Post by dynamicsonic on Oct 4, 2009 10:46:02 GMT 10
Five Factions. Each in a fiery feud with the rest. They have finally reached their final destination; The Ultimate Battle in a deserted field to conquer. Their missions are different, but they all share one goal: Destroy them all...
Welcome to Art Wars! It's like an RPG, but you attack with art! (Be it written or drawn)
Basically, it's an RPG where you take turns either attacking, defending, or getting resources by dishing the commands with drawings or text to overthrow the other factions. How? Easily, just draw/sprite your way to victoly:
Or if you can't draw nor sprite (like me!), then do it like this!
"Then, Player 1 steps on the enemy campground, enters Player 3's tent, and shouts "Take this!" as he shoots him! BANG! The shot deals 127 damage to Player 3! Player 3 then steps up and readies himself. Now it's his turn...
During a turn, you can:
a) Attack - Be it with your weapon, or with a special attack
b) Defend - IN BATTLE: Raises your HP and DEF Points for 2 turns. OUTSIDE OF BATTLE: Defend your point to prevent others from accessing their destination. Anyone trying to attack the point you're defending will have to fight you
c) Other - You can:
d) Skip Go - Skips your turn. If used in battle, it turns into the other player's turn. If outside of battle, you will do nothing for the day.
In other words, it's an art-based LARP.
When the battle's over, either by retreating or by killing the opposing player (or its NPC's) cash will be given to the winner, so they can buy more weapons, more resources, more infantry, better defenses, etc. Also, you can win bonus money if the spectating audience rates your art with a good score. (AKA, The effort will count.)
There will be 4 players per team. Each player will have its own, 4 men red shirt infantry, so the player can attack without actually killing himself and losing a life (out of 3) while trying to attack.
Basically, each team will have:
- 1 Attack class (Better ATK Points and the ability to dual wield)
- 1 Defense class (Better DEF & HP Points and the ability to block entrances)
- 1 Building/Resources/Farming class (Administers money, resources and can build equipment/buildings with ease. has so-so defense, atack and HP.)
- And 1 Team-Specific Special Classe
Each member equipped with its own Redshirt Army. Redshirts can only Attack, Defend, Summon Allies, Skip Turns and Retreat. Each team will also have either one or two Team-Specific Team Special Attack(s). These can be used by any team member, and can be used in any instance, unless noted otherwise. For example: The Ninjas' special attack will be the ability to become invisible for 2 battles, but can only be used once.
Game time will be separated in days, like the Mafia game. Day and Night can affect some teams. For Example: The Zombies' forces get more HP during the night, etc.
To win the game, a team must conquer the other teams' areal, obviously.
To conquer a faction you must take down its 3 campsites, then aim for the base. Again, look at this crudely made sketch, due to a lack of both scanner and tablet:
White Areas are no man's land. You can create mini-campsites there. More info below
Colored Areas are the factions territory, you must invade the enemy faction's territory. Iside them, there are:
-Campsites (circles) - The first 3 objectives to attack, and
-The Base (squares) - The factions core, destroying it will lead to the factions demise.
Purple Areas are off limits, you cannot do anything there.
To travel, you must choose your destination, drawing a route on the map. Of course, this will not be an easy task, as it may take days to travel from one side to another, and dying when reaching your destination will leave you back at the start of your base. That's why you can create mini-campsites in no man's land, where you can rest, restock, respawn, etc. These mini-campsites will not have the same firepower or defense as the campsites and the base back at the faction's territory, so be wary.
A day/night phase will end after:
a) 24 hours have passed
b) All players have moved.
To get resources, you must either:
a) Recover the spoils left from a battle, or
b) Use a Resource class to spend his turn harvesting resources.
With resources and money, you can build/acquire:
a) Weapons
b) Infantry
c) Buildings
Every action must be sent to a moderator.
The Points that you will use will be:
ATK - Attack points. These indicate how strong your attack will be.
DEF - Defense points. Same deal with attack points, except with defense.
HP - Hit points. Self-explanatory. Once it reaches 0, it's g'bye to you. You can recover them by resting at your campsite/base.
