Post by Murasaki on Dec 20, 2014 19:58:55 GMT
The Snowfell/Christmas season...
A season of getting together and reconnecting with friends.
A season of giving cheer and being generous.
And a season where you put those friendships to the test by pelting each others with snowballs in competition.
Sign up in this thread between today, 12/20 to 12/31 11:59 PM PST to enter the tournament. You may sign up a party of up to 8 players. If you do not have a party, you can also sign up and we'll put you into a team with open slots. If you've already signed up and you've made arrangements to join someone's party afterward, be sure to edit your post to show that you want to join a specific party. Be sure your teammates are going to be active unless you're planning to use them as living shields!
Previews of the Snowball Tournament:
- Rewards! Exclusive event rewards for participation. The higher your team places in the tournament, the more rewards you'll get!
- Tabletop battle system. Yeah, it's probably going to use dice and tabletop mechanics and it'll be something I make just for the event. I promise it won't be super complicated though! If anything confuses you, feel free to ask.
- Balanced competition. Regardless of your level or class, everyone will be level-synced just so everyone can have a fair and fun fight. Feel free to create parties of veterans and newbies. Special classes will be selectable for this event, all with their own interesting battle mechanics.
Preview:
Team Setup:
Once you've decided your setup and have started a battle, you are stuck with it till the end of the tournament. Decide wisely and coordinate classes/setups with your team.
For every battle you participate in, you may only select 6/8 characters to enter the battle. The remaining 2 characters will be on the sidelines, potentially having their own interactive role so they choose. This allows a team to rotate out characters who should happen to become inactive through the course of the event and lets teams decide who to send out when considering an opponent's team setup. (Note: While a full Glass Cannon team seems effective in concept, people will send their tanks after you)
Classes:
Glacier Striker: A character able to take a lot more hits from enemy snowballs and intercept hits with objects like snow armor or ice shields. Usually melee attackers or tanks.
- Base HP: 100
- Special Abilities: ?
Snow Runner: A character designed to zip around the battlefield making hit-and-run attacks. Usually ranged attackers or stealthy scouts.
- Base HP: 90
- Special Abilities: ?
Frost Magician: A character who focuses on mainly ice and snow spells for magical presence. Can focus on support, disruption, or offense.
- Base HP: 80
- Special Abilities: ?
Ice Architect: An offensive crafter who builds things like siege towers or snow trenches to support the team. Can also summon living sculptures to fight by your team.
- Base HP: 90
- Special Abilities: ?
Sample Skills:
You may perform skills as long as you meet the stat requirements. If your stats drop below the minimum requirement due to defending penalties or skill effects, you may not use them.
Upon entering the competition, all characters will get 400 stat points to distribute in the following stats.
- No stat other than VIT may be less than 50.
- No stat may be greater than 300.
Main Stats:
STR - Physical and ranged damage potential.
DEF - Defense potential and stamina.
AGI - Attack and evasive speed.
VIT - Additional invested endurance.
Auxillary Stats:
HP - Your character's effective HP, determined by class stats and VIT invested.
STAM - Determines the amount of hits you can take before you get fatigued.
INIT - Initiative. Determines turn order, equal to your AGI.
Combat Calculations:
HP = Base Class HP + VIT.
HP getting knocked to 0 means that you're out of the battle. Landers rest assured, no deaths involved.
STAM = DEF/4.
Basically your auxiliary HP. Any damage taken is dealt to STAM before applied to HP.
Damage:
Melee = STR/4 * (current HP/max HP)
Ranged = STR/5 * (current HP/max HP).
Attack Speed = Damage + AGI
Initiative = AGI
Defending:
- Full Block: If your DEF equals their STR, you can full block to take 1/4 Damage. Blocks reduce your DEF slightly (2) for the skirmish.
- Partial Block: If your DEF is at least 50% their STR, you can partial block to take 1/2 Damage. Blocks reduce your DEF slightly (2) for the skirmish.
Dodging:
- Full Dodge: If your AGI is over 150% their Attack Speed, you may fully dodge and take 0 Damage. Dodges reduce your AGI slightly (4) for the skirmish.
- Partial Dodge: If your AGI is higher than their Attack Speed, you may partial dodge and take 1/3 Damage. Dodges reduce your AGI slightly (4) for the skirmish.
Phase Order:
In battle, characters have a Defense Phase, a Free Phase, and an Attack Phase.
Defense Phase:
The Defense Phase is when you guard or react to enemy attacks. You do not have a Defense Phase if you were not targeted by an opponent's attack or skill. You get a Defense Phase for every enemy attack or skill that targeted you. Also, despite the Defense Phase taking place at the start of your post, it is considered to take place before the beginning of your turn, simultaneously with your opponent's Attack Phase. In the Defense Phase, you may do one of the following Defensive Actions:
- Block: Full or partial block depending on stats. If you can't block based on stats, this action can't be used.
- Dodge: Full or partial dodge depending on stats. If you can't dodge based on stats, this action can't be used.
- Defensive Skills: Use skills that offer physical or magical protection with round cooldowns.
- Do nothing: Take full damage from any attacks or effects. Default action if the character doesn't make a choice in time.
Free Phase:
The Free Phase marks the beginning of your turn, so any effects that trigger at the beginning of your turn happen during this phase. Afterward, you may perform the following Free Actions once per post each:
- Move: You may move a base distance of up to 10'. For every 50 points in AGI, you may increase the maximum move distance by 5'.
- Wait: Immediately end your turn without doing an Offensive Action. During the next post cycle, your Initiative will be increased by 25%.
Attack Phase:
The Attack Phase takes place after your Free Phase and is the last action you take in your turn. After the Attack Phase is performed, any effects that take place at the end of your turn will take place. These effects do not happen until after the opponent has performed their Defense Phase, however. In the Attack Phase, you may do one of the following Offensive Actions:
- Move: Additional movement at the cost of being able to attack. You may move a base distance of up to 10'. For every 50 points in AGI, you may increase the maximum move distance by 5'.
- Basic Attack: Hit the target for STR/3, melee. Throw a snowball at a nearby enemy for STR/4. Attacks cost 1 HP to use.
