Founder
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Female
"'Death had never looked so dead ... only death covering the dead.' You think the victim was dead?"
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Post by Cᴀᴎɪs on Mar 9, 2014 19:00:04 GMT -5
Table of Contents
{Table of Contents & Search Keys} Press CTRL+F
- Index of Fighting Techniques (fhtt)
- Defensive Moves (dfns)
- Offensive Moves (attk)
- Countering Moves (cntr)
- Clan-Exclusive Moves (clnm)
- RiverClan (rcln)
- ThunderClan (tcln)
- WindClan (wcln)
- ShadowClan (scln)
[li]Other Techniques (otht) [/li] [/ul] [li] Battle System (bsys)[/li] - Attacking (hurt)
- Defending (dfnd)
- Battle Types & Damage Modifications (bttp)
- Border Skirmishes (bdsk)
- Raids (raid)
- Battles (btle)
- Wars (wars)
[li] Following The Warrior Code (wrcd)[/li] [/ul] [/ul][/blockquote][/spoiler]
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Founder
USER IS OFFLINE
Years Old
Female
"'Death had never looked so dead ... only death covering the dead.' You think the victim was dead?"
11 POSTS & 0 LIKES
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Post by Cᴀᴎɪs on Mar 10, 2014 17:26:56 GMT -5
Index of Fighting Techniques
(fhtt)
+ + + + + + +
Defensive Moves (dfns)
In battle, the moves that don't to damage to another cat are just as important -- if not more -- than the ones that do. If you don't defend that soft belly of yours, your opponent can slice it open so your inte-- -censored description of an arguably-disturbing mental image-. To keep that from happening, we here at TW have compiled a list of moves to make sure your innards probably won't become your "outards".
Disclaimer: Twisted Warriors was not named for the questionable mental state of its founder, Canis.
Duck and TwistDAMAGE VALUE: -- |
Simple defensive move. The cat ducks then twists around, rolling over onto his/her back, and then springs to their paws.
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Roll OverDAMAGE VALUE: -- |
What the name implies. Roll out of the way to avoid an enemy's swipes or grip. To modify this move so your enemy can take some damage, see Counter Moves: Drop-and-Roll.
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Grit SprayDAMAGE VALUE: ~ -2 HP |
Kick up a pawful of dirt into your enemy's face to temporarily blind them; this is a wise move to use if you need to flee or would like to give yourself a few swipes in while the opponent staggers.
A TW Original.
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Hold and Enemy CollapseDAMAGE VALUE: -- |
Leap onto your enemy's back and hold their head with your forepaws. Use your hind paws to knock their hind legs out from under them, thus making them collapse onto the ground.
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Tuck and RollDAMAGE VALUE: -- |
If your enemy jumps, quickly somersault under them for a chance to both dodge their attack and attack them from behind.
A TW Original.
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Offensive Moves (attk)
If a Clan fought a battle with another with only defensive attacks, they would surely become exhausted or defeated fairly quickly. A battle isn't a battle if one party doesn't fight back; it becomes assault. But let's save that lecture for another day, shall we?
Front Paw BlowDAMAGE VALUE: ~ -5 HP |
A frontal attack. Slam your front paw down onto your opponent's head with your claws sheathed.
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Forepaw SlashDAMAGE VALUE: ~ -10 HP |
A frontal attack. Slice downward with your front paw at the body or face of your opponent. Unsheathe your claws.
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Back KickDAMAGE VALUE: ~ -15 HP |
An explosive surprise move to catch your opponent from behind. Judge the distance, then lash out with your back legs, taking your weight on your front paws.
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The Bur-Back KickDAMAGE VALUE: ~ -20 HP |
Very similar to the Back Kick move, except for you unsheathe your back claws to latch them into your opponent's flesh like a bur.
A TW Original Move.
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Leap-and-HoldDAMAGE VALUE: ~ -10 HP |
Ideal for small cats that find themselves facing a large opponent. Spring onto an enemy's back and hold on tight with unsheathed claws. Watch for the Drop-and-Roll counter-move; if you sense it coming, try to jump free before you get squashed.
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Scruff-ShakeDAMAGE VALUE: ~ -15 HP |
Secure a strong teeth grip in the scruff of your opponent's neck, then shake violently until he or she is too rattled to fight.