STM - Stamina Points. Every non-battle action takes stamina. Doing actions in the night (If your not a zombie) will take 2 stamina points instead of 1. To refill your stamina meter, you must rest. Resting in the night (if you're not a zombie) will re-fill the stamina meter completely. If you haven't rested for a while, the stamina meter will decrease drastically. If it reaches zero, you will have no other choice but to rest.
CUR or $ - Currency. Self-explanatory
RSC - Resources. I already explained them.
And I think those are all the rules needed to play, if anyone has any more questions, feel free to ask.
And now, the factions. Choose which one you would like to join.
SCIENCE FACTION - Motto: "It works, bitches"
The science faction has many innovative attacks that deal a lot of damage. However, its infantry is very weak, and they need plenty of resources to execute most attacks and build their armory.
ATTACK: +++++ (Excellent)
DEFENSE: ++ (Poor)
RESOURCE-GATHERING: ++ (Takes a while)
TRAVEL SPEED: +++ (So-So)
SPECIAL CLASSES:
-Hacker (Attack-based) - Every 2 days, the Hacker can hack any enemy faction, so its attacks will do half damage for 3 battles. The only downside is that he only has 50 Hp (READ: Two-hit wonder)
TEAM SPECIAL ATTACK(S):
Tesla Coil - Unleash a wrath of lightning to an opponent (and its allies, if any) for 9999 damage. After it's used, it must recharge for 5 days and 5 nights.
Caffeine Shot - This will let you and your forces do your actions more lively for 3 days and 3 nights. Any action during the day with this activated will cost Zero STM and any action during the night will cost 1 STM. After the 3 days & nights, the cooldown will kick in and last 5 days & nights, resulting in any action done in the day costing 2 STM and any action done in the night will cost 5 STM.
MEMBERS:
-
-
-
-
NINJA CLAN - Motto: "Like the shadows, we are always there. Always watching..."
The sneaky Ninja class is equipped with a wide variety of weapons, and can travel twice as fast as any other class, but they are also the weakest class, since their HP, ATK and DEF points are all pretty low.
ATTACK: ++ (Poor)
DEFENSE: + (Mediocre)
RESOURCE-GATHERING: +++ (So-So)
TRAVEL SPEED: +++++ (The Best)
SPECIAL CLASSES:
Night Ninja - This ninja can only attack during the night. It is invisible in plain sight (unless your opponent is attacked and manages to stay alive) but its traveling speed and defense suck.
TEAM SPECIAL ATTACK(S):
Shuriken Flurry - Attacks all enemies with a rain of shurikens (each dealing 10 HP), paralyzing them for 2 turns. Can only be used on night phases.
Stealth - Turns invisible all ninja infantry for 2 battles, making the other team unable to attack them. Cannot be used afterwards.
MEMBERS:
-
-
-
-
ZOMBIE ARMY - Motto: Braiiiiiins.....
The flesh-eating undead army has arisen! They have a lot of HP and some good attacks (which most of them paralyze the opponent), but move really slow, and can only gain resources via spoils. Its ATK and Speed increase in the night.
ATTACK: +++ (So-so)
DEFENSE: ++++ (Great)
RESOURCE-GATHERING: + (Only by spoils)
TRAVEL SPEED: + (Mediocre)
SPECIAL CLASSES:
Converter Zombie - He has no ATK, DEF, STM, etc. Only HP (50 HP to be exact), and the ability to turn any enemy he chews into a zombie the next day.
TEAM SPECIAL ATTACK(S):
Night of the Living Dead - Can only be used once, during the night phase. You call up EVERY SINGLE CASUALTY IN THE GAME and bring them back from the dead to assist your army. They will return to the ground, six feet under, after 2 night phases, and they will not appear in any day phase.
MEMBERS:
-
-
-
-
THE RUSSIAN ARMY - Motto: EYES FRONT, COMRADE!!
The army is good in ATK, DEF and HP, but lacks STM, RES and speed. It's a team made for those who want to attack head on and for those who are looking forward for teamwork.