- Offensive/Special Skills: Use skills. Generally skills which have round cooldowns. Offensive skills are typically attacks, special skills are buffs and support abilities.
- Rest: Skip your offensive phase and recover 10% max HP. Every consecutive round you choose to rest, your healing amount is halved.
Skills:
- Offensive: Mostly damage, some debuffs. Can be defended against.
- Defensive: Used to mitigate damage on Defense Phase.
- Special: Buffs, healing, and non-damaging skills. Defensive actions cannot be used in response to Special skills.
- Passive: Passive skills that apply to modify various effects.
- Support: Skills usable only by characters on the sidelines. They do a number of things like supporting the team and hindering the enemy team.
- Melee: Attacks that can only be performed when the target is within 5'.
- Mid-Range: Attacks that can be performed from a distance farther than 5' but not farther than 20'.
- Long-Range: Attacks that can be performed from a distance of over 20' away. If performed on a target that is less than 10' away, attack speed is halved.
Cooldowns:
May vary by skills but generally:
F-Ranks: No cooldowns. Limit 1 F-Rank skill use per cycle (Attack and Defense phase). Costs 1 HP to use.
E-Ranks: Cannot be used in consecutive cycles. Costs 2 HP to use.
D-Ranks: 1 cycle skill cooldown, where no other skills can be used. Costs 3 HP to use.
C-Ranks: 1 cycle skill cooldown, where no other skills can be used. Cannot be used on a character's first cycle. Costs 4 HP to use.
B-Ranks: 2 cycle skill cooldown, where no other skills can be used. Cannot be used on a character's first two cycles. Costs 5 HP to use.
A-Ranks: 3 cycle skill cooldown, where no other skills can be used. Cannot be used on a character's first three cycles. Costs 7 HP to use.
S-Ranks: 4 cycle skill cooldown, where no other skills can be used. Cannot be used on a character's first four cycles. Costs 10 HP to use.
A season of getting together and reconnecting with friends.
A season of giving cheer and being generous.
And a season where you put those friendships to the test by pelting each others with snowballs in competition.
Sign up in this thread between today, 12/20 to 12/31 11:59 PM PST to enter the tournament. You may sign up a party of up to 8 players. If you do not have a party, you can also sign up and we'll put you into a team with open slots. If you've already signed up and you've made arrangements to join someone's party afterward, be sure to edit your post to show that you want to join a specific party. Be sure your teammates are going to be active unless you're planning to use them as living shields!
Previews of the Snowball Tournament:
- Rewards! Exclusive event rewards for participation. The higher your team places in the tournament, the more rewards you'll get!
- Tabletop battle system. Yeah, it's probably going to use dice and tabletop mechanics and it'll be something I make just for the event. I promise it won't be super complicated though! If anything confuses you, feel free to ask.
- Balanced competition. Regardless of your level or class, everyone will be level-synced just so everyone can have a fair and fun fight. Feel free to create parties of veterans and newbies. Special classes will be selectable for this event, all with their own interesting battle mechanics.
Need a template?
[b]Team Name[/b]: (Let them know what name to fear.)
[b]Team Members[/b]: (Tell us if some of your slots are reserved so we don't stick someone random in and make things awkward for all parties. You can also request to handicap yourself by locking some slots. I suggest having at least 6 slots filled.)
[i]Captain[/i]. (Choose wisely.)
[i]2[/i].
[i]3[/i].
[i]4[/i].
[i]5[/i].
[i]6[/i].
[i]7[/i].
[i]8[/i].
[b]Team Message[/b]: (Insert boast or recruitment message here.)
Preview:
Team Setup:
Once you've decided your setup and have started a battle, you are stuck with it till the end of the tournament. Decide wisely and coordinate classes/setups with your team.
For every battle you participate in, you may only select 6/8 characters to enter the battle. The remaining 2 characters will be on the sidelines, potentially having their own interactive role so they choose. This allows a team to rotate out characters who should happen to become inactive through the course of the event and lets teams decide who to send out when considering an opponent's team setup. (Note: While a full Glass Cannon team seems effective in concept, people will send their tanks after you)
Classes:
Glacier Striker: A character able to take a lot more hits from enemy snowballs and intercept hits with objects like snow armor or ice shields. Usually melee attackers or tanks.
- Base HP: 100
- Special Abilities: ?
Snow Runner: A character designed to zip around the battlefield making hit-and-run attacks. Usually ranged attackers or stealthy scouts.
- Base HP: 90
- Special Abilities: ?
Frost Magician: A character who focuses on mainly ice and snow spells for magical presence. Can focus on support, disruption, or offense.
- Base HP: 80
- Special Abilities: ?
Ice Architect: An offensive crafter who builds things like siege towers or snow trenches to support the team. Can also summon living sculptures to fight by your team.
- Base HP: 90
- Special Abilities: ?
Sample Skills:
You may perform skills as long as you meet the stat requirements. If your stats drop below the minimum requirement due to defending penalties or skill effects, you may not use them.
Skill Name: Soft Landing
Rank: E
Requirement: Remaining HP 40
Type: Defensive
Target: Self
Description: A recovery move which attempts to minimize the damage taken while maximizing the strength of your next move. It’s the kind of technique that bridges defense and offense.
Effect: If you were dealt at least 10 damage, you may regain half the HP you just lost from your opponent’s attack. During the next post cycle, all melee damage you deal will be increased by 10%.
Skill Name: Stealth Air Flip
Rank: E
Requirement: Remaining HP 20, AGI 30
Type: Defensive
Target: Self
Description: Using athletic ability, the user can quickly move out of harms way in the most impressive of ways. This technique involves a quick crossover and then a rather quick yet low flip in a specific direction.
Effect: You can perform a dodge against an opponent's attack as though you had not used a defensive action this post (can’t do a block). Decrease your opponent’s Attack Speed by 30 for this one attack.
Skill Name: Breakthrough
Rank: E
Requirement: Remaining HP 20, AGI 30
Type: Offensive
Target: Single (Melee)
Description: A powerful charge followed with an attack with abuses the momentum of the charge.
Effect: Move 5' in any direction. If you would then be able to attack an opponent with a melee attack, you will attack them. The opponent's DEF is reduced by 10 for the duration of the attack.
