Battle System and Rules
Sat May 16, 2020 4:19 pm
These are rules for full-scale battles between Clans and patrols. If you're looking for the battle system, please refer to the post directly below this one.
Once your HP or SP reaches zero, you can no longer fight. You can't take anymore and either collapse on the spot or run away. You have 24 hours to post your KO post for your opponent to move on.
Only medicine cats can heal. Only warriors with more than 1 HP can be healed (unless using the moves "Revive" or "Max Revive"). Medicine Cats cannot heal the same warrior twice in a row. Warriors cannot be healed while actively fighting another creature.
Elders and queens should only fight to defend the camp. If you can't hunt or fight, you shouldn't be on a battle patrol!
Medicine cats and their apprentices should only fight in self defense. They should not participate in battle unless absolutely necessary.
Post once per turn. Once you do your attack, that's it. Don't post again until your opponent replies. Follow the posting order!
You can only use your Clan's special moves. If your cat switched Clans then they can only use the Clan move they learned in their apprenticeship, whether that's their new or old Clan. Exiled Clan cats can still use their Clan Moves, but their original rules apply.
Battles require the same amount of cats on both sides. Leaders must pick out their warriors beforehand, and only these cats are allowed to join the fight. If one Clan is attacking another Clan's camp, then every able-bodied warrior/apprentice in the defending Clan is allowed to participate, no matter what. The attacking Clan can bring as many cats as it takes to match their numbers, but not more. Medicine cats and medicine cat apprentices do not count towards this.
Special effect moves cannot be used twice in a row. This includes clan moves.
No double-teaming a single cat unless there's no one else left to fight. The spreading out rule applies, so you cannot stack 3 cats against one if there are other cats you can double up on.
No special effect moves allowed when you are double-teaming a single cat. The victim of the double team can use special effect attacks, though. You may use special effect moves when double-teaming predators. The only exception to the rule is Breaking Strike.
Disabled cats take a -5 HP/-30 SP rank penalty. Disabilities include being unnaturally short or tall, partial/full blindness/deafness, and missing/damaged/broken body parts. Only mute/no tail cats are free of this penalty.
Queens/Elders/Kits/MCs/MCAs cannot fight unless they are engaged in battle first. They are not part of the battle count.
Taking longer than 24 hours after your opponent posts is an auto-lose for you. This includes minor clan skirmishes to full-fledged battles.
You must wait for your opponent to post a KO before moving on to the next cat. They have the chance to potentially dodge, so you must wait until they post their KO before moving to the next target. However, if they do not post within 24 hours of their KO, they are defeated and you can move on.
Once your HP or SP reaches zero, you can no longer fight. You can't take anymore and either collapse on the spot or run away. You have 24 hours to post your KO post for your opponent to move on.
Only medicine cats can heal. Only warriors with more than 1 HP can be healed (unless using the moves "Revive" or "Max Revive"). Medicine Cats cannot heal the same warrior twice in a row. Warriors cannot be healed while actively fighting another creature.
Elders and queens should only fight to defend the camp. If you can't hunt or fight, you shouldn't be on a battle patrol!
Medicine cats and their apprentices should only fight in self defense. They should not participate in battle unless absolutely necessary.
Post once per turn. Once you do your attack, that's it. Don't post again until your opponent replies. Follow the posting order!
You can only use your Clan's special moves. If your cat switched Clans then they can only use the Clan move they learned in their apprenticeship, whether that's their new or old Clan. Exiled Clan cats can still use their Clan Moves, but their original rules apply.
Battles require the same amount of cats on both sides. Leaders must pick out their warriors beforehand, and only these cats are allowed to join the fight. If one Clan is attacking another Clan's camp, then every able-bodied warrior/apprentice in the defending Clan is allowed to participate, no matter what. The attacking Clan can bring as many cats as it takes to match their numbers, but not more. Medicine cats and medicine cat apprentices do not count towards this.
Special effect moves cannot be used twice in a row. This includes clan moves.