ATTACK: ++++ (Great)
DEFENSE: ++++ (Great)
RESOURCE-GATHERING: + (Takes a lot of time)
TRAVEL SPEED: ++ (Poor)
SPECIAL CLASSES:
Pilot - The pilot can drop 5 (Plus an Infiltrator) people on a designated area of the map on the day phases. That is all. He cannot attack, defend, etc. And he only has 2 lives.
TEAM SPECIAL ATTACK(S):
Airstrike - You must have a Pilot for this to work. You can call for an airstrike on the area you're attacking. You and your allies will retreat the area, and a flurry of missiles will land on the area you're attacking, dealing 200 damage to all enemies, for the motherland!.
MEMBERS:
-
-
-
-
THE CULT OF THE DAMNED - Motto: Ouh WHEE Umm. Whee OOOOH Umm.
The Cult has a great loss in speed and defense, but with great attack, stamina, resources and status changing attacks, they can get the upper hand.
ATTACK: +++ (So-So. Most of them change statuses)
DEFENSE: + (Mediocre)
RESOURCE-GATHERING: +++++ (Almost intermediately)
TRAVEL SPEED: + (Mediocre)
SPECIAL CLASSES:
Summoner: You can summon a random creature every night to protect you and your allies. There are 3 creatures to summon. You will know which one you summoned via PM.
TEAM SPECIAL ATTACK(S):
Highway to Hell - You can choose an area on the map (it has to be a straight line) to fill with demonic power for 3 nights. The Cult can walk freely through and fro this area, but the other Factions can't. Can only be done on the night phase if you still have a summoner
MEMBERS:
-
-
-
-
MODERATOR: Well, you know the drill. He gets the PM's blah blah blah, posts the actions, blah blah blah, moderates battles, etc.
Since this is the first time this has happened, I'm going to be the moderator.
MEMBER:
-DA
Join/Ask away!
Welcome to Art Wars! It's like an RPG, but you attack with art! (Be it written or drawn)
Basically, it's an RPG where you take turns either attacking, defending, or getting resources by dishing the commands with drawings or text to overthrow the other factions. How? Easily, just draw/sprite your way to victoly:
Or if you can't draw nor sprite (like me!), then do it like this!
"Then, Player 1 steps on the enemy campground, enters Player 3's tent, and shouts "Take this!" as he shoots him! BANG! The shot deals 127 damage to Player 3! Player 3 then steps up and readies himself. Now it's his turn...
During a turn, you can:
a) Attack - Be it with your weapon, or with a special attack
b) Defend - IN BATTLE: Raises your HP and DEF Points for 2 turns. OUTSIDE OF BATTLE: Defend your point to prevent others from accessing their destination. Anyone trying to attack the point you're defending will have to fight you
c) Other - You can:
- Summon an ally (be it NPC or a partner, obviously must be from your team)
- Use a Team Special Attack (see below, can only be used in battle)
- Retreat (Can only be used in battle)
- Check Inventory/Resources/etc. (Can only be used outside of battle)
- Get Resources - Can only be used by Resource classes. You will spend the turn harvesting ammo, resources, etc.
- Travel - See below. Can only be used outside of battle.
- Rest - Will skip your turn and put you to rest, restoring you HP and STM. Can only be done outside of battle.
d) Skip Go - Skips your turn. If used in battle, it turns into the other player's turn. If outside of battle, you will do nothing for the day.
In other words, it's an art-based LARP.
When the battle's over, either by retreating or by killing the opposing player (or its NPC's) cash will be given to the winner, so they can buy more weapons, more resources, more infantry, better defenses, etc. Also, you can win bonus money if the spectating audience rates your art with a good score. (AKA, The effort will count.)
There will be 4 players per team. Each player will have its own, 4 men red shirt infantry, so the player can attack without actually killing himself and losing a life (out of 3) while trying to attack.
Basically, each team will have:
- 1 Attack class (Better ATK Points and the ability to dual wield)
- 1 Defense class (Better DEF & HP Points and the ability to block entrances)
- 1 Building/Resources/Farming class (Administers money, resources and can build equipment/buildings with ease. has so-so defense, atack and HP.)
