card system - full deck - play cards based on what you want to do against the opponents cards closing distance allows for hand to hand?? attacks have three steps point - stance - point Move element - Step - Move element Move element - Step - Move element Adds +1 to Force or +1 to Evasion water - fire - air - earth - water Combo 'Force' water +2 fire +1 earth +3 air +0 'Evasion' water +2 fire +2 earth +1 (Each column pulled from the ground adds a +1) air +3 'Damage' Water +1 Fire +3 Earth +2 Air +0 Water Moves Chi. An indication of the level of control you have over your element. This will determine the amount of moves you can make and the amount of your element you can manipulate during your turn. Stance. Indicates the form you're using when manipulation your element. This will determine what type of moves are available to you at any given time. You may change your stance at will if you know it, however this will cost a turn. eWstW - 1-3chi 'Shape Water' - Manipulate 2 cubic feet of water per point. Can continue to manipulate the water per point per turn, depending on the volume. 1chi - Can throw the ball of water hard enough to push a person of average weight over. 2chi - Can move objects or people trapped inside or hit them with enough force to move them over a large distance. 3chi - Can crush a satomobile. eWstA - 1chi Turn water into fog/mist eWstE - 1chi Ice Projectiles +0𝟷𝟸𝟹𝟺𝟻𝟼𝟽𝟾𝟿 𝟻𝟹 There's a lot that I'm doing, but one of the things I still really want to do is develop some kind of tangible combat system. If anyone has experience and happens upon this, let me know. Notes: Avatar Combat. Elements. Branches. Upgrades. Chi for energy. I think I need to introduce stats. Stance should adjust stat and moves. Element should have base stat and basic moves. Switching stance and opens up more moves. Locking a stance opens subbending. Can use elements to block Fire dmg Bonus Dex Str Spirit Water Healing. Earth Str? Defense. Air Dex? Dodge E.Water + S. Earth = Ice E.Water + S. Earth (Lock) = Waterbomb into steam. E.Water + S.Water = Larger volume? E.Water + S.Water (Lock) = Bloodbending E.Water + S.Air = Mist. Fog. Gas. E.Water + S.Air (Lock) = Healing [hider=stashing an old code thing here][color=bfbfbf][indent][indent][indent][indent][indent][indent][indent][indent][indent] [sub][h1][color=4C4C4C]𝖙 𝖍 π–Š π–ˆ 𝖆 π–˜ 𝖙[/color][/h1][/sub][sup][h2][i][color=ffffff]α΅— Κ° ᡉ ᢜ ᡃ Λ’ α΅—[/color][/i][/h2][/sup] [indent][indent][indent]To be updated. [/indent][/indent][/indent] [sub][h1][color=4C4C4C]π–ˆ 𝖍 𝖆 𝖗 𝖆 π–ˆ 𝖙 π–Š 𝖗 π–˜ 𝖍 π–Š π–Š 𝖙[/color][/h1][/sub][sup][h2][i][color=ffffff]ᢜ Κ° ᡃ Κ³ ᡃ ᢜ α΅— ᡉ Κ³ Λ’ Κ° ᡉ ᡉ α΅—[/color][/i][/h2][/sup] [indent][indent][indent]To be updated. [/indent][/indent][/indent] [/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/color][/hider] [color=4140fc] [color=bca346] technical 1 point 2 point 3 points per turn basic 1 /intermediate 2 /complex 3 4 10 hits to win?