Battle System

## Stats

Every character will start out with **25 points** to allocate into 5 stat categories. 20 of which will be placed based on the character's classification, while the other 5 stats may be placed into any category of the creator's choosing. There may be some stipulations based on the class of the character and where the extra points will go, but those situations are rare and are reviewed on a case by case basis.

 DEX
 DEF
 MAG
 AGI

These stats help determine each character's overall DMG, HP, STAMINA and MANA.

### **Passive Stats --**

All species are introduced with a passive stat. These are exactly what they imply -- a species related bonus that is automatically active and cannot be taken away/removed. [Since passive stats are neither a result of a character's backstory or any ongoing training, they *do not* count toward the stat cap.]

*NPCs also receive this passive stat, though it is not logged in the public database simply for the sake of simplicity.*

 Cats
 Birds
 Weasels

### **Rank Stat Cap --**

Members gain EXPERIENCE through a Merit system, which allows Members to rank up. Every rank has a stat cap. [Stat caps are related to natural skill of your character.]

There are also Weapon Upgrades that allow you to earn additional stats that are tied to a weapon. Since Weapon Upgrades are tied to a specific weapon, a moderator gets to decide what stat category the weapon can effect. [Weapon Upgrades can only add +5 Stats to any one category. If two weapons effect the same category, the character may not upgrade the secondary weapon.]

*This table does not include Passive Stats.*

All math is calculated in our Database and plugged into a BOT, for easy use in a user friendly battle system. Any battles that are procured through the Patrol system must be redeemed with a Moderator in the Battle Chat and completed before a Member can note the group for final redemption.

*\*Members are only allowed to redeem 3 NPC battles per Creator until they are processed.\**

## **Battle Process**

After receiving an NPC in your Patrol Prompt, please leave a screenshot in one of the BATTLERP chats in the Alpha War Discord Server. The moderator on duty will reach out as soon as they are available to process your battle. NPC battles are always processed the same way.

Please follow the process as listed below;

* **Roll for Initiative.** [ Command Prompt **!roll 1d20** when prompted by a Moderator.]
	+ Character turns will process in descending order with the highest number attacking first.
* **Roll for Attack.** [Command prompt **!roll 1d#** by using the character's Attack stat number.]
	+ Rolling a 1 is a Critical Miss and the opponent may go straight to their attack.
	+ Maxing your Attack counts as a **CRITICAL HIT** and you may roll DEX for additional Damage.
* **Roll for** **Dodge or Defend.** [Command prompt **!roll 1d#** by using either the AGI or DEF stat.]
	+ When rolling AGI; the character must roll a number that matches or is higher than the opponent's Attack roll.
		- *Maxing the AGI roll earns a COUNTER.*
	+ When rolling DEF; if the character matches the opponent's Attack roll, the damage is halved. If the character rolls higher than the opponent's attack, they have successfully defended against the attack.
		- *Maxing the DEF roll earns a STUN.*
	+ If the Attack is successful, take the Attack Damage and subtract the DEF of the character hit. (Example; DMG-DEF= #. Then subtract the # from the Character's current HP)
* **Counter** allows the character to use the Enemy's attack against them. [**!roll 1d#** by using the enemy's Attack Stat.] Add the number rolled to the character's normal damage before subtracting the DEF to get the final Damage.
* **STUN** allows the character to roll their Attack stat twice and attack using the higher roll. e.g.: if the attack stat is 7, roll two d7. If the results are a 6 and a 3, discard the 3 and use the 6 to attack.
* **Using Your Turn to Heal.** [This is an ARCANIST / SHAMAN / SOOTHSAYER ONLY move.]
	+ If the character is one of the specified classes, they may use their turn to heal themselves or another character. Using this action replaces the attack action -- a character may not heal and attack on the same turn.
	+ When healing, the Arcanist will roll 1d20. If the resulting roll is **11 or above*,*** the heal is successful. At **10 or below**, it fails.
	+ The amount healed is always equal to the character's attack value. i.e., if their attack value is 14, they will always heal for the same amount.

*NPCs always forfeit after reaching 1/3 health. When battling another Playable Character, you should use the same attack / defense rules. However, you can battle all the way down to 0 health.*

You can read through an entire Battle HERE.