Charizard92
Smash Champion
- Joined
- May 13, 2008
- Messages
- 2,207
Welcome back to the 4th installment of the individual hurt and heal. There are a few rules I must cover:
Attacks: An attack consists of 2 numbers, one that hurts, and one that heals. The maximum amount under normal circumstances is 10 in either direction at the start. Hurting someone means that you take your attack from the target's health, and the heal number replenishes your own. In simple terms, attack hurts people, and heal heals yourself.
Leveling up: In H&Hi 1&2, leveling up was based on EXP. That returns this round. And this time, the max level is 10! In order to level up, you have to gain exp. exp is gained by hitting somebody, so an attack with 10 hurt will net you 10 exp. In order to level up, you must fill out all the Exp. The formula for calculating exp is this:
Exceptions:
If your first attack has NO hurt whatsoever, you get a free Exp point, until you level up or buy a TM. This is to avoid any holes. You still level up really slowly though.
level*10 (ten times your level). This means to hit your max level, you have to accumulate 450 exp.
Once you go up a level, the following happens
1: total and current HP goes up by 10
2: You get a new attack
3: Hurt and heal number goes up by 2 for all your attacks.
Limit of 4 attacks. There are special rules for level 10
1: total goes up by 20 (total HP should equal 200)
2: Hurt and heal number is 20
3: you now get a final smash, more rules once someone reaches level 10
Your attacks:
At the start, you get 1 attack. You get a new attack every time you level up, but you can't get more than 4 moves (Pokemon rip off). To get a new move, you can "forget" an old one, so that you can change your moveset. Once you reach level 10, the only way to lose a move is to visit the move deleter (just pay up and get rid of a move), and then fill that spot with a TM.
Money:
Money works on the inverse of Exp. You gain more money by healing yourself (you get a dilemma, build yourself up, or stock up), and money is the only way to get many things, including TMs.
TMs: these give you an attack. TMs are a bit different from normal attacks. TMs always have an attack total of 10 period, even if you are at level 10. however, they can do cool **** like cause status conditions that you can't do normally. This is the dilemma, do you try to beat everybody down with brute force with natural attacks, or do you play a game of cunning with artificial ones.
Shop: The only way to get TMs and some healing items.
Natural abilities: A new twist (gotcha) is the natural ability. Essentially, this is a passive effect that happens without your consent. These are supposed to be blessings, but you can only have 1.
Note: with abilities like status conditions, select only 1 or 2 status conditions. It is practically impossible to put odds into this game, and that is really the only real way to put them all in.
They can't be overpowered (needs my approval), and you need to make it related to the actual game.
Status conditions:
These are also passive effects, and they are harmful. This time, they are only obtainable via TMs, and last 6 hours. The Old 3 return (Burn: Opponent loses 4 HP per post. Freeze: Opponent can't attack, and Shock: opponent receives halved heal and recoil equal to half their hurt number when attacking), but there are several new ones:
Leech: When you leech an opponent, every attack post, the affected loses 1 hp and you gain 1 hp, like a leech. Color dark green
Paralysis: Finally finding a way to incorporate this, essentially, you lose your hurt ability. You can still heal.
Anger: The inverse of paralysis, this time you can't heal. You can still attack (this makes people easier to attack). Color Dark red.
All status conditions except freeze (which last 3 hours) last 6 Hours. You can only apply 1
Times are:
2:01-10
10:01-6
6:01-2
Staff: Like the last time, staff are around to help out and fix mistakes. They can't play, again.
Minimum is 10, max is 25!
Current roster:
A1lion835
Urza's Rage (it's back, baybe!)
Hurt: 10
Heal: 0
Ability: If attacked, any attack weaker than the health taken will be temporarily boosted 1/1
EXP: 0
Money: 0
Cha0s Finale
Focused Jab
Hurt: 10
Heal: 0
Ability: Immune to Freeze
EXP: 0
Money: 0
Akkon888
Booming Chord
Hurt: 10
Heal: 0
Ability: passively heals self and selected Character 1 HP. Only takes affect once person or affected takes a turn. Money is not gained
Kris121
Attack 1
Hurt: 0
Heal: 10
Passive ability: attacks do 1 extra damage
To mimimum: 6
To maximum: 21
Current staff:
Charizard92
Current TMs:
Blizzard:
Hurt: 8
Heal: 2
Freezes opponent
Note: if you have any Idea for a TM with the following rules, please post your Idea. I am serious, I have no Ideas, post or an important Game element won't show up.