No double-teaming a single cat unless there's no one else left to fight. The spreading out rule applies, so you cannot stack 3 cats against one if there are other cats you can double up on.
No special effect moves allowed when you are double-teaming a single cat. The victim of the double team can use special effect attacks, though. You may use special effect moves when double-teaming predators. The only exception to the rule is Breaking Strike.
Disabled cats take a -5 HP/-30 SP rank penalty. Disabilities include being unnaturally short or tall, partial/full blindness/deafness, and missing/damaged/broken body parts. Only mute/no tail cats are free of this penalty.
Queens/Elders/Kits/MCs/MCAs cannot fight unless they are engaged in battle first. They are not part of the battle count.
Taking longer than 24 hours after your opponent posts is an auto-lose for you. This includes minor clan skirmishes to full-fledged battles.
You must wait for your opponent to post a KO before moving on to the next cat. They have the chance to potentially dodge, so you must wait until they post their KO before moving to the next target. However, if they do not post within 24 hours of their KO, they are defeated and you can move on.
Re: Battle System and Rules
Sat May 16, 2020 4:29 pm
There are charts of available moves and attack damages below.
- The amount of damage each move does differs from rank to rank. The higher your rank, the more damage your attacks do.
- Moves can only be used once you reach a certain rank. You can use all the moves your rank has and everything from past ranks.
- 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.
- Special Effect and Clan Moves cannot be used in succession, and Special Effect Moves cannot be used twice in the same battle. e.g. No using Scruff Shake twice in the same battle (the only exceptions are ShadowClan/RiverClan/SkyClan Clan Moves). These moves are colored for ease of recognition.
- The amount of damage each move does differs from rank to rank. The higher your rank, the more damage your attacks do.
- Moves can only be used once you reach a certain rank. You can use all the moves your rank has and everything from past ranks.
- 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.
- Special Effect and Clan Moves cannot be used in succession, and Special Effect Moves cannot be used twice in the same battle. e.g. No using Scruff Shake twice in the same battle (the only exceptions are ShadowClan/RiverClan/SkyClan Clan Moves). These moves are colored for ease of recognition.
Move | Rank First Usable | Stamina Cost | Special Effect | Description | Application |
Front Paw Blow | Kit | 5 | - - - | Smash a sheathed paw across your opponent's head. Front Paw move. | Anytime |
Belly Rake | Apprentice | 10 | - - - | Slash at your opponent's exposed soft underbelly with your hind legs. | Anytime |
Front Paw Strike | Apprentice | 10 | - - - | Slice at your opponent with unsheathed claws. Front Paw move. | Anytime |
Play Dead | Apprentice | 15 | Usable only if you're currently caught in 'Scruff Shake'. Roll one 'Battle Dice' to see if your escape is successful or not. 1, 2, 3 = Successful Escape 4, 5, 6 = Failed Escape | Get out of a tight situation by going limp under your opponent's paws. Attempt to trick them into believing you to be defeated before leaping up and lashing out explosively. | Only when under scruff shake. |
Run-and-Tackle | Apprentice | 15 | Will do +2 extra damage to a cat not focused on you. | Charge at your opponent at full force and knock them flying to the ground. | Anytime |
Switching Focus | Apprentice | 10 | - - - | The cat 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 | Apprentice | 15 | 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 'Battle 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 cat and counter-attack with your unsheathed claws while they are distracted. | 1 v 1 - Anytime. 2 v 1 - only if you are the one being double teamed. |
Dodging Leap | Apprentice | 15 | Allows a cat with 2 or more opponents to have a chance to dodge both attackers. Does not have a counter-attack | Roll one 'Battle Dice'. 1, 2, 3 you dodge your current active opponent 4, 5, 6 you dodge both opponents | Only when being double teamed. |
Killing Bite | Apprentice | 10 | 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. | Anytime agreed on prior by opponent. |
Leap-And-Hold | Apprentice | 15 | Can't be hurt while using. Damage inflicted each turn move is in effect. Roll one "Battle 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 unsheathed claws. | 1 v 1 - Anytime. 2 v 1 - only if you are the one being double teamed. |
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