Skill Name: Snow Somersault
Rank: E
Requirement: AGI 40
Type: Special
Target: Self
Description: A skyward aerial trick that involves two flips in order to get the user some momentum for followup actions.
Effect: Increase your AGI by 32 for the next 4 post cycles. This skill can only be used once every 4 post cycles.
Skill Name: Warmth of the Heart
Rank: E
Requirement: DEF 40, Remaining HP: 40
Type: Defensive
Target: Self
Description: A skill that involves mental concentration to block out things like minor pain and chilliness of the surrounding temperature. It gives the user a powerful concentration to charge forward.
Effect: Half the user's STAM is restored. Increase the user's DEF by an amount equal to the restored STAM for the remainder of this post cycle. This skill may only be used once per battle.
Skill Name: Sudden Start
Rank: E
Requirement: AGI 50
Type: Defensive
Target: Self
Description: A skill that involves going from a standstill position to a running motion in a very rapid series of movements.
Effect: This skill can only be used on the first post cycle. Move an additional 10' distance in any direction and increase your AGI by 20 for the next 4 post cycles.
Skill Name: Dimensional View
Rank: D
Requirement: DEF 80
Type: Special
Target: Self
Description: By being sensitive to even the minor vibrations in their surroundings, the user can map the entire battlefield and understand who is where and doing what. This mental map gives the user the advantage of never really being taken by surprise.
Effect: Increase your DEF by 36 for the rest of the battle. This skill can only be used once per battle.
Skill Name: Vorpal Blade
Rank: D
Requirement: STR 75
Type: Special
Target: Self
Description: The user summons a sword made from durable ice that is as sharp as a normal blade. Slashes made from this blade freeze on contact, making the wounds difficult to heal from.
Effect: The Striker's equipped weapon becomes Vorpal Blade. Any time the user makes a melee attack using Vorpal Blade and successfully damages a target, the target's maximum HP is also decreased by 1/2 the amount that they were damaged.
Skill Name: Guardian Shards
Rank: D
Requirement: DEF 60
Type: Special
Target: Self
Description: The user creates floating ice panels that act as walls that float around their peripherals. It is effective as defensive support but has a possibility to hinder one's own attacks.
Effect: This skill remains active for as long as you wish. At the beginning of your post, you may cancel it immediately. As long as this skill is active, increase your DEF by 50 but decrease your STR by 25.
Skill Name: Blizzard Kick
Rank: D
Requirement: STR 40, AGI 60
Type: Offensive
Target: Single (Melee)
Description: The user generates miniature ice shards that swirl around their dominant leg. The ice shards swirl faster when the user is in motion. By delivering a kick, the shards are quickly shot forward.
Effect: This skill deals STR/4 * (current HP/max HP) damage and its Attack Speed is considered to be reduced by 30. For every 50 AGI you possess, increase the damage inflicted by 5%. Any damage from this skill is dealt directly to HP even if the target has remaining STAM.
Skill Name: Glacier Kick
Rank: D
Requirement: STR 80
Type: Offensive
Target: Single (Melee)
Description: In a similar regard to the Blizzard Kick, the user summons ice to gather around their kicking leg. However, in this case, the ice shards clump together to form a dense icicle that can seriously end a fight if not defended against.
Effect: The damage for this attack = STR/4 * 1.7 * (current HP/max HP). If this skill is partially dodged, partially blocked, or fully blocked, the damage from this skill is reduced by 80% instead of the normal damage reduction.
Skill Name: Heart unto Ice
Rank: D
Requirement: VIT 50, DEF 80
Type: Special
Target: Self
Description: The user enters a meditation and processes things at a higher focus than its E-Ranked counterpart in Warmth of the Heart. This leaves the user vulnerable but allows them to ultimately see attacks coming faster than others can normally react.
Effect: For the next 2 post cycles, reduce the character's STR, DEF, and AGI to 0. They are unable to perform move actions. After the end of the 2nd post cycle after activation, the user permanently takes 25% less damage from all attacks before any other damage calculations are applied.
Skill Name: Snow Shuriken
Rank: D
Requirement: AGI 75
Type: Offensive
Target: Single (Mid-Range)
Description: The user generates a small but sharp shuriken from ice and throws it toward an opponent. Due to the small size of this shuriken and the quick notice of this skill's casting, it is difficult to effectively counter.
Effect: This skill deals STR/6 * (current HP/max HP) in damage. Its Attack Speed is considered to be increased by 50.
Skill Name: Frozen Mist
Rank: D
Requirement: DEF 75
Type: Special
Target: 5 meters surrounding the user
Description: The user casts a spell that causes cold mist to be generated within the surrounding 5 meters. Attacking anything within this mist will prove difficult.
Effect: Melee attacks performed for the next 2 post cycles on a target within Frozen Mist are considered to have their Attack Speeds reduced by 30.
Skill Name: Ice Wall
Rank: D
Requirement: DEF 75
Type: Defensive
Target: Single (Mid-Range)
Description: The user erects a wall of thick ice around a target that rises roughly 2 meters high. If used to protect oneself or an ally, the wall makes a strong defense against enemy attacks. It can also be used to block an opponent's movement if used to isolate a foe.
Effect: This skill has a casting speed equal to the user's AGI -30 and can be dodged. If it is fully dodged, it does nothing. If it is partially dodged, the target's AGI is reduced by 10 during their next post. If this skill is not dodged, it increases the target's DEF by 50 but prevents them from performing any attacks this post cycle.
Skill Name: Icicle Brace
Rank: D
Requirement: STR 60, AGI 60
Type: Defensive
Target: Single (Melee)
Description: A precise strike to the back of the neck usually after some sort of diversion or by hitting the target from behind. This causes ice crystals to form around the target's neck, restricting the ability for them to shift their head without resulting in pain. It's a technique designed more to annoy and aggravate the target but most importantly to reduce their field of vision.
Effect: This skill does nothing if it is dodged. Its damage = STR/4 * 0.8 * (current HP/max HP). If this skill does at least 5 damage after defensive actions are applied, until the end of the battle, your opponent will always take 10% more damage than usual (all damage will be multiplied by 1.1). For the rest of the battle, during your posts, your opponent's speed and defense will be lowered by 15. This skill's effect does not stack.
