In Styroblast, there are three factions you can fight as, and two stances of each faction. There are Warriors, Archers, and Mages, and the two stances each has is Offensive and Defensive. Clothing can be anything from coats to tunic to robes to casual attire.
Unless specified by the game type, all players have 2 Lives at the start of each battle. Unlike Nerf battles though, players can loose limbs. from the side of the shoulder to the hand counts as a limb, and from the bottom of the knee to the foot counts as a limb. If an arm is lost, put it behind your back. If a leg is lost, hop on the other leg. This means from the knee to the top of the shoulders count as the target hit area. Head strikes do count.
Rules: 1) If borrowing another player's Weapon or Armor, you must ask the owner's permission first. If borrowing, you are responsible for the items' condition. Treat anything you borrow as if it is your own.
2) The more players that pay attention to the announcer when prepping for the next game, the more time all players will have to play! It is better to spend more time on the field than more time in the bunker re-explaining everything because you were too busy <insert excuse>. So please, don't be the one everyone is waiting on to start the next game!
3) Honesty is a virtue. When you are hit, be truthful about it. Believe it or not, the more truthful players are on the battlefield, the more fun they have (probably because they aren't arguing over if <insert name> was hit or not).
4) Players can switch weapons with dead players if they match to each other's class. Throwables can only be picked up during a game by those who can carry Throwables.
Stances:
Offensive: The more common stance, this lets players carry "Throwables" (small, hand-held weapons that can be thrown) such as Throwing Axes, Throwing Knives, or Morning Stars. This lets players be able to combat at various distances, and having more weapons at their disposal (Note: This does not mean you can throw your primary weapon; this means you can throw small weapons built to be thrown, not wielded). Defensive: For those who wear armor, this bonus is for you. Players wearing torso armor gain +2 Life at the start of battles (Meaning the player would start out with 4 Life instead of 2 Life), and Helmets adds +2 Life (Which mean a defensive player can have up to 6 Life at the start of battles -or 4 Life without torso armor-). Limb armor adds +1 defense on your limbs. This means it takes two strikes to cut off that limb rather than one strike (Note: Limb Armor can be worn by players of either stance. Only the Torso and Head armor is for the Defensive, and only the Throwables are for the Offensive).
Factions -The Warrior-
The powerhouse of glorious war, and at the heart of the fray, the Warrior is most basic faction and perhaps the most vital; for they are the brute force of battles. The the most versatile and easiest faction to play as, and tend to be team-players or lone-wolfs. Players can carry any melee weapon; Sword, Shield, Axe, Spear, Staff, Mace, Rapier, Hammer, Trident, anything melee imaginable. They can dual wield, and carry as many melee weapons as they please. Warriors are the only ones that can carry Shield or Shield-like weapon. Offensive Warriors can combat well in close-range as well as medium-range, leaning them to be great main attackers. They can only throw Throwables, but with a classic sword and shield at the ready, it makes a 'perfect soldier'. Dual wielding offensive Warriors can be the most vicious fighters, or two-handed wielded weapons give the spectrum's from heavyweight to lightweight weaponry at their leisure. Defensive Warriors are perfect for front-liners or lone-fighters, and they make fantastic candidates as 'tanks', helping them stay in battle longer than others, and even come across as intimidating on the field. Equip Limb Armor, and using a shield and sword or two-handed weapon, and you are a walking fortress. Dual wield with torso armor and you're a fine leader who can see the battles to the end with whizzing blades.
-The Archer- Long-rangers who can kill their foes before they can even each them; for those who seek to do battle at a distance from the battle, the Archer faction is a fitting quiver for you. Archers use long-range weapons, which varies from disks, to bows, cards to crossbows, slingshots to cannons; whatever you can make that fires ammunition. Though you may not have as many shots with your weapon, your ammunition has a death touch, which means that if your projectile hits an unarmored part of the body, it is an instant kill. They can carry a single-handed melee weapon to use in close-quarters. Archers could carry a two-handed weapon instead of long-range weapon and short sword, and be able to throw that two-handed weapon (if it meets the artillery requirements. It acts just like any artillery projectile). Offensive Archers are the kings distance, having fitting weaponry for long, medium, and short ranges. Little escapes their range, making players who battle as them fighters that should always be kept in the corner of the eye. Wonderful attackers who can backup warriors at any place on the field, and great nippers who can sneak on targets at any range necessary. Defensive Archers can fight at a distance with the comfort of having the extra 2 Life as a blanket of safety. They can endure more close calls if ambushed, allowing them to swiftly back off and live, or buy time to whip out your melee weapon in hand.