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Belly RakeDAMAGE VALUE: ~ -25 HP |
A fight-stopper. Slice with unsheathed claws across the soft flesh of your opponent's belly. If you're pinned down, this attack quickly puts you back in control.
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Teeth GripDAMAGE VALUE: ~ -15 HP |
Target your opponent's extremities -- the legs, scruff, or ears -- and sink your teeth in and hold. This move is similar to the Leap-and-Hold, except your claws remain free to fight.
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Tail YankDAMAGE VALUE: ~ -10 HP |
Grab your opponent's tail with your teeth and yank it with such force that your opponent is thrown off balance.
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Upright LockDAMAGE VALUE: ~ -35 HP |
Final, crushing move on an already weakened opponent. Rear up on your back legs and bring your full weight down on the opponent. If your opponent does the same, wrestle and flip them under you. This move makes you vulnerable to the Belly Rake, so it requires great strength and speed.
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Half-Turn Belly RakeDAMAGE VALUE: ~ -10 HP |
Quickly turn onto your side and slip under your opponent's belly. After you rake it with your claws, quickly slide out from under the enemy's belly and get back on all fours.
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Jump and PinDAMAGE VALUE: ~ -5 HP |
A fairly complicated move. Leap backwards and bounce off a vertical surface [ i.e. rock walls, trees, possibly other opponents ]; with precise accuracy, land on the cat.
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Play DeadDAMAGE VALUE: ~ -- * |
Effective in a tight situation, such as when you are pinned. Stop struggling and go limp. When your opponent relaxes their grip, thinking you are defeated, push yourself up explosively. This will throw off an unwary opponent and put you in attacking position.
* Damage value differs depending on which attack you use upon leaping upward.
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Bipedal SlashDAMAGE VALUE: ~ -10 HP |
Most effective on opponents coming from the air. Rear up onto your hind paws to slice at an enemy jumping toward you.
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Snake LungeDAMAGE VALUE: ~ -5 HP |
Best if used on an unsuspecting enemy. Crouch low to the ground like you're stalking prey; once you're close enough, lunge toward your opponent and attack from behind.
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Shoulder DropDAMAGE VALUE: ~ -5 HP for each successful rake |
Grab your opponent's shoulders and lock them into the ground. From here, you can do things like churn your back claws against the opponent's spine.
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Underbelly SlashDAMAGE VALUE: ~ -20 HP |
Dart under your enemy's underbelly and slash at the back of their forepaws. When they twist, expecting you to emerge on the other side, back quickly out of the way you came. Hook your claws into your enemies fur, and yank them to the ground.
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Spinning Hind KickDAMAGE VALUE: ~ -10 HP |
Flick your hind legs into the air while spinning around on your forepaws, then rear up. Rake the enemy with your claws before tucking your head down and somersaulting forward.
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Partner FightingDAMAGE VALUE: -- * |
Warriors who have trained and fought together will often fall instinctively into a defensive position. Each cat will protect the other's back while fending off an opponent on either side. Slashing, clawing, and leaping together, battle pairs can be a whirlwind of danger for attackers.
* Damage value differs depending on which attack each warrior uses in the double-team.
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Countering Moves (cntr)
There are some attacks [ such as the Upright Lock ] that deal significant damage if you aren't careful; if you time your reactions accordingly, you might be able to cut the damage you receive. The best part? If you counter, not only can you cut your received damage by up to half that of the original... You can also deal damage to your opponent!
Forepaw CrunchDAMAGE VALUE: ~ -20 HP to opponent, ~ -10 HP to you |
This move requires exemplary timing. As your opponent attempts a Front Paw Blow or a Forepaw Slash, dip their target [ your muzzle, for example ] out of the way before coming back and viciously clamping your jaws down on their paw.
A TW Original Move.
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Ducking Chinward-RakeDAMAGE VALUE: ~ -15 HP to opponent, ~ -8 HP to you |
As your opponent attempts the Back Kick or the Bur-Back Kick, duck out of the way of their hind paws. Once safe, proceed to rake your claws from just above their pelvis down their stomach, heading for their chin.
A TW Original Move.
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Drop-and-RollDAMAGE VALUE: ~ -10 HP |
Ideal for countering the Leap-and-Hold. While your opponent is on your back, quickly fall backward to squash the air out of their lungs to leave them stunned.
