Battle SystemThe Sanctuary battle system is almost entirely optional (a necessity given that, while technically functional, it's still basically in alpha), but it's there if you want to use it. In fact, please do - knowing what works and what doesn't really helps out with making it better. You can probably expect regular updates in that respect.
The system we've come up with takes a lot of influence from various places, some of which you might recognize!
Here's the basic setup: each character has six moves and a single Ability. Of these, two are Regular Moves, three are Clan/Special moves, and one is a Dodge/Counter. The selection is fairly limited right now, but we're hoping to come up with more in the future! Some moves are Trait-locked (see the
Trait System for details), but no matter what you're working with there are a number of potential movesets.
Example MovesetBatbite; ThunderClan Senior Warrior
[Ability - Adaptability: When you enter a battle, replace any of your moves with any other move you meet the prerequisites for.]
Regular: Flurry Rush | Dual Strike
Special: Shockwave | Rising Voltage | Storm Strike
Dodge: Evasive ManeuversBattle Rules1. Once your HP/SP reaches zero, you're unable to fight. You can retreat or collapse, or you can wait in hope that a healer comes to revive you.
2. You may not use the same move twice in a row.
3. You cannot use Trait-locked moves unless you have the Trait in question.
Battle MovesMovelist [BETA]Regular MovesSpecial MovesDodges and CountersAbilitiesAbilities are available for Clan cats that have earned a full name, as well as rogues and loners of any rank. A character may only have one ability, and it cannot be changed later (with limited exception, seeing as this
is still in alpha).
Adaptability: When you enter a battle, replace any of your moves with any other move you meet the prerequisites for.
Adrenaline Rush: When at 1/4 of your max HP or lower, your attacks do double damage - however, they also cost an additional 10 stamina.
Lucky: Once per fight, you can treat one flip of your choice as a guaranteed Heads.
Gambler: When you flip a coin, you can also choose to flip another; if both coins match, double the move's effect.
Escape Artist: Automatically dodge your opponent’s first damaging attack.
Mimic: Copy your opponent’s ability. If you’re being double teamed, choose which ability to copy.
No Guard: Your moves cannot be dodged, and you cannot dodge. You can still use counters.
Intimidate: Inflict Attack Break for two turns at the start of battle.
Cautious Healer: When you use a move that restores health to an ally, flip; on a heads, you Dodge the next incoming attack.
First Responder: When you use a move that restores HP or SP to an ally, that move has double effect. Each ally can only benefit from this ability once per battle.
Triage: When you use a move that restores HP or SP to an ally, you can immediately use that same move again, paying the SP cost as normal.
Miraculous Medic: When you use a move that restores HP or SP to an ally, flip; on a heads, that move has double effect.
Second Chance: If a hit would bring your HP below 0, you can flip a coin. If heads, you dodge the attack and deal equal damage to what you would've taken. Can be activated once per battle.
Endurance: If a hit would bring your HP below 0, instead take half of the damage dealt. Can be activated once per battle.
Solitary: In a 1v1 battle, your attacks do an extra 3 damage.
Destiny Bond: If a hit would bring your HP below 0, flip two coins. If both are heads, your opponent is knocked out as well. If only one is heads, your opponent takes enough damage to leave them at 1 HP. If neither are heads, nothing happens.
Sheer Bulk: Once every three turns, you have the chance to inflict either ATK break or DEF break on a single opponent for 1 turn.
Encouraging: At the start of battle, all allies receive ATK or DEF boost for 1 turn.
Cheerleader: When KO'd, all allies receive ATK or DEF boost for 1 turn.
Venomous: When you or an ally use Wither or Glare, the move's effect is extended by 1 turn. Applicable once per ally or self in a battle.
Unwavering Spirit: You are unable to be inflicted with ATK break.
Unshakable Heart: You are unable to be inflicted with DEF break.