Here's the first version of the
Element Wars. Its back up again with minimal changes, as the last one had some problems and ended with Darkness winning the game. Here's to hoping that all the players will have a lot of fun playing this game.
This game is currently open for sign-ups! This game shall start sometime on the 17th of November, Thursday(on my time UTC-5)!
This is the Element Wars V6, where you fight to beat the other Elements on the game and win!
But first, take the time to
read the rules before posting anything!:
Welcome to Elemental Wars V6!
Take time to read this please, it is important, There are 7 different elements, "Fire", "Water", "Earth", "Darkness", "Air", "Light", "Thunder", the "dominance chart" which will be posted at the end of the game will contain a full log of all the moves and effects take place on the day, to win this game, your element must destroy every other element using its unique skills that the element can manipulate (See the element overview below).
Basic rules:
- An element is defined by its ability set. Some abilities may not target any other element but the set the ability is in.
- Each element start with 100 HP and MP.
- Every element receives a daily recovery at the end of each day. The sum of the recovery is 20 which can be customized in any way by the element itself. It defaults to 10 HP/MP for elements that do not customize the recovery during the day (last customization choice will followed unless changed for the rest of the game).
- Each member may only use 1 ability per day.
- The effects of a field-effect ability may not be stacked.
- An ability that specifies multiple targets cannot be used to target the same element multiple times.
- An ability that specifies multiple targets cannot be used to target the same element multiple times.
- Every element receives a daily recovery at the end of each day. The sum of the recovery is 20 which can be customized in any way by the element itself.
To join an Element, simply post below saying which element you wish to join, make sure first however that the element is alive, and that it is truly the one you want as it's really difficult to swap later on, as you need my full 100% approval (unless before the game starts).
You may use the element's abilities (and special abilities) as you please (just post a new reply specifying what you wish to do), however one player may only use one ability a day, no matter how much MP your element has. We'll be calling the posts in which you announce your use of ability, "legit posts". Take note that also, no element may have more then "100" rating or MP.
At the end of the day, the post at which the dominance chart will be posted, it'll also announce the start of the next day at the end of it. Players may not use any abilities for five(5) minutes after the new day is announced. The new day will usually start after all the players uses the abilities of their elements, and no more moves can be made throughout the day... or if I'm tired of waiting after more than 24 hours passes by.
When an element is killed, players in the killed element may not join back, unless the element they were in gets revived back into the game.
Element Overview:
Fire
Status= Alive.
Members=
Abilities:
1 - Burning Wave - MP: 10 - Reduces the HP of 2 target elements by 10.
2 - Final Burst - MP: 5 - Reduces 5 HP from the element of the user to reduce the HP of a target element by 15.
3 - Phoenix Breath - MP: 0 - Recovers 5 HP and MP of "Fire".
4 - Flame Twist - MP: 10 - Reduces the HP of a target element by 10. This ability is unaffected by and cannot trigger the effects of field-effect abilities except Blazing Altar and special abilities. This ability cannot be used by any other element as long as "Fire" is alive.
5 - Blazing Altar - MP: 15 - All abilities used by "Fire" for the rest of the day is doubled in effectiveness. This ability is unaffected by and cannot trigger the effects of non-field abilities except special abilities. This is a field-effect ability.
Special Ability:
Nova Impact - MP: 50 - Exterminates an element. This special ability is unaffected by and cannot trigger the effects of any other ability. This special ability can only be used if "Fire" has reduced the HP of an element to 0 before. This ability cannot be used during the day "Fire" reduces any element's HP. If this special ability is used, "Fire" must reduce an element's HP to 0 by other means before using this special ability again. This special ability cannot be used on an element having 65 HP or lower.
Water
Status= Alive.
Members=
Abilities:
1 - Purification Rite - MP: 10 - Increases the HP and MP of an element by 5 times the number of members in the element that uses this ability.
2 - Tsunami - MP: 15 - Reduces the HP of 3 target elements by 5.
3 - Mist Cloak - MP: 15 - Any ability that selects the target element as its target increases the HP of "Water" by 10 for the rest of the day. This is a field-effect ability.
4 - Diamond Dust - MP: ? - Reduces the HP of a target element by twice the amount of members in that element. MP cost is the amount of HP damage it inflicts on the element.
5 - Great Flood - MP: 10 - Nullifies all active field-effect abilities (except special field abilities) except the ones set by "Water".
Special Ability:
Undine's Sanctuary - MP: 50 - For three days (counting the day this move is used as day 1), all abilities and special abilities that select "Water" as (one of) their target will suffer 20 HP damage except for the case of "Water" targeting itself. At the end of each day during those three days, "Water"'s HP and MP become 100 regardless of whatever that happened during the day. At the beginning of the fourth day, the MP of "Water" becomes 10 and all other elements receive 15 HP damage and this special ability cannot be used for the rest of the day. This is a field-effect ability.
Earth
Status= Alive.
Members=
Abilities:
1 - Rock Slide - MP: 10 - Reduces the HP of any number of elements by an integer amount. The sum of damage done by this ability must not exceed 10.
2 - Mountain Shield - MP: 15 - Reduce the HP of "Earth" by any amount. The target element gains a "Protector" with the same HP as the HP reduced by "Earth". All attacking abilities targeting the target element will reduce the HP of the "Protector" instead of the target element. Attacks targeting the "Protector" are not affected by any field-effect abilities. This is a field-effect ability.
3 - Life Seed - MP: 5 - The element that activates this ability gains 5 HP and MP. Add 1 counter to "Earth" for every member of "Earth" that does not use abilities or uses this ability the day this ability is used. A member of "Earth" can use the counters (not necessarily used all at once) to increase the HP and MP of an element by 20 per counter. Using the counters does not count as using an ability.