- And 1 Team-Specific Special Classe
Each member equipped with its own Redshirt Army. Redshirts can only Attack, Defend, Summon Allies, Skip Turns and Retreat. Each team will also have either one or two Team-Specific Team Special Attack(s). These can be used by any team member, and can be used in any instance, unless noted otherwise. For example: The Ninjas' special attack will be the ability to become invisible for 2 battles, but can only be used once.
Game time will be separated in days, like the Mafia game. Day and Night can affect some teams. For Example: The Zombies' forces get more HP during the night, etc.
To win the game, a team must conquer the other teams' areal, obviously.
To conquer a faction you must take down its 3 campsites, then aim for the base. Again, look at this crudely made sketch, due to a lack of both scanner and tablet:
White Areas are no man's land. You can create mini-campsites there. More info below
Colored Areas are the factions territory, you must invade the enemy faction's territory. Iside them, there are:
-Campsites (circles) - The first 3 objectives to attack, and
-The Base (squares) - The factions core, destroying it will lead to the factions demise.
Purple Areas are off limits, you cannot do anything there.
To travel, you must choose your destination, drawing a route on the map. Of course, this will not be an easy task, as it may take days to travel from one side to another, and dying when reaching your destination will leave you back at the start of your base. That's why you can create mini-campsites in no man's land, where you can rest, restock, respawn, etc. These mini-campsites will not have the same firepower or defense as the campsites and the base back at the faction's territory, so be wary.
A day/night phase will end after:
a) 24 hours have passed
b) All players have moved.
To get resources, you must either:
a) Recover the spoils left from a battle, or
b) Use a Resource class to spend his turn harvesting resources.
With resources and money, you can build/acquire:
a) Weapons
b) Infantry
c) Buildings
Every action must be sent to a moderator.
The Points that you will use will be:
ATK - Attack points. These indicate how strong your attack will be.
DEF - Defense points. Same deal with attack points, except with defense.
HP - Hit points. Self-explanatory. Once it reaches 0, it's g'bye to you. You can recover them by resting at your campsite/base.
STM - Stamina Points. Every non-battle action takes stamina. Doing actions in the night (If your not a zombie) will take 2 stamina points instead of 1. To refill your stamina meter, you must rest. Resting in the night (if you're not a zombie) will re-fill the stamina meter completely. If you haven't rested for a while, the stamina meter will decrease drastically. If it reaches zero, you will have no other choice but to rest.
CUR or $ - Currency. Self-explanatory
RSC - Resources. I already explained them.
And I think those are all the rules needed to play, if anyone has any more questions, feel free to ask.
And now, the factions. Choose which one you would like to join.
SCIENCE FACTION - Motto: "It works, bitches"
The science faction has many innovative attacks that deal a lot of damage. However, its infantry is very weak, and they need plenty of resources to execute most attacks and build their armory.
ATTACK: +++++ (Excellent)
DEFENSE: ++ (Poor)
RESOURCE-GATHERING: ++ (Takes a while)
TRAVEL SPEED: +++ (So-So)
SPECIAL CLASSES:
-Hacker (Attack-based) - Every 2 days, the Hacker can hack any enemy faction, so its attacks will do half damage for 3 battles. The only downside is that he only has 50 Hp (READ: Two-hit wonder)
TEAM SPECIAL ATTACK(S):
Tesla Coil - Unleash a wrath of lightning to an opponent (and its allies, if any) for 9999 damage. After it's used, it must recharge for 5 days and 5 nights.
Caffeine Shot - This will let you and your forces do your actions more lively for 3 days and 3 nights. Any action during the day with this activated will cost Zero STM and any action during the night will cost 1 STM. After the 3 days & nights, the cooldown will kick in and last 5 days & nights, resulting in any action done in the day costing 2 STM and any action done in the night will cost 5 STM.
MEMBERS:
-
-
-
-
NINJA CLAN - Motto: "Like the shadows, we are always there. Always watching..."