Attacks: An attack consists of 2 numbers, one that hurts, and one that heals. The maximum amount under normal circumstances is 10 in either direction at the start. Hurting someone means that you take your attack from the target's health, and the heal number replenishes your own. In simple terms, attack hurts people, and heal heals yourself.
Leveling up: In H&Hi 1&2, leveling up was based on EXP. That returns this round. And this time, the max level is 10! In order to level up, you have to gain exp. exp is gained by hitting somebody, so an attack with 10 hurt will net you 10 exp. In order to level up, you must fill out all the Exp. The formula for calculating exp is this:
Exceptions:
If your first attack has NO hurt whatsoever, you get a free Exp point, until you level up or buy a TM. This is to avoid any holes. You still level up really slowly though.
level*10 (ten times your level). This means to hit your max level, you have to accumulate 450 exp.
Once you go up a level, the following happens
1: total and current HP goes up by 10
2: You get a new attack
3: Hurt and heal number goes up by 2 for all your attacks.
Limit of 4 attacks. There are special rules for level 10
1: total goes up by 20 (total HP should equal 200)
2: Hurt and heal number is 20
3: you now get a final smash, more rules once someone reaches level 10
Your attacks:
At the start, you get 1 attack. You get a new attack every time you level up, but you can't get more than 4 moves (Pokemon rip off). To get a new move, you can "forget" an old one, so that you can change your moveset. Once you reach level 10, the only way to lose a move is to visit the move deleter (just pay up and get rid of a move), and then fill that spot with a TM.
Money:
Money works on the inverse of Exp. You gain more money by healing yourself (you get a dilemma, build yourself up, or stock up), and money is the only way to get many things, including TMs.
TMs: these give you an attack. TMs are a bit different from normal attacks. TMs always have an attack total of 10 period, even if you are at level 10. however, they can do cool **** like cause status conditions that you can't do normally. This is the dilemma, do you try to beat everybody down with brute force with natural attacks, or do you play a game of cunning with artificial ones.
Shop: The only way to get TMs and some healing items.
Natural abilities: A new twist (gotcha) is the natural ability. Essentially, this is a passive effect that happens without your consent. These are supposed to be blessings, but you can only have 1.
Note: with abilities like status conditions, select only 1 or 2 status conditions. It is practically impossible to put odds into this game, and that is really the only real way to put them all in.
They can't be overpowered (needs my approval), and you need to make it related to the actual game.
Status conditions:
These are also passive effects, and they are harmful. This time, they are only obtainable via TMs, and last 6 hours. The Old 3 return (Burn: Opponent loses 4 HP per post. Freeze: Opponent can't attack, and Shock: opponent receives halved heal and recoil equal to half their hurt number when attacking), but there are several new ones:
Leech: When you leech an opponent, every attack post, the affected loses 1 hp and you gain 1 hp, like a leech. Color dark green
Paralysis: Finally finding a way to incorporate this, essentially, you lose your hurt ability. You can still heal.
Anger: The inverse of paralysis, this time you can't heal. You can still attack (this makes people easier to attack). Color Dark red.
All status conditions except freeze (which last 3 hours) last 6 Hours. You can only apply 1
Times are:
2:01-10
10:01-6
6:01-2
Staff: Like the last time, staff are around to help out and fix mistakes. They can't play, again.
Minimum is 10, max is 25!
Current roster:
A1lion835
Urza's Rage (it's back, baybe!)
Hurt: 10
Heal: 0
Ability: If attacked, any attack weaker than the health taken will be temporarily boosted 1/1
EXP: 0
Money: 0
Cha0s Finale
Focused Jab
Hurt: 10
Heal: 0
Ability: Immune to Freeze
EXP: 0
Money: 0
Akkon888
Booming Chord
Hurt: 10
Heal: 0
Ability: passively heals self and selected Character 1 HP. Only takes affect once person or affected takes a turn. Money is not gained
Kris121
Attack 1
Hurt: 0
Heal: 10
Passive ability: attacks do 1 extra damage
To mimimum: 6
To maximum: 21
Current staff:
Charizard92
Current TMs:
Blizzard:
Hurt: 8
Heal: 2
Freezes opponent
Note: if you have any Idea for a TM with the following rules, please post your Idea. I am serious, I have no Ideas, post or an important Game element won't show up.