Skill Name: Ice Mirror's Reflection
Rank: D
Requirement: VIT 25, AGI 75
Type: Special
Target: Single
Description: A simple matter of mimicking an opponent's actions and copying a skill they performed. Due to skills being either athletic or utilizing the Ice element, there is little that cannot be mimicked.
Effect: Select a target. You will immediately perform the same skill that your opponent did during their last cycle. If you do not have the stat requirements to use the copied skill, this skill does nothing.
Skill Name: Cold Sleep
Rank: D
Requirement: STR 75, AGI 75
Type: Offensive
Target: Single (Mid-Range)
Description: A technique that shoots forward a concentrated blast of frigid air, designed to lull an exhausted foe into unconsciousness.
Effect: This skill has an Attack Speed equal to AGI. If your opponent has more than 15 HP, this skill does no damage but reduces the target's STR, DEF, AGI by 5 each unless it is dodged. If your opponent has 15 HP or less, if this skill is not dodged, your opponent’s HP becomes 0. An opponent may only be targeted by Cold Sleep once per post cycle.
Skill Name: Encouragement
Rank: D
Requirement: VIT 50
Type: Special or Support
Target: Single
Description: Cheer on an ally with motivational words.
Effect: Increases a character's current STAM by 10. If used as a Support Skill, STAM is increased by 5 instead. STAM cannot be raised past its maximum value equal to the target's DEF/4.
Skill Name: Snow Typhoon
Rank: C
Requirement: AGI 100
Type: Offensive
Target: Single to Multiple [Melee]
Description: From a running start, the character spins around quickly and emits sharp ice crystals to protrude from their body, damaging anyone that stands in the way.
Effect: You may perform an extra Move action of 10' when this skill is activated. For every opponent you cross adjacent to when performing this Move action, they are dealt STR/4 * (current HP/max HP) damage.
Skill Name: Snow Whirlwind
Rank: C
Requirement: AGI 100, DEF 75
Type: Defensive
Target: Self
Description: Usable on the ground or in the air, this skill allows the user to rapidly spin and perform a barrel roll maneuver, allowing ranged attacks to become rebounded by the spinning motion. This motion leaves the user somewhat disoriented for a few seconds, however.
Effect: Reduce the damage of all ranged offensive actions that affected you by an amount equal to your AGI/8 and inflict 10% of the damage that the opponent(s) would have dealt to you. This damage cannot be defended against. Until the beginning of your next cycle, the Attack Speed of all actions you perform are reduced by 25%.
Skill Name: Blizzard Step
Rank: C
Requirement: AGI 130
Type: Offensive or Defensive
Target: Self
Description: Use the power of the frigid winter wind to blow you in a single direction, allowing you to quickly dodge an attack or use the added speed for extra momentum.
Effect: Increase your AGI and STR by 60 until the end of this post. If used as a defensive action, you may perform a dodge immediately after this skill is used. If used as an offensive action, you may perform a normal melee attack immediately after this skill is used.
Skill Name: Wings of the Ice Phoenix
Rank: C
Requirement: STR 100, VIT 25
Type: Special
Target: Self
Description: Channel the cold air currents to lift you up into the air, then crash down hard on an opponent as you fall.
Effect: During your next post, all damage you deal during your next attack is increased by 80%. Until the beginning of your next post, all damage dealt to you except for long-ranged attacks are reduced by 50%. When you perform an attack while this skill is active, you lose an additional 3 HP prior to damage calculation.
Skill Name: Snow Feint
Rank: C
Requirement: AGI 80, Total HP 100
Type: Special
Target: Single [Mid-Range]
Description: A skill that is initiated similar to a regular punch. Instead of actually punching the opponent though, you open your palm and cause snow to blow into their face. This leaves the opponent open for an actual follow-up attack.
Effect: If your opponent's DEF is higher than your AGI, this skill does nothing. For every 100 points of Total HP you have, you may perform a Snow Feint action that lowers the target's DEF and AGI by 10% for the duration of this turn. You may immediately perform a normal melee or ranged attack after this skill is used.
Skill Name: Frostbite
Rank: C
Requirement: STR 100, AGI 70
Type: Special
Target: Single [Melee]
Description: A skill that plants an ice seed crystal on the opponent, which gradually expands upon the opponent's body to partly restrict their movements.
Effect: This skill does nothing if it is fully dodged. Its damage is equal to STR/4 * (current HP / max HP). If this skill dealt at least 15 damage, reduce the target's STR/DEF/AGI by 5%. If the target's STR/DEF/AGI is currently reduced by another skill's effect, then reduce the target's STR/DEF/AGI by 10% instead. This skill's effect does not stack.
Skill Name: Numbing Strike
Rank: C
Requirement: STR 120, AGI 60
Type: Offensive
Target: Single [Melee]
Description: A skill that targets an opponent's joints or muscles with a direct attack. After impact, ice mana will phase into the target's body and create a numbing sensation to weaken their body slightly.
Effect: This skill does nothing if it is dodged in any way. Its damage is equal to STR/4 * (current HP / max HP) * 1.1. If this skill dealt at least 15 damage, choose one of your opponent's stats and reduce it by 15% for the next 8 post cycles. This skill's effect stacks only if you target a stat that was not already decreased by a prior Numbing Strike.
Skill Name: Ice Counter
Rank: C
Requirement: Max HP 120
Type: Defensive
Target: Single [Melee]
Description: A daring technique that uses ice mana to reinforce the user's mind and temporarily boost their pain tolerance. It allows the user to brace themselves for an inevitable attack and immediately perform a follow-up counterattack.
Effect: This skill cannot be used if your HP is at 25% or less prior to performing this skill. After you take full damage from an opponent's melee attack, you may immediately hit them with a normal melee attack. This attack's damage calculation uses your remaining HP after you have been damaged by the opponent's attack. The opponent may not perform any defensive actions against this skill because it is technically still their turn.