The sneaky Ninja class is equipped with a wide variety of weapons, and can travel twice as fast as any other class, but they are also the weakest class, since their HP, ATK and DEF points are all pretty low.
ATTACK: ++ (Poor)
DEFENSE: + (Mediocre)
RESOURCE-GATHERING: +++ (So-So)
TRAVEL SPEED: +++++ (The Best)
SPECIAL CLASSES:
Night Ninja - This ninja can only attack during the night. It is invisible in plain sight (unless your opponent is attacked and manages to stay alive) but its traveling speed and defense suck.
TEAM SPECIAL ATTACK(S):
Shuriken Flurry - Attacks all enemies with a rain of shurikens (each dealing 10 HP), paralyzing them for 2 turns. Can only be used on night phases.
Stealth - Turns invisible all ninja infantry for 2 battles, making the other team unable to attack them. Cannot be used afterwards.
MEMBERS:
-
-
-
-
ZOMBIE ARMY - Motto: Braiiiiiins.....
The flesh-eating undead army has arisen! They have a lot of HP and some good attacks (which most of them paralyze the opponent), but move really slow, and can only gain resources via spoils. Its ATK and Speed increase in the night.
ATTACK: +++ (So-so)
DEFENSE: ++++ (Great)
RESOURCE-GATHERING: + (Only by spoils)
TRAVEL SPEED: + (Mediocre)
SPECIAL CLASSES:
Converter Zombie - He has no ATK, DEF, STM, etc. Only HP (50 HP to be exact), and the ability to turn any enemy he chews into a zombie the next day.
TEAM SPECIAL ATTACK(S):
Night of the Living Dead - Can only be used once, during the night phase. You call up EVERY SINGLE CASUALTY IN THE GAME and bring them back from the dead to assist your army. They will return to the ground, six feet under, after 2 night phases, and they will not appear in any day phase.
MEMBERS:
-
-
-
-
THE RUSSIAN ARMY - Motto: EYES FRONT, COMRADE!!
The army is good in ATK, DEF and HP, but lacks STM, RES and speed. It's a team made for those who want to attack head on and for those who are looking forward for teamwork.
ATTACK: ++++ (Great)
DEFENSE: ++++ (Great)
RESOURCE-GATHERING: + (Takes a lot of time)
TRAVEL SPEED: ++ (Poor)
SPECIAL CLASSES:
Pilot - The pilot can drop 5 (Plus an Infiltrator) people on a designated area of the map on the day phases. That is all. He cannot attack, defend, etc. And he only has 2 lives.
TEAM SPECIAL ATTACK(S):
Airstrike - You must have a Pilot for this to work. You can call for an airstrike on the area you're attacking. You and your allies will retreat the area, and a flurry of missiles will land on the area you're attacking, dealing 200 damage to all enemies, for the motherland!.
MEMBERS:
-
-
-
-
THE CULT OF THE DAMNED - Motto: Ouh WHEE Umm. Whee OOOOH Umm.
The Cult has a great loss in speed and defense, but with great attack, stamina, resources and status changing attacks, they can get the upper hand.
ATTACK: +++ (So-So. Most of them change statuses)
DEFENSE: + (Mediocre)
RESOURCE-GATHERING: +++++ (Almost intermediately)
TRAVEL SPEED: + (Mediocre)
SPECIAL CLASSES:
Summoner: You can summon a random creature every night to protect you and your allies. There are 3 creatures to summon. You will know which one you summoned via PM.
TEAM SPECIAL ATTACK(S):
Highway to Hell - You can choose an area on the map (it has to be a straight line) to fill with demonic power for 3 nights. The Cult can walk freely through and fro this area, but the other Factions can't. Can only be done on the night phase if you still have a summoner
MEMBERS:
-
-
-
-
MODERATOR: Well, you know the drill. He gets the PM's blah blah blah, posts the actions, blah blah blah, moderates battles, etc.
Since this is the first time this has happened, I'm going to be the moderator.
MEMBER:
-DA
Join/Ask away!