentice - 10 SP Slash at your opponent's exposed soft underbelly with your hind legs.
Front Paw Strike Apprentice - 10 HP Slice at your opponent with unsheathed claws. Front Paw move.
Play Dead - 15 SP Usable only if you're currently caught in 'Scruff Shake' while battling against an opponent with the stats of Warrior & up.
Roll one 'Effects Dice' to see if your escape is successful or not.
1, 2, 3 = Successful Escape
4, 5, 6 = Failed Escape
Run-and-Tackle - 10 SP Will do +3 extra damage to a dog not focused on you. Charge at your opponent at full force and knock them flying to the ground.
Switching Focus - 10 SP The dog strikes out at the current opponent using Front Paw Strike, then changes focus to its other enemy. Only when being double teamed.
Dodge-and-Fight - 15 SP Can be used anywhere to always avoid damage from
previous attack with no special effect (normal attacks).
Has a chance to do a counterattack.
Roll one "Effect Dice"
1, 2, 3 fails, you deal no counterattack but dodge the move.
4, 5, 6 succeeds, you deal counterattack and dodge the move Dodge the move of a predator or another dog and counter-attack with your claws while they are distracted.
Dodging Leap - 15 SP Allows dog with 2 or more opponents to have a chance to dodge both attackers. Does not have a counter-attack.
Roll one "Effect Dice"
1, 2, 3 you dodge your current active opponent
4, 5, 6 you dodge both opponents. Only when being double teamed.
Killing Bite - 10 SP Kills opponent.
CAN ONLY BE USED AT OPPONENT'S PERMISSION! Bite hard into your opponent's neck until you feel their life ebb away. Considered a shameful and dishonorable tactic.
Leap-and-Hold - 10 SP Can't be hurt while using.
Damage inflicted each turn move is in effect.
Roll one "Effect Dice"
1, 2, 3, works for one turn.
4, 5, 6, works for two turns. Spring onto your opponent's back and pin them down while raking at them with claws.
Tail Yank - 10 SP Stuns opponent for one turn. Bite down hard on your opponent's tail and pull sharply to knock them off balance.
Back Kick - 15 SP Usable only on a dog that's
not focused on you. Kick at a distracted opponent with your hind legs.
Rear-Up to Slash - 15 SP Rear up on your hind legs and slash wildly before coming back down.
Half-Turn Belly Rake - 20 SP Turn over and slide under your opponent to rake at their soft underbelly before scrambling back up.
Jumping Strike - 20 SP Leap at a distant opponent with paws outstretched and bowl them over.
Upright Front Paws - 20 Pummel your opponent's face with both paws while rearing up on your hind legs. Front Paw move.
Teeth Grip - 20 SP Can only be hurt by Front Paw moves. Damage inflicted each turn move is in effect.
Roll one "Effect Dice"
1, 2, works for one turn.
3, 4, works for two turns.
5, 6, works for three turns. Bite down hard on your opponent's scruff, tail, leg, or ear, and don't let go. While you have leverage, slash at them with your front paws.
Duck and Twist - 25 SP Cancels the effects of Leap-and-Hold and Teeth Grip. When your opponent has you gripped, roll over and back onto your paws to throw them off. Only when Leap-and-held or teeth-gripped
Rending Front Paws - 25 SP Slice at your opponent with both paws in rapid succession to overpower them.
Upright Lock -
25 SP Usable only if opponent's HP is at half or less. Rear up on your hind legs and bring both paws down hard onto your weakened opponent's head.
Scruff Shake - 25 SP Stuns opponent, roll to
see for how many turns.
Roll one "Effect Dice"
1, 2, 3, stunned for one turn.
4, 5, 6, stunned for two turns.
WARNING! KILLS PUPS! Grab onto your opponent's scruff and shake them violently. It will leave an older cat dazed, but will break a kit's neck.
Breaking Strike - 20 SP Frees a friendly dog from the effects of Leap-and-Hold and Teeth Grip. Strike at an enemy dog focused on your ally to free them. Only when an ally is Leap-and-held or teeth-gripped.
Blocking Leap* - 30 SP Takes HP damage intended for an ally based off your rank. Stun/Pinning moves cannot be blocked. Leap in front of an ally to take damage intended for them.
*SP cost is reduced by 5, when actively protecting a pup, an apprentice, or your mate.
Damage Done by Each Rank:
*Please line up each letter to the number of damage to know amount of health decreased. For example, A Tier 1 uses a Front Paw Blow. They make -6 damage to their opponent.
P* A** T1 T2*** T3**** T4***** T5 L
Front Paw Blow 2 4 6 7 9 11 12 15
Belly Rake - 7 9 10 12 14 15 20
Front Paw Strike - 6 8 9 11 12 14 17
Play Dead - 5 - - - - - -
Run-and-Tackle - 6 8 9 10 11 13 15
Switching Focus - 6 8 9 11 12 14 17
Dodge-and-Fight****** - 3 4 5 6 7 8 9
Leap-and-Hold - 6 8 9 11 13 14 15
Tail Yank - 2 3 5 6 7 9 10
Back Kick - - 10 11 13 15 16 18
Rear-Up to Slash - - 9 11 13 14 17 20
Half-Turn Belly Rake - - - 11 13 15 16 17
Jumping Strike - - - 10 12 14 15 16
Upright Front Paws - - - 11 12 14 16 19
Teeth Grip - - - 8 10 12 13 16
Duck and Twist - - - - 5 7 8 10
Rending Front Paws - - - - 13 15 17 20
Upright Lock - - - - 14 16 17 20
Scruff Shake - - - - 5 7 8 10
Breaking Strike - - - - - 2 4 8
Blocking Leap - - - - - - -15 -20
* Collared use the pup damage and moves.
*Elder's use apprentice moves.
*** Queens and outsiders use the [Tier 2] tier damage and moves.
**** Skilled outsiders use the [Tier 3] tier damage and moves.
***** Experienced outsiders use the [Tier 4] tier damage and moves.
******Damage is only made if the roll dice is successful.
Non-Dog Moves
Thrash by Fox & Dog - 20 HP Stuns opponent, roll to
see for how many turns. -Roll one "Effect Dice"- 1, 2, 3, stunned for one turn. 4, 5, 6, stunned for two turns. WARNING! KILLS PUPS! Be careful! Catches a cat in their jaws and
shakes them by their leg or scruff.
Iron Bite by Fox, Dog, Badger, and Raccoon - 20 HP Watch out as they clamp down! The bite is strong enough to break bones.
Heavy Blow by Dog & Badger - 20 HP Don't let it hit you! It will bring its huge paw
down on you and send you sprawling.
Quick Swipe by Raccoon - 10 HP Be sure to back away, it's usually aimed at
the eyes.
Talon Strike by Eagle & Owl - 10 HP quick attack from above.
Swoop by Eagle - 20 HP heavy blow from up high. Pups and
apprentices can be carried off by this move.
Damage Done by Non-Dogs
Iron Bite - 30 HP
Thrash - 20 HP
Heavy Blow - 25 HP
Quick Swipe - 20 HP
Talon Strike - 10 HP
Swoop - 20 HP
This topic and battle system were created with the help of WCC.
|| template designed by NEMO of adoxography ||