Skill Name: North Wind
Rank: C
Requirement: STR 75, AGI 120
Type: Offensive
Target: Single
Description: Call upon the cold air currents to concentrate itself around your body, slowing down most attacks before they hit you. This rush of air can also be used to boost the user's own strength.
Effect: For the next 4 post cycles, reduce all damage you take by 8 and increase all melee damage you deal by 8. The damage reduction takes place prior to defensive actions being taken into consideration. Because this is a defensive action, the damage of the attack you used this skill to guard against is also reduced by 8 damage.
Skill Name: Hailstorm Cyclone
Rank: C
Requirement: STR 65, AGI 100
Type: Offensive
Target: Single [Melee]
Description: An aerial maneuver consisting of midair flips and rolls, allowing the user to kick the opponent from multiple directions. It is assisted by a curtain of ice crystals following the user, pelting the target and bypassing their defenses.
Effect: This skill deals STR/4 * (current HP / max HP) * 1.2 in damage. Unless it is fully dodged, the minimum damage this skill will deal to the opponent after defensive actions are performed is 12 damage.
Skill Name: North Wind
Rank: C
Requirement: AGI 125
Type: Defensive
Target: Single
Description: Call upon the cold air currents to concentrate itself around your body, slowing down most attacks before they hit you. This rush of air can also be used to boost the user's own strength.
Effect: For the next 4 post cycles, reduce all damage you take by 8 and increase all melee damage you deal by 8. The damage reduction takes place prior to defensive actions being taken into consideration. Because this is a defensive action, the damage of the attack you used this skill to guard against is also reduced by 8 damage.
Skill Name: Ice Guillotine
Rank: C
Requirement: STR 100
Type: Offensive
Target: Single
Description: Generate sharp blade-like ice crystals at the soles of your feet and jump high, then crash down on an opponent. Careful, because missing the target can cause the crystals to shatter and damage your feet.
Effect: This skill deals STR/4 * (current HP/max HP) * 1.5 in damage. Any opponent damaged by this skill suffers a [Bleeding] debuff for their next 3 posts, reducing their current HP by 5 at the beginning of each of their turns. If it is dodged in any way, you take 5 damage at the end of your turn.
Skill Name: Ice Shackle Ballet
Rank: C
Requirement: AGI 120, STR 75
Type: Offensive
Target: Single [Melee]
Description: A skill that strikes the target's body multiple times, leaving heavy ice crystals bound to the target whenever they are hit.
Effect: This skill is considered to be 4 individual attacks on the same target, each dealing STR/4 * (current HP/max HP) * 0.2 in damage. A defending target may choose to defend against as many hits as they would like, but the penalties for dodging or defending will stack. If the opponent's STR is less than 100, they are inflicted with an [Ice Shackle] debuff and must spend a full Attack Phase to remove the debuff or else they are unable to perform any skills or attacks. An opponent previously affected by an [Ice Shackle] debuff becomes immune to further [Ice Shackle] debuffs for the next 4 post cycles.
Rank: E
Requirement: Remaining HP 40
Type: Defensive
Target: Self
Description: A recovery move which attempts to minimize the damage taken while maximizing the strength of your next move. It’s the kind of technique that bridges defense and offense.
Effect: If you were dealt at least 10 damage, you may regain half the HP you just lost from your opponent’s attack. During the next post cycle, all melee damage you deal will be increased by 10%.
Skill Name: Stealth Air Flip
Rank: E
Requirement: Remaining HP 20, AGI 30
Type: Defensive
Target: Self
Description: Using athletic ability, the user can quickly move out of harms way in the most impressive of ways. This technique involves a quick crossover and then a rather quick yet low flip in a specific direction.
Effect: You can perform a dodge against an opponent's attack as though you had not used a defensive action this post (can’t do a block). Decrease your opponent’s Attack Speed by 30 for this one attack.
Skill Name: Breakthrough
Rank: E
Requirement: Remaining HP 20, AGI 30
Type: Offensive
Target: Single (Melee)
Description: A powerful charge followed with an attack with abuses the momentum of the charge.
Effect: Move 5' in any direction. If you would then be able to attack an opponent with a melee attack, you will attack them. The opponent's DEF is reduced by 10 for the duration of the attack.
Skill Name: Snow Somersault
Rank: E
Requirement: AGI 40
Type: Special
Target: Self
Description: A skyward aerial trick that involves two flips in order to get the user some momentum for followup actions.
Effect: Increase your AGI by 32 for the next 4 post cycles. This skill can only be used once every 4 post cycles.
Skill Name: Warmth of the Heart
Rank: E
Requirement: DEF 40, Remaining HP: 40
Type: Defensive
Target: Self
Description: A skill that involves mental concentration to block out things like minor pain and chilliness of the surrounding temperature. It gives the user a powerful concentration to charge forward.
Effect: Half the user's STAM is restored. Increase the user's DEF by an amount equal to the restored STAM for the remainder of this post cycle. This skill may only be used once per battle.
Skill Name: Sudden Start
Rank: E
Requirement: AGI 50
Type: Defensive
Target: Self
Description: A skill that involves going from a standstill position to a running motion in a very rapid series of movements.
Effect: This skill can only be used on the first post cycle. Move an additional 10' distance in any direction and increase your AGI by 20 for the next 4 post cycles.
Skill Name: Dimensional View
Rank: D
Requirement: DEF 80
Type: Special
Target: Self
Description: By being sensitive to even the minor vibrations in their surroundings, the user can map the entire battlefield and understand who is where and doing what. This mental map gives the user the advantage of never really being taken by surprise.
Effect: Increase your DEF by 36 for the rest of the battle. This skill can only be used once per battle.
Skill Name: Vorpal Blade
Rank: D
Requirement: STR 75
Type: Special
Target: Self
Description: The user summons a sword made from durable ice that is as sharp as a normal blade. Slashes made from this blade freeze on contact, making the wounds difficult to heal from.
Effect: The Striker's equipped weapon becomes Vorpal Blade. Any time the user makes a melee attack using Vorpal Blade and successfully damages a target, the target's maximum HP is also decreased by 1/2 the amount that they were damaged.
Skill Name: Guardian Shards
Rank: D
Requirement: DEF 60
Type: Special
Target: Self
Description: The user creates floating ice panels that act as walls that float around their peripherals. It is effective as defensive support but has a possibility to hinder one's own attacks.