4 - Petrifying Breath - MP: 10 - Select a non-field ability used during the day. It is nullified and Earth gains 5 HP.
5 - Sand Veil - MP: 15 - Any damaging ability including special abilities that targets "Earth" during the day has 25% chance of missing. This is a field-effect ability.
Special Ability:
Grand Harvest - MP: 50 - This move can be used only if "Earth" has 9 or more counters. A counter can be spent without MP cost to either completely nullify the damage "Earth" received by non-special abilities during the day, increase the HP of an element by 50 and MP or reduce an element HP's by 15. A member can only spend up to 4 counters daily. At the end of the day this move is used the number of counters "Earth" possesses falls to 0. Using the counters does not count as using an ability.
Darkness
Status= Alive.
Members= Darkhilt
Abilities:
1 - Curse - MP: 10 - Select a target element. The target element cannot receive any form of recovery in HP/MP for the rest of the day including the end-of-day recovery, except for recovery from special abilities. If "Darkness" is targeted with this ability, all actions made by "Darkness" cost only 5 MP except Dark Ruination. An element cannot be targeted by this ability again until at least 2 elements have been targeted by this ability since the last time it has been targeted.
2 - Vampire Bite - MP: 10 - Reduces the HP of a target element by 10 and increases the HP of "Darkness" by 10.
3 - Dark Ruination - MP: ? - Select a non-special ability outside of "Darkness" ability set, the ability must have been used at least once before. "Darkness" may use the ability with double the MP cost.
4 - Coward Shift - MP: 15 - Select a target element. Every HP damage received by "Darkness" is shifted to the target element. "Darkness" loses MP equal to the amount of HP damage shifted. This is a field-effect ability.
5 - Silent Snap - MP: 15 - For each member of a target element that does not use any ability during the day this ability is used, the target element loses 25 HP.
Special Ability:
Magia Erebea - MP: 50 - "Darkness" may choose 1 element that was exterminated and add all its abilities and special ability into "Darkness" ability set. "Darkness" may use those abilities with no MP cost, excluding special abilities. Conditions to activate special abilities and 1 ability per day rule still apply.
Air
Status= Alive.
Members=
Abilities:
1 - Tailwind - MP: 15 - "Air" may pay 1 MP to use an ability despite the "one ability per day for each member" rule. The extra actions must be made after at least an action has been made by other elements. This is a field-effect ability.
2 - Sweet Scent - MP: 5 - Recovers 5 HP and 5 MP of a target element.
3 - Air Slash - MP: 5 - Reduces the HP of a target element by 5.
4 - Burst Dash - MP: 10 - Nullifies the damage caused by 1 HP-reducing ability that targeted "Air" during the day and recovers the HP of "Air" by 10.
5 - Atmosphere Shift - MP: 10 - Reduces 15 MP and recovers 15 HP of "Air" or vice versa.
Special Ability:
Nine Heavens - MP: 50 - This special ability can only be used if Tailwind has been used in the previous day and other elements have not used any ability during the day. Recover the HP of "Air" by 50 or reduce 2 target elements' HP by 25. The effect of Tailwind is activated along with the activation of this special ability. During the day, no other elements can use any ability. If this special ability is used, Air would not receive the daily recovery at the end of the day. This is a field-effect ability.
Light
Status= Alive.
Members=
Abilities:
1 - Firdaus Gaol - MP: 15 - Elements other than "Light" may not change the HP of the target element for the rest of the day. This is a field-effect ability.
2 - Dawn Ritual - MP: 30 - Increases the MP and HP of any number of target elements. The sum of HP and MP increased must not exceed 75.
3 - Spectral Seal - MP: 5 - Select an ability outside of "Light" ability set. It may not be used for the rest of the day.
4 - Trans Light - MP: 10 - Reduces the HP of a target element by 10.
5 - Twilight Zone - MP: ? - Pay any amount of MP. If the HP of "Light" is reduced to 0 after this ability is used, "Light" is revived with HP equal to the amount of MP paid. This is a field-effect ability.
Special Ability:
Divine Trumpet - MP: 50 - Increases the HP and MP of "Light" to 100 and reduces the HP of a target element by 25. If the HP of the target element is reduced to 0 by this special ability, the element is controlled by "Light" and the members of "Light" can use an ability from the element's ability set in addition to 1 "Light" ability every day without any MP cost. Special abilities of the controlled element cannot be used.
Thunder
Status= Alive.
Members=
Abilities:
1 - Discharge Field - MP: 5 - Reduces an element HP by 5. If the target element has active field-effects on it, the effect of the fields are negated except for Zap Tornado.
2 - Thousand Thunderbolts - MP: 15 - Reduces all other elements' HP by 7.
3 - Zap Tornado - MP: 15 - Every time an element is targeted by abilities in "Thunder" ability set, it loses 5 MP and "Thunder" recovers 5 MP. This is a field-effect ability.
4 - Plug In - MP: 0 - Increases the HP of and MP of "Thunder". The sum of HP and MP increased must not exceed 10.
5 - Conductor Baton - MP: 10 - Averages the HP and MP of "Thunder" with a target element. This ability cannot target the same element twice in a row.
Special Ability
Raijinsou - MP: 50 - For three days starting from the day this ability is activated, at the end of each day, add 1 counter for each ability used by "Thunder" resulted in positive net MP change. At the beginning of the fourth day, reduce the HP of a target element (can be determined anytime this special ability is in effect) by 10 times the number of counters. The number of counters is reduced to 0 after damage calculation.
If you have any questions, concerns, thoughts or wish to discuss about the game in any way (or just rage and flame), please go to
The Element Wars Chat Thread.
Please keep posting anything else that does not contain
in-game materials, to a
minimum.