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Backwards HeadbuttDAMAGE VALUE: ~ -13 HP to opponent, ~ -8 HP to you |
Expect to receive some damage with this counter-move. As your opponent attempts a Scruff-Shake, duck/back up/etc. out of their way before throwing your head back and busting them from under their muzzle to stun them.
A TW Original Move.
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Rodeo RideDAMAGE VALUE: ~ -10 HP to opponent, ~ -9 HP to you |
Mainly used for opponents who have succeeded in the Leap-and-Hold or the Teeth Grip -- buck upward continuously until you have disoriented the enemy enough for them to fall off or make themselves vulnerable to another attack.
A TW Original Move.
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Dancing HaresDAMAGE VALUE: ~ -5 HP to opponent for each successful blow by you & vice versa. |
This happens if both you and your opponent attempt an Upright Lock at the same time. "Box" with your opponent using both sheathed and unsheathed blows to the muzzle or face.
A TW Original Move.
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Clan-Exclusive Moves (clnm)
Each Clan has different techniques that make them different from each other. This list gives a few examples on Clan-Exclusive battle moves.
+ + + + + + +
RiverClan
[ Water Combat ]
(rcln)
Double Front-Paw Slap-DownDAMAGE VALUE: ~ -2 HP |
Splash water into the enemy's face with your front paws, temporarily stunning them.
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Underwater Front Leg SweepDAMAGE VALUE: ~ -5 HP |
While holding your breath, crouch underwater. As your enemy's head is raised above the water-level, sweep their front legs out from under them. Usually, because other Clan cats naturally panic underwater, they'll struggle for breath.
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Underwater Hind Leg SweepDAMAGE VALUE: ~ -5 HP |
While holding your breath, crouch underwater. As your enemy's head is raised above the water-level, sweep their hind legs out from under them. Usually, because other Clan cats naturally panic underwater, they'll struggle for breath.
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Push-Down and ReleaseDAMAGE VALUE: ~ -3 HP for each successful dunk |
Wrestle your enemy underwater. Keep their head below water-level until they surrender; other Clan cats don't know to hold their breath underwater.
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Underwater ClinchDAMAGE VALUE: ~ -5 HP for each successful dunk. |
Use your enemy's weight to hold them underwater. With a firm grip, raise their heads above the water-level for a gasp of air before dunking them under again. Do this repeatedly until the opponent gives up.
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Tail SplashDAMAGE VALUE: ~ -2 HP |
Very similar to the Double Front-Paw Slap-Down. Using your sopping wet tail, flick the water into your opponent's eyes to temporarily stun them.
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Underwater Push-OffDAMAGE VALUE: ~ -3 HP |
Holding your breath, crouch below the water's surface. Aim an accurate pounce to the warrior on the water's edge, knocking them off-balance.
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Rushpaw SplashDAMAGE VALUE: -- |
Flick a splash of water at a distance to create a decoy for the enemy; this leaves room for a surprise attack.
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+ + + + + + +
ThunderClan
[ Forest Combat ]
(tcln)
When fighting in the forest, ThunderClan cats must remember to use their tracking skills at all times. Remember to move quietly and communicate with signals to keep the enemy from knowing exactly where you are. Keep your mouth open to detect any unfamiliar scents and always keep downwind of your "prey". Also, hide in the thickest undergrowth and remember to stay low to the ground.
Lightning StrikeDAMAGE VALUE: ~ -5 HP for each successful "strike", plus additional damage from other attacks. |
With your patrol unseen, crouch behind the enemy. Watch your patrol leader to see when they give the attack Tail Signal; then spring squarely on top of the enemy. Attack their ears -- they'll bleed easily. As quickly as you attacked, retreat back into the undergrowth. As the enemy lets its guard down, attack from a different angle. Repeat this process until the enemy, thinking they're outnumbered, retreats.
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+ + + + + + +
WindClan
[ Speed & Agility ]
(wcln)
While WindClan doesn't have any special attack moves, they do have special attack styles.
