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Old 04-21-2007, 10:14 AM   #1
PlasmaCannonsRule
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Default New Game: Hamumu Forum Battle Arena: Game 1

Hamumu Forum Battle Arena
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Rules
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This game is divided into “turns”. When you take a turn, you use Turn Points. You can Attack once and cast a Spell once (unless you Pass on previous turns). Attacks and Spells are no different other than effects and names. You can only make a move once per turn. The amount of Turn Points used indicates the number of turns you miss when you use that move. More Turn Points used = more turns skipped, starting with the current one. Attacks cost Turn Points, and usually do damage to a person (not someone on your team) that you decide. Spells cost Turn Points and Mana. Mana starts at 15. Magic can inflict damage, heal damage from teammates, and so much more. Also, there are 2 kinds of Turn Points. Attack Turn Points, and Spell Turn Points. They are no different, other than Attack Turn Points affect when you can make your next attack, and Spell Turn Points affect when you can cast your next spell. The goal of this game is to lower the HP of everyone that’s not on your team to 0. HP starts at 100, and damaging lowers it. You can PM your teammates, but no one else. Chatting is OK. Before the game begins, you must;
1. Join. Duh.
2. Make up a race. Races get 1-2 advantages, and 1-2 disadvantages. Advantages are;
+1 Mana.
+1 Damage to offensive attacks.
-1 Damage taken by enemy offensive attacks.
Disadvantages are;
-1 Mana.
-1 Damage to offensive attacks.
+1 Damage taken from enemy offensive attacks.
3. Select a class. Classes are noted below. They get specialties selected at Lv. 5. Levels are described next. You gain levels by gaining experience, or defeating players that are higher leveled than you. You get 1 level up per level that the opponent has that’s higher than yours. You gain experience by fighting monsters. You will get a PM describing areas and monsters. Accordingly to your level, there a chance of victory, and a chance of defeat. Anyhow, when you level up, you;
Automatically get a +1 to damage and Mana, and -1 damage from enemy attacks.
You also get a +1 extra to your advantages (if you have 2), or +2 to your advantages if you have only 1. Teams are described now. Teams give you an advantage (given in a PM), and you cannot harm your teammates, or heal your enemies. Team advantages do not count as advantages when leveling up. If you see any flaws, report them before or during the game. Thank you. Also, you may sign up as a host. Host rules are the same as Mafia hosts, except the first 3 hosts (excluding me) do NOT have to play any games except for this one.
Hosts
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Attacks
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Normal Attack
Cost: 1 Stamina.
Damage: 1
Special: None

Super Attack
Cost: 2 Stamina
Damage: 2
Special: None

Counterattack
Cost: 3 Stamina
Damage: 0
Special: Anyone who attacks you has a chance of getting double damage from the attack dealt back to them. Does not affect magic.

Poison Strike
Cost: 3 Stamina
Damage: 1
Special: Lasts 3 turns. The target takes 1 damage if he\she makes a move other than Pass.

Super Combo Attack
Cost: 1 Stamina per target.
Damage: 1
Special: Can attack multiple people.

Karate Kick
Cost: 3 Stamina
Damage: 2
Special: Dazes anyone this move is used on. Dazed people have a chance of their attacks missing.

Meditation Attack
Cost: 1 Stamina per turn meditated
Damage: See Special
Special: Choose an amount of turns and a target. When the amount of turns is reached, all damage done to the user is inflicted to the target. Minimum inflicted is 1.

Berserk Frenzy
Cost: 4 Stamina once finished
Damage: 0
Special: Enters a Berserk Frenzy for 3 turns. All attack targets are randomly chosen, and +3 damage is inflicted upon attack. Cannot use Meditation Attack or Finishing Blow while in Berserk Frenzy.

Finishing Blow
Cost: 6 Stamina once finished
Damage: See Special
Special: For 2 turns, +3 damage is added to Super Attack and Normal Attack, +2 to Poison Attack, and +1 to Super Combo Attack, but no other moves can be used.

Pass
Cost: +1 Stamina, +1 Mana
Damage: 0
Special: None
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Magic
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Fireball
Cost: 2 Turn Points, 1 Mana
Damage: 2
Special: Has a chance of Burning the target for 2 turns. Burned people have a chance of taking 1 damage per turn.
Heal
Cost: 1 Turn Point, 2 Mana
Damage: +1
Special: None
Super Heal
Cost: 2 Turn Points, 3 Mana
Damage: +2
Special: None

Mirror Wall
Cost: 2 Turn Points, 2 Mana
Damage: 0
Special: Anyone who attacks you has a chance of getting double damage from the attack dealt back to them. Does not affect attacks.
Evil Eye
Cost: 1 Turn Point, 1 Mana
Damage: 0
Special: The target cannot do anything this turn or the next turn.
Enchant Weapon
Cost: 3 Turn Points, 2 Mana
Damage: 0
Special: Non-magical attacks do +2 damage for the next 5 turns.
Raise Dead
Cost: 2 Turn Points, 2 Mana
Damage: 0
Special: Raises a player from the dead for 5 turns as a Zombie. Zombies permanently have Berserk Frenzy, have Normal and Super Attack, and have 20 HP.
Hypnosis
Cost: Turn Points equal to double the level of the target, 5 Mana
Damage: 0
Special: Hypnotizes the target to do your bidding for the next 6 turns. Attacks by the hypnotized target do -1 damage and have a chance of missing.
BBBOOOOMMMMM!!!!!
Cost: 5 Turn Points, 15 Mana
Damage: 15
Special: Affects everyone.
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Classes
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Warrior
+1 damage to all offensive attacks, and -1 damage from all enemy attacks. -2 Mana.
Wizard
+1 damage to all offensive spells and have +2 Mana. Takes +1 damage from all enemy attacks.

Rogue
Can use Sneak, which is an Attack that costs 2 Turn Points and renders the Rogue invincible for 1 turn. -1 Mana, +1 damage to all offensive attacks, +1 damage from all enemy attacks
Apprentice
+1 damage from all enemy attacks, -2 Mana, but gains levels more rapidly.
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Teams
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Whoopee Cushions
Scurvy Dogs
Dumbopolis Yerfdogs
The Mafia Scum
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Last edited by PlasmaCannonsRule; 04-22-2007 at 09:28 AM. Reason: New Rule. Thanks again Blackmyth!
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Old 04-21-2007, 11:36 AM   #2
blackmyth
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Default Re: New Game: Hamumu Forum Battle Arena: Game 1

Well thought out and a good concept, but I think it's a bit more complicated then most people would care for. If you are good at programmig/game making at all, you should try turning this idea into a game.
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Old 04-21-2007, 02:02 PM   #3
PlasmaCannonsRule
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Default Re: New Game: Hamumu Forum Battle Arena: Game 1

Okay, new rule. (Thanks, Blackmyth!) Turn Points are instead replaced with Stamina, which is Mana for combat moves.
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Old 04-22-2007, 09:27 AM   #4
PlasmaCannonsRule
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Default Re: New Game: Hamumu Forum Battle Arena: Game 1

Seeing that no one's joining, I'll take out Specialties, then Classes if no one else joins. Of course, if there's enough request, I'll add them back in. (I saved EVERYTHING on my Word Processor, except for updates.
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Old 04-22-2007, 01:47 PM   #5
Roland
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Default Re: New Game: Hamumu Forum Battle Arena: Game 1

I must say, this game really looks impressive. I just can't be bothered learning it all. But really, It's the best thing like it we've ever had! Well done!
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Last edited by Roland; 04-22-2007 at 01:48 PM. Reason: Typos Shmypos
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