Board Thread:Roleplaying/@comment-24953048-20170926182929

This isn't gonna work... But I'm doing it anyway!

Welcome to my second attempt at a "crossover PVZ RPG"! BoltBlizard here, and I'm going to TRY and make this attempt 2... more strategic than the first.

Plot
''After the eventual close of the dimensions (Times that Bind died, and so did the attempt 1), this erased all life in them from the Shorebitten Woods and the Wasteland Tombs. But beyond these dimensions were parallel, similar yet not similar dimensions with questionable names, origins and beings within them. Around this time of year, all dimensions merge into one and a plant/zombie pairs up with one of these visitors to guide them around and help them enjoy their own world. Except this year is different.''

Not all of these vistors are quite friendly, soon revealed by a wave of natural disasters masterminded by a general, a monster, a zombie, and a machine. While these four are the 'main foes', they too are part of the dimensions merging, and those who accompanied them perished in distinct, varied ways. Now hearing of this news, the most recently paired plant/zombie(s) and their 'partners of choice' set off to find those they lost and the villains, in order to bring justice swiftly to the land.

Joining
This is also different, this time around! Here, let me show you!

Name: (Who are they?)

Plant and Zombie type: (Pick one of each. This will determine your stats, and a special ability (or more) you will have in the RPG.)

Class: (Explained down below. What class are they?)

Element: (Ripped straight out of the real world! There are 6 elements to pick from, each with different strengths and weaknessess. Choose wisely.)

The Stats
HP: You know this. If it hits 0, your character cannot act for 3 turns. A Caster can put you back into shape! At the cost of their turn, that is. But even if you get revived on that turn, you can't do anything.

Attack: The higher this is, the more initial damage you deal. This balances with your weapon power, and both combined minus the enemy's defense is how much damage you deal.

Defense: The more, the better. This is your pain shield! The bigger it is, the less damage you take.

Speed: If you have 5 or more speed than your target, you hit them twice! Fun, but it also works against you if you're slower than said target.

Range: How many tiles you can move. Welcome to strategy games!

Swordfighter
''A powerful unit with great physical prowess and a fair bulk of health to their name. Their speed and defense however, are paper thin."''

Default HP: 23

Default Attack: 14

Default Defense: 2

Default Speed: 2

Default Range: 3

Weapon: Swords (1 range attack)

Bowman
''A cowardly powerful fighter who lurks at the back to pick off valuable targets from a distance. High power and speed, with shallow defenses and health.''

Default HP: 15

Default Attack: 11

Default Defense: 5

Default Speed: 13

Default Range: 3

Weapon: Bows (1-2 range attack)

Caster
''The magical supporter, this is the bridge that keeps the team up on high ground while inflicting dangerous effects. Large health and defense, but is slow and lacks power.''

Default HP: 27

Default Attack: 6

Default Defense: 14

Default Speed: 3

Default Range: 4

Weapon: Staves (1 range attack)

Spike Fighters
The ideal front-line unit, Spike Fighters use their high power and high defenses to put opponents down, even at the expense of their slow speed and low health.

Default HP: 18

Default Attack: 16

Default Defense: 12

Default Speed: 0

Default Range: 3

Weapon: Spears (1-2 range attack)

Sky Knights
''Sky Knights are support attackers, with large speed, attack, and the largest range in the team. Their frail defenses and poor health often limit their abilities, though.''

Default HP: 20

Default Attack: 10

Default Defense: 6

Default Speed: 14

Default Range: 6

Weapon: Axes (1 range attack)

Executioner
''High power. High defense. Those are what Executioners pack in. They're also nimble in range, but are otherwise really slow and have very little health.''

Default HP: 10

Default Attack: 16

Default Defense: 13

Default Speed: 3

Default Range: 4

Weapon: Guns (1-3 range attack, damage drops over range unless the weapon says it doesn't)

Elements
Fire: Fire element characters can inflict an effect known as after burn. It's an effect that deals damage over time, lowers the victim's defense, but increases their speed and range while it's active. It lasts until the victim goes down.

Water: Water element characters can change tiles on the battle field into puddles of water, which slow enemies down by 20% of their speed and reduces their range by 2. These tiles last for 3 turns, and it costs one turn to make a tile anywhere in the weapon range.

Nature: Nature element characters can take a gamble with their turn in which they don't move at all, but if an enemy attacks them in their weapon range, that enemy cannot move or attack at all the next turn.

Earth: Earth element characters can make barriers over un-occupied tiles, which have the same health as the character's total health. They last until destroyed, so this makes them ideal for defensive situations.

Light: Light element characters can reduce the enemy's speed after they hit their target once, reducing it by their own speed stat. This makes the Light element a risky one to use, but also probably the most devastating.

Dark: Dark element characters leech the life off of any enemy that they do damage too, taking 10% of it for themselves. Even damage caused by their effects that may have caused!

'''RPG will start when two or three players join... Please wait...''' 