Effect: This skill remains active for as long as you wish. At the beginning of your post, you may cancel it immediately. As long as this skill is active, increase your DEF by 50 but decrease your STR by 25.
Skill Name: Blizzard Kick
Rank: D
Requirement: STR 40, AGI 60
Type: Offensive
Target: Single (Melee)
Description: The user generates miniature ice shards that swirl around their dominant leg. The ice shards swirl faster when the user is in motion. By delivering a kick, the shards are quickly shot forward.
Effect: This skill deals STR/4 * (current HP/max HP) damage and its Attack Speed is considered to be reduced by 30. For every 50 AGI you possess, increase the damage inflicted by 5%. Any damage from this skill is dealt directly to HP even if the target has remaining STAM.
Skill Name: Glacier Kick
Rank: D
Requirement: STR 80
Type: Offensive
Target: Single (Melee)
Description: In a similar regard to the Blizzard Kick, the user summons ice to gather around their kicking leg. However, in this case, the ice shards clump together to form a dense icicle that can seriously end a fight if not defended against.
Effect: The damage for this attack = STR/4 * 1.7 * (current HP/max HP). If this skill is partially dodged, partially blocked, or fully blocked, the damage from this skill is reduced by 80% instead of the normal damage reduction.
Skill Name: Heart unto Ice
Rank: D
Requirement: VIT 50, DEF 80
Type: Special
Target: Self
Description: The user enters a meditation and processes things at a higher focus than its E-Ranked counterpart in Warmth of the Heart. This leaves the user vulnerable but allows them to ultimately see attacks coming faster than others can normally react.
Effect: For the next 2 post cycles, reduce the character's STR, DEF, and AGI to 0. They are unable to perform move actions. After the end of the 2nd post cycle after activation, the user permanently takes 25% less damage from all attacks before any other damage calculations are applied.
Skill Name: Snow Shuriken
Rank: D
Requirement: AGI 75
Type: Offensive
Target: Single (Mid-Range)
Description: The user generates a small but sharp shuriken from ice and throws it toward an opponent. Due to the small size of this shuriken and the quick notice of this skill's casting, it is difficult to effectively counter.
Effect: This skill deals STR/6 * (current HP/max HP) in damage. Its Attack Speed is considered to be increased by 50.
Skill Name: Frozen Mist
Rank: D
Requirement: DEF 75
Type: Special
Target: 5 meters surrounding the user
Description: The user casts a spell that causes cold mist to be generated within the surrounding 5 meters. Attacking anything within this mist will prove difficult.
Effect: Melee attacks performed for the next 2 post cycles on a target within Frozen Mist are considered to have their Attack Speeds reduced by 30.
Skill Name: Ice Wall
Rank: D
Requirement: DEF 75
Type: Defensive
Target: Single (Mid-Range)
Description: The user erects a wall of thick ice around a target that rises roughly 2 meters high. If used to protect oneself or an ally, the wall makes a strong defense against enemy attacks. It can also be used to block an opponent's movement if used to isolate a foe.
Effect: This skill has a casting speed equal to the user's AGI -30 and can be dodged. If it is fully dodged, it does nothing. If it is partially dodged, the target's AGI is reduced by 10 during their next post. If this skill is not dodged, it increases the target's DEF by 50 but prevents them from performing any attacks this post cycle.
Skill Name: Icicle Brace
Rank: D
Requirement: STR 60, AGI 60
Type: Defensive
Target: Single (Melee)
Description: A precise strike to the back of the neck usually after some sort of diversion or by hitting the target from behind. This causes ice crystals to form around the target's neck, restricting the ability for them to shift their head without resulting in pain. It's a technique designed more to annoy and aggravate the target but most importantly to reduce their field of vision.
Effect: This skill does nothing if it is dodged. Its damage = STR/4 * 0.8 * (current HP/max HP). If this skill does at least 5 damage after defensive actions are applied, until the end of the battle, your opponent will always take 10% more damage than usual (all damage will be multiplied by 1.1). For the rest of the battle, during your posts, your opponent's speed and defense will be lowered by 15. This skill's effect does not stack.
Skill Name: Ice Mirror's Reflection
Rank: D
Requirement: VIT 25, AGI 75
Type: Special
Target: Single
Description: A simple matter of mimicking an opponent's actions and copying a skill they performed. Due to skills being either athletic or utilizing the Ice element, there is little that cannot be mimicked.
Effect: Select a target. You will immediately perform the same skill that your opponent did during their last cycle. If you do not have the stat requirements to use the copied skill, this skill does nothing.
Skill Name: Cold Sleep
Rank: D
Requirement: STR 75, AGI 75
Type: Offensive
Target: Single (Mid-Range)
Description: A technique that shoots forward a concentrated blast of frigid air, designed to lull an exhausted foe into unconsciousness.
Effect: This skill has an Attack Speed equal to AGI. If your opponent has more than 15 HP, this skill does no damage but reduces the target's STR, DEF, AGI by 5 each unless it is dodged. If your opponent has 15 HP or less, if this skill is not dodged, your opponent’s HP becomes 0. An opponent may only be targeted by Cold Sleep once per post cycle.
Skill Name: Encouragement
Rank: D
Requirement: VIT 50
Type: Special or Support
Target: Single
Description: Cheer on an ally with motivational words.
Effect: Increases a character's current STAM by 10. If used as a Support Skill, STAM is increased by 5 instead. STAM cannot be raised past its maximum value equal to the target's DEF/4.
Skill Name: Snow Typhoon
Rank: C
Requirement: AGI 100
Type: Offensive
Target: Single to Multiple [Melee]
Description: From a running start, the character spins around quickly and emits sharp ice crystals to protrude from their body, damaging anyone that stands in the way.
Effect: You may perform an extra Move action of 10' when this skill is activated. For every opponent you cross adjacent to when performing this Move action, they are dealt STR/4 * (current HP/max HP) damage.