Because your enemy's attack will be weakened fighting uphill, gain higher ground before you launch your attack. You can use the sunlight and wind, too; make sure it's behind you so it may dazzle your enemies and block their view. If there's a strong wind, make sure it's blowing from behind you so grit and dust flies into your enemy's face and temporarily stuns them. Leaders must remember to spread out their attack force to form a line while advancing toward an enemy patrol; this can intimidate them, for it seems like a wall of impenetrable warriors. If the enemy does this, too, have your battle line attack both sides of the enemy's. This will mean cats in the middle will need to fight from both sides, which can cause chaos for them. It's also a good idea to keep fresh warriors behind to replace warriors when they're worn out. Finally, a feigned retreat and ambush could finish the attackers off. Send a strong patrol pelting toward the enemy, screeching loudly while attacking before the fit group retreats. Repeat this until the enemy line breaks. Once they break their line, other warriors jump out of rabbit holes and dips in the moor on the other side of the attackers. Attack until the enemy surrenders.
+ + + + + + +
ShadowClan
[ Nocturnal Pelts ]
(scln)
Warriors of ShadowClan wear the night like a second pelt; that is why other Clans should watch their backs in the dark and sleep with one eye open if they've made themselves enemies with them.
Night AmbushDAMAGE VALUE: ~ -10 HP for initial attack, plus additional damage from other attacks. |
Hide in the shadows at night with your patrol until you spot the enemy; always make sure your scent isn't drifting toward them. When the leader of the patrol gives the attack Tail Signal, strike your enemy fast and hard -- this should surprise them, as they're likely not expecting an attack at night. Then cut off their escape routes, your entire patrol circling the enemy. If they attack, battle again; if they don't, let them off with a warning.
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Other Techniques (otht)
These techniques may not do any damage, but they could help you out in the heat of battle:
Tail-TuckingDAMAGE VALUE: -- |
This takes practice -- balancing without your tail to help you can prove to be quite tricky. However, the less you give your enemy to hold onto, the better. Balancing on your haunches, wrap your tail tightly around your back paws, out of the way of any attacks like the Tail Yank.
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Pelt BristlingDAMAGE VALUE: -- |
An intimidation tactic. Bush your fur out as far as it'll go to intimidate your opponent.
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Fur FlatteningDAMAGE VALUE: -- |
In contrast to bushing out your fur, slick your pelt down to fool your opponent into thinking you're weaker than you actually are. Overconfidence can be damaging.
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Back-ArchingDAMAGE VALUE: -- |
A popular way to vent out anger, and also a way to intimidate your opponent. Use with pelt-bristling to magnify the effect.
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Founder
USER IS OFFLINE
Years Old
Female
"'Death had never looked so dead ... only death covering the dead.' You think the victim was dead?"
11 POSTS & 0 LIKES
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Post by Cᴀᴎɪs on Mar 10, 2014 21:09:00 GMT -5
Battle System
(bsys)
+ + + + + + +
Attacking (hurt)
It's going to happen -- the moment when your character is pushed to unsheathe their claws and bare their fangs. When a player launches an attack, nothing fancy has to be done. It's preferred that a detailed description of the movements made in character be included in their RP post, and a staff member will post an out of character reply on whether or not the attack was successful and how much damage [ including bonuses from medium and high strength skills ] was done to the intended target.
For example:
NOTE: Do not try to "nitpick" your moves! Write the attack as you feel would be your character's reaction at that time!
For example, some of you may feel like you want the battle to end quickly, with your character reigning supreme. So, you'll chose a move set like:
Underbelly Rake [ ~ -20 HP ], followed by a Bur-Back Kick [ ~ -20 HP ]. [ At this point, the average apprentice would need to flee or risk fatal injury ]
If you were fighting a warrior, you might try:
An Underbelly Rake [ ~ -20 HP ], followed by a Bur-Back Kick [ ~ -20 HP ], followed by a Half-Turn Belly Rake [ ~ -10 HP ]. Then, perhaps you'll try a Leap-and-Hold [ ~-10 HP ] with a Scruff-Shake [ ~ -15 HP ], then maybe top it off with a Forepaw Slash [ ~ -10 HP ]. [ At this point, the average warrior would need to flee or risk fatal injury ]
Though you won't be punished for attempting to "nitpick", it is guaranteed that your attacks will not do the damage you may expect. The "~" symbol means about; it is not an absolute value. Many things can/will change the damage done to an opponent, such as the battle scenario, skill levels, battle circumstance, etc. You have been warned.
