User:Moblin slayer/RPG

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Explanation
Basically, it's a true RPG: You choose a race, then a class, and then your base stats are assigned. From that point on, you level up, making class changes as you go. However, it's how you level up that is unique; by fighting other real players. Not NPC's but honest to god people.

Stat Explanation
Okay, characters get six stats; level, strength, defence, speed, Health, and Skill Level. Here's what each one does:
 * Strength: This decides what types of armor and weapons you can equip. Heavier armor and weapons require more strength.  In addition, the higher the strength you have, the faster you can move with heavy armor on or while equipped with heavier weapons.
 * Defence: When your opponent attacks, they will do a certain amount of damage. The damage is the attack of their weapon minus your defence stat.  This stat is increased by wearing armor or equiping a shield.
 * Level: Used to decide how many exp. points it takes to get to the next level. Multiply this number by ten to get the number of exp. points it takes to get to the next level.
 * Speed: This decides when you attack in a battle. It increases or decreases depending on the armor you wear.  The character with higher speed attacks first, unless a skill (I'll explain that later) causes a character to attack first.
 * Health: How much damage you can take.  It increases or decreases depending on the armor you wear.
 * Skill Level: This decides the level of the skill (I'll explain that later) you can use.  It also affects whether or not that character can use certain weapons..

Now I know there is someone reading this saying, "Wait a second, how do I attack my opponent if I have no attack stat?" I decided to make this RPG a lot more realistic than most. Notice that most of the time, a person's strength doesn't decide a battle; it's what weapon they are using. Same thing here. That doesn't mean, "My god, he got lucky and found an awesome weapon, he'll win no matter what." No. First of all, there are no super rare "always win" weapons. Secondly, the better wepons require either high strength, skill, or a combination of the two.

Weapons and Armor
Okay, onto how to actually equip a weapon. In your RPG character card (see below), there will be 4 empty spaces: the top one is for weapon, the second one is for armor, the third one is for your shield, and the final one is for any other accessory (masks, bracelets, etc.) First of all, here is an example of a character card:

First of All, you will notice that my character has no shield. This is a tactical decision: no shield=higher speed. Secondly, you will see that my special item is a "Garo Bomb." This is my secondary equipment; it's kinda like how Link equips a sword and one other item. It's pretty self explanatory, isn't it? Now then, how do you know what effect the item has? First of all, type the effect after the weapon/armor/shield/accessory name. Just see above.

How Battle Works
Okay, this is easy. Player with higher speed goes first, unless a skill says otherwise. You choose an action (Attack, defend, or use accessory,) and then your opponent does the same. You do this until either:

A: Both Players agree to end the match (in which case it is a tie.) B: One Player quits (that player get's a loss.) C. On Player's health is reduced to zero (in which case the otehr player wins.)

That's all there is. Oh, and you battle in an arena. Basically, go to an arena, start a new header (your name vs. opponent's name,) paste your character card either above or below the opponent's character card (doesn't matter), and then write what your doing this turn below what your opponent just did. Save page, let your opponent have their turn, refresh page until there you see what your opponent did, and repeat. That's how a battle progresses.

Experience Points and Leveling Up
Now this is really simple. Here's how you gain exp:
 * If you lose a battle, you gain 2 exp.
 * If you win a battle, you gain 5 exp.
 * If you tie a battle, you get 0 exp. This is to prevent players from entering a battle, immediately agreeing to a tie, and collecting the exp.

If the opponent is a higher level, multiply your exp. from the battle by 2. If the opponent is a lower lever, multiple the exp. from the battle by 1/2.

You level up when your exp=your current level times 10.

Race, Class, and Skill
You choose a race. Each race has a specific classes under it, one of which you choose. Finally, each class has specific skills, weapons, and class changes. Basically, it's like this:

Race->Class->Skills+Available Weapons+Class Changes

Well, that's really all you need to know...oh, and go here for a list of all weapons, armor, shields, skills and accessories. Remember, once you have the necessary stats to wield an item, you can. You don't have to buy it or anything.

Race
First of all, choose your race:
 * Hylian
 * Zora
 * Goron
 * Kokiri
 * Rito
 * Monster
 * Garo
 * Anouki

Class
Next, choose your class:
 * Hylian: Guard, Mage
 * Zora: Spear Soldier, Water Mage
 * Goron: Warrior, Fire Mage
 * Kokiri: Bard, Forest Mage
 * Rito: Scout, Archer
 * Monster: Stalchild, Bokoblin
 * Garo: Thief, Spy
 * Anouki: Harpooneer, Ice Mage

Skill
Finally, choose your skill:

Guard:
 * Spotted: Increase your defence by 100 for the first turn.
 * Hold the Line: Increase your defence by 100 when your current Health is below 50% of your max health.

Mage:
 * Intelligent Attacks: Each of your attacks gets +30.
 * Chant: Increase damage from your next attack by 100.

Spear Soldier:
 * Pierce: Decrease your opponents defence by 100 until the next turn.
 * Alert: Increase speed by 50 for first turn.

Water Mage:
 * Dampen: Your defence will go will by 10 each turn until the end of the battle.
 * Rain: Add 50 damage to your next attack.

Warrior
 * Revenge: Does the same amount of damage your opponent did to you last turn.
 * Rage: Increase your attack by 20 everytime you take damage.

Bard:
 * Soothing Song: Increase your defence by fifty until the beginning of your next turn.
 * Taunt: Decrease your opponent's defence by 10 until the end of the battle.