Skill Name: Snow Whirlwind
Rank: C
Requirement: AGI 100, DEF 75
Type: Defensive
Target: Self
Description: Usable on the ground or in the air, this skill allows the user to rapidly spin and perform a barrel roll maneuver, allowing ranged attacks to become rebounded by the spinning motion. This motion leaves the user somewhat disoriented for a few seconds, however.
Effect: Reduce the damage of all ranged offensive actions that affected you by an amount equal to your AGI/8 and inflict 10% of the damage that the opponent(s) would have dealt to you. This damage cannot be defended against. Until the beginning of your next cycle, the Attack Speed of all actions you perform are reduced by 25%.
Skill Name: Blizzard Step
Rank: C
Requirement: AGI 130
Type: Offensive or Defensive
Target: Self
Description: Use the power of the frigid winter wind to blow you in a single direction, allowing you to quickly dodge an attack or use the added speed for extra momentum.
Effect: Increase your AGI and STR by 60 until the end of this post. If used as a defensive action, you may perform a dodge immediately after this skill is used. If used as an offensive action, you may perform a normal melee attack immediately after this skill is used.
Skill Name: Wings of the Ice Phoenix
Rank: C
Requirement: STR 100, VIT 25
Type: Special
Target: Self
Description: Channel the cold air currents to lift you up into the air, then crash down hard on an opponent as you fall.
Effect: During your next post, all damage you deal during your next attack is increased by 80%. Until the beginning of your next post, all damage dealt to you except for long-ranged attacks are reduced by 50%. When you perform an attack while this skill is active, you lose an additional 3 HP prior to damage calculation.
Skill Name: Snow Feint
Rank: C
Requirement: AGI 80, Total HP 100
Type: Special
Target: Single [Mid-Range]
Description: A skill that is initiated similar to a regular punch. Instead of actually punching the opponent though, you open your palm and cause snow to blow into their face. This leaves the opponent open for an actual follow-up attack.
Effect: If your opponent's DEF is higher than your AGI, this skill does nothing. For every 100 points of Total HP you have, you may perform a Snow Feint action that lowers the target's DEF and AGI by 10% for the duration of this turn. You may immediately perform a normal melee or ranged attack after this skill is used.
Skill Name: Frostbite
Rank: C
Requirement: STR 100, AGI 70
Type: Special
Target: Single [Melee]
Description: A skill that plants an ice seed crystal on the opponent, which gradually expands upon the opponent's body to partly restrict their movements.
Effect: This skill does nothing if it is fully dodged. Its damage is equal to STR/4 * (current HP / max HP). If this skill dealt at least 15 damage, reduce the target's STR/DEF/AGI by 5%. If the target's STR/DEF/AGI is currently reduced by another skill's effect, then reduce the target's STR/DEF/AGI by 10% instead. This skill's effect does not stack.
Skill Name: Numbing Strike
Rank: C
Requirement: STR 120, AGI 60
Type: Offensive
Target: Single [Melee]
Description: A skill that targets an opponent's joints or muscles with a direct attack. After impact, ice mana will phase into the target's body and create a numbing sensation to weaken their body slightly.
Effect: This skill does nothing if it is dodged in any way. Its damage is equal to STR/4 * (current HP / max HP) * 1.1. If this skill dealt at least 15 damage, choose one of your opponent's stats and reduce it by 15% for the next 8 post cycles. This skill's effect stacks only if you target a stat that was not already decreased by a prior Numbing Strike.
Skill Name: Ice Counter
Rank: C
Requirement: Max HP 120
Type: Defensive
Target: Single [Melee]
Description: A daring technique that uses ice mana to reinforce the user's mind and temporarily boost their pain tolerance. It allows the user to brace themselves for an inevitable attack and immediately perform a follow-up counterattack.
Effect: This skill cannot be used if your HP is at 25% or less prior to performing this skill. After you take full damage from an opponent's melee attack, you may immediately hit them with a normal melee attack. This attack's damage calculation uses your remaining HP after you have been damaged by the opponent's attack. The opponent may not perform any defensive actions against this skill because it is technically still their turn.
Skill Name: North Wind
Rank: C
Requirement: STR 75, AGI 120
Type: Offensive
Target: Single
Description: Call upon the cold air currents to concentrate itself around your body, slowing down most attacks before they hit you. This rush of air can also be used to boost the user's own strength.
Effect: For the next 4 post cycles, reduce all damage you take by 8 and increase all melee damage you deal by 8. The damage reduction takes place prior to defensive actions being taken into consideration. Because this is a defensive action, the damage of the attack you used this skill to guard against is also reduced by 8 damage.
Skill Name: Hailstorm Cyclone
Rank: C
Requirement: STR 65, AGI 100
Type: Offensive
Target: Single [Melee]
Description: An aerial maneuver consisting of midair flips and rolls, allowing the user to kick the opponent from multiple directions. It is assisted by a curtain of ice crystals following the user, pelting the target and bypassing their defenses.
Effect: This skill deals STR/4 * (current HP / max HP) * 1.2 in damage. Unless it is fully dodged, the minimum damage this skill will deal to the opponent after defensive actions are performed is 12 damage.
Skill Name: North Wind
Rank: C
Requirement: AGI 125
Type: Defensive
Target: Single
Description: Call upon the cold air currents to concentrate itself around your body, slowing down most attacks before they hit you. This rush of air can also be used to boost the user's own strength.
Effect: For the next 4 post cycles, reduce all damage you take by 8 and increase all melee damage you deal by 8. The damage reduction takes place prior to defensive actions being taken into consideration. Because this is a defensive action, the damage of the attack you used this skill to guard against is also reduced by 8 damage.
Skill Name: Ice Guillotine
Rank: C
Requirement: STR 100
Type: Offensive
Target: Single
Description: Generate sharp blade-like ice crystals at the soles of your feet and jump high, then crash down on an opponent. Careful, because missing the target can cause the crystals to shatter and damage your feet.
Effect: This skill deals STR/4 * (current HP/max HP) * 1.5 in damage. Any opponent damaged by this skill suffers a [Bleeding] debuff for their next 3 posts, reducing their current HP by 5 at the beginning of each of their turns. If it is dodged in any way, you take 5 damage at the end of your turn.