Defending (dfnd)
When, not if, your character is attacked, using a defensive maneuver is the best way to make sure your health isn't depleted as rapidly. Like attacking, the only thing you need to do is write a description of the defense maneuver your character has attempted, and a staff member will determine whether or not it was successful and how much damage is subtracted from the attack you're defending against.
Battle Types & Damage Modifications (bttp)
When one Clan invades another, or trespasses on another Clan's territory by crossing a border, or any other situation that is similar, there will be modifications made to the damage. Modifications also may apply depending on the type and conditions of the battle or skirmish. + + + + + + +
Border Skirmishes
(bdsk)
In a border skirmish, the damage done by all attacks will be halved, because a skirmish isn't as serious as a battle. However, if the attackers are trespassing on another Clan's territory, the defending patrol's damage will to 2 - 3 points more damage with each attack. During a border skirmish, the normal health/flee rule doesn't apply:
Rank | When to Flee | Apprentice | In a border skirmish, when an apprentice reaches 25 HP or lower, they are defeated and must flee.
| Warrior/Deputy | In a border skirmish, when a warrior or deputy reaches 50 HP or lower, they are defeated and must flee.
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This way, warriors and apprentices can participate in a skirmish without receiving fatal wounds. If the trespassing Clan loses the skirmish, their Clan can't try to invade another Clan for one moon in RP. If the defending Clan loses the skirmish, the invading Clan has the right to take up to three fox-lengths of the loser's territory.
~ ~ ~ ~ ~ ~ ~
Raids
(raid)
Raids are usually uncommon, but if a Clan has a tyrant-like leader, raids can become frequent.
For example, when Brokenstar was ShadowClan's leader, he launched many raids, usually to steal kits or intimidate the "weaker" Clans.
Another example was when ThunderClan launched a raid against WindClan in Bluestar's Prophecy to destroy their medicine supply.
In a raid, the damage from attacks is similar to the damage done in battle, but the defending Clan's attacks will do 3 - 5 points more damage than the attacking Clan's. In this case, the standard health/flee rule still applies -- but if a warrior or apprentice from the defending Clan is forced to flee, they are to go and hide with the kits and elders. If the attacking Clan loses the battle, the raid fails, and they can't attempt another for three moons in RP. If the defending Clan loses the battle, the raid is successful, and they may either flee to a deeper part of their territory, or stand their ground and stay in their camp.
~ ~ ~ ~ ~ ~ ~
Battles
(btle)
In a battle, a defending Clan doesn't get any damage bonuses against trespassers.
Example: RiverClan battles WindClan on WindClan territory, but WindClan doesn't get any damage added to their attacks just for being on their own territory.
When in a battle, the standard health/flee rule applies to both Clans.
~ ~ ~ ~ ~ ~ ~
Wars
(wars)
In a war, things are pretty different. If there's two Clans that are allied, each Clans' warriors will share skill bonuses and demerits. When a Clan has a demerit that the other Clan doesn't, their demerits are ignored during the coarse of the war. If each of the allied Clans has a bonus in a particular skill, the higher Clan's bonus is used.
Example A: ThunderClan allies themselves with RiverClan. Both Clans have a Clan-specific bonus for Defense, but RiverClan's bonus is bigger. For the coarse of the war, ThunderClan's Defense bonus will be +3 instead of +2.
Example B: ShadowClan allies themselves with RiverClan. ShadowClan has a Speed demerit of -1, but RiverClan has neither a bonus nor demerit. So, during the coarse of the war, ShadowClan's Speed demerit is ignored.
Example C: WindClan allies themselves with ShadowClan. WindClan has a Stamina bonus of +3, but ShadowClan has neither a bonus nor demerit. So, during the coarse of the war, ShadowClan will receive a +3 bonus in Stamina.
Also, during a war, the minimum damage done by each attack is -10 HP, and apprentices and warriors get 20 points added to their HP.
Following The Warrior Code (wrcd)
Note that it is against the Warrior Code to kill another cat if it isn't absolutely necessary to protect someone or to defend yourself. If your character kills another cat by accident, things can be different, but if your character kills another cat on purpose, you may be punished. The exception is if you are following your Clan leader's orders by killing another cat, which, oddly, is still following the Code.
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