Skill Name: Ice Shackle Ballet
Rank: C
Requirement: AGI 120, STR 75
Type: Offensive
Target: Single [Melee]
Description: A skill that strikes the target's body multiple times, leaving heavy ice crystals bound to the target whenever they are hit.
Effect: This skill is considered to be 4 individual attacks on the same target, each dealing STR/4 * (current HP/max HP) * 0.2 in damage. A defending target may choose to defend against as many hits as they would like, but the penalties for dodging or defending will stack. If the opponent's STR is less than 100, they are inflicted with an [Ice Shackle] debuff and must spend a full Attack Phase to remove the debuff or else they are unable to perform any skills or attacks. An opponent previously affected by an [Ice Shackle] debuff becomes immune to further [Ice Shackle] debuffs for the next 4 post cycles.
Upon entering the competition, all characters will get 400 stat points to distribute in the following stats.
- No stat other than VIT may be less than 50.
- No stat may be greater than 300.
Main Stats:
STR - Physical and ranged damage potential.
DEF - Defense potential and stamina.
AGI - Attack and evasive speed.
VIT - Additional invested endurance.
Auxillary Stats:
HP - Your character's effective HP, determined by class stats and VIT invested.
STAM - Determines the amount of hits you can take before you get fatigued.
INIT - Initiative. Determines turn order, equal to your AGI.
Combat Calculations:
HP = Base Class HP + VIT.
HP getting knocked to 0 means that you're out of the battle. Landers rest assured, no deaths involved.
STAM = DEF/4.
Basically your auxiliary HP. Any damage taken is dealt to STAM before applied to HP.
Damage:
Melee = STR/4 * (current HP/max HP)
Ranged = STR/5 * (current HP/max HP).
Attack Speed = Damage + AGI
Initiative = AGI
Defending:
- Full Block: If your DEF equals their STR, you can full block to take 1/4 Damage. Blocks reduce your DEF slightly (2) for the skirmish.
- Partial Block: If your DEF is at least 50% their STR, you can partial block to take 1/2 Damage. Blocks reduce your DEF slightly (2) for the skirmish.
Dodging:
- Full Dodge: If your AGI is over 150% their Attack Speed, you may fully dodge and take 0 Damage. Dodges reduce your AGI slightly (4) for the skirmish.
- Partial Dodge: If your AGI is higher than their Attack Speed, you may partial dodge and take 1/3 Damage. Dodges reduce your AGI slightly (4) for the skirmish.
Phase Order:
In battle, characters have a Defense Phase, a Free Phase, and an Attack Phase.
Defense Phase:
The Defense Phase is when you guard or react to enemy attacks. You do not have a Defense Phase if you were not targeted by an opponent's attack or skill. You get a Defense Phase for every enemy attack or skill that targeted you. Also, despite the Defense Phase taking place at the start of your post, it is considered to take place before the beginning of your turn, simultaneously with your opponent's Attack Phase. In the Defense Phase, you may do one of the following Defensive Actions:
- Block: Full or partial block depending on stats. If you can't block based on stats, this action can't be used.
- Dodge: Full or partial dodge depending on stats. If you can't dodge based on stats, this action can't be used.
- Defensive Skills: Use skills that offer physical or magical protection with round cooldowns.
- Do nothing: Take full damage from any attacks or effects. Default action if the character doesn't make a choice in time.
Free Phase:
The Free Phase marks the beginning of your turn, so any effects that trigger at the beginning of your turn happen during this phase. Afterward, you may perform the following Free Actions once per post each:
- Move: You may move a base distance of up to 10'. For every 50 points in AGI, you may increase the maximum move distance by 5'.
- Wait: Immediately end your turn without doing an Offensive Action. During the next post cycle, your Initiative will be increased by 25%.
Attack Phase:
The Attack Phase takes place after your Free Phase and is the last action you take in your turn. After the Attack Phase is performed, any effects that take place at the end of your turn will take place. These effects do not happen until after the opponent has performed their Defense Phase, however. In the Attack Phase, you may do one of the following Offensive Actions:
- Move: Additional movement at the cost of being able to attack. You may move a base distance of up to 10'. For every 50 points in AGI, you may increase the maximum move distance by 5'.
- Basic Attack: Hit the target for STR/3, melee. Throw a snowball at a nearby enemy for STR/4. Attacks cost 1 HP to use.
- Offensive/Special Skills: Use skills. Generally skills which have round cooldowns. Offensive skills are typically attacks, special skills are buffs and support abilities.
- Rest: Skip your offensive phase and recover 10% max HP. Every consecutive round you choose to rest, your healing amount is halved.
Skills:
- Offensive: Mostly damage, some debuffs. Can be defended against.
- Defensive: Used to mitigate damage on Defense Phase.
- Special: Buffs, healing, and non-damaging skills. Defensive actions cannot be used in response to Special skills.
- Passive: Passive skills that apply to modify various effects.
- Support: Skills usable only by characters on the sidelines. They do a number of things like supporting the team and hindering the enemy team.
- Melee: Attacks that can only be performed when the target is within 5'.
- Mid-Range: Attacks that can be performed from a distance farther than 5' but not farther than 20'.
- Long-Range: Attacks that can be performed from a distance of over 20' away. If performed on a target that is less than 10' away, attack speed is halved.
Cooldowns:
May vary by skills but generally:
F-Ranks: No cooldowns. Limit 1 F-Rank skill use per cycle (Attack and Defense phase). Costs 1 HP to use.
E-Ranks: Cannot be used in consecutive cycles. Costs 2 HP to use.
D-Ranks: 1 cycle skill cooldown, where no other skills can be used. Costs 3 HP to use.
C-Ranks: 1 cycle skill cooldown, where no other skills can be used. Cannot be used on a character's first cycle. Costs 4 HP to use.
B-Ranks: 2 cycle skill cooldown, where no other skills can be used. Cannot be used on a character's first two cycles. Costs 5 HP to use.
A-Ranks: 3 cycle skill cooldown, where no other skills can be used. Cannot be used on a character's first three cycles. Costs 7 HP to use.
S-Ranks: 4 cycle skill cooldown, where no other skills can be used. Cannot be used on a character's first four cycles. Costs 10 HP to use.