-The Mage- Game changers of the battlefield who use magical spells to turn the tables into their favor, the Mage faction can open or close doors of opportunities. They can carry one single-handed weapon and one Throwable, which they can use to cast a spell on a target over long range. They can stack up to two spells on a throwable, or target. Offensive Mages can carry multiple Throwables. This gives a Mage a frightening ability of having medium-ranged attacks, as well as being able to cast spells. Defensive Mages can take advantage of the Life boosts, and it lets them stay on the field longer, giving time as another playing card in their hand. Spells are bracelets that can change the very rules of the game. They have colored markers on them to signify what type of spell it is. A target can have a maximum of two spells cast on them, and once cast, it cannot be undone. If a target that possesses a spell dies, the spell dies with the target. A Mage will have these spells and the number of spells at the start of every battle: 3- Heal (blue): Adds +3 Life to target and restores limbs (Ex: a player with 2 Life left has been cast with a Healing spell. Now they have 5 Life). 2- Damage (red): Target deals twice as much damage (If a player is cast with two damage spells, the second spell doubles the total of damage). NOTE: The Damage binds to the throwable, and deals double damage with the throwable. If two damage spells are bound, it deals 4 damage. 3- Summon (black): Revive a dead target (of any team) to 1 Life, and they fight for you. Any spells the target is wearing when summoned are active again. 1- Shield (green): Restores all Limbs, and target will be invulnerable to loss of any limbs for the rest of the battle. 1-Mimic (White): Mimics target's other spell. If mimicking Summon spell, it revives target to 2 Life. 1- Rage (Pink): Target's next hit to player is an instant kill, even if target hits limb. This spell trumps the Shield spell.
Two other powers the Mages have do not use colored markers. Garrison: Players of the same team can spawn from the Mage instead of the spawn point. This is always active. Reequip: At the start of a battle, a Mage sacrifices all weapons he or she has as well as Throwables, and Armor. in Exchange, they can Carry a Two-handed Weapon. Be advised they can still wear limb armor.
Here are some new things that will be tested in upcoming battles. Note that they may work, they may not; These are simply ideas to spur creativity.
-Wands: Simply decorated sticks players can make and then use them to fling Nerf Darts at opponents. It would be considered a range weapon for Archers, but Mages would be allowed to carry a wand instead of a one-hand weapon.
-Cards: Things like playing cards or trading cards to extinct card games would be possible Throwables for Mages in addition to their weapon. Cards can't deal much damage if you can hit a target, but it can make opponents at least hesitate, which could makes them beneficial in close calls. It also allows Mages to have a little more weaponry at their disposal.
-Spell books: No, you can't throw a book. No, you can't hit someone with a book not covered in foam. It could be a useful holder for Mage's uncast spells instead of belt patch. If covered in foam, it could also act as a melee weapon.
Unless specified by the game type, all players have 2 Lives at the start of each battle. Unlike Nerf battles though, players can loose limbs. from the side of the shoulder to the hand counts as a limb, and from the bottom of the knee to the foot counts as a limb. If an arm is lost, put it behind your back. If a leg is lost, hop on the other leg. This means from the knee to the top of the shoulders count as the target hit area. Head strikes do count.
Rules:
1) If borrowing another player's Weapon or Armor, you must ask the owner's permission first. If borrowing, you are responsible for the items' condition. Treat anything you borrow as if it is your own.
2) The more players that pay attention to the announcer when prepping for the next game, the more time all players will have to play! It is better to spend more time on the field than more time in the bunker re-explaining everything because you were too busy <insert excuse>. So please, don't be the one everyone is waiting on to start the next game!
3) Honesty is a virtue. When you are hit, be truthful about it. Believe it or not, the more truthful players are on the battlefield, the more fun they have (probably because they aren't arguing over if <insert name> was hit or not).
4) Players can switch weapons with dead players if they match to each other's class. Throwables can only be picked up during a game by those who can carry Throwables.
Stances:
Offensive: The more common stance, this lets players carry "Throwables" (small, hand-held weapons that can be thrown) such as Throwing Axes, Throwing Knives, or Morning Stars. This lets players be able to combat at various distances, and having more weapons at their disposal (Note: This does not mean you can throw your primary weapon; this means you can throw small weapons built to be thrown, not wielded).Defensive: For those who wear armor, this bonus is for you. Players wearing torso armor gain +2 Life at the start of battles (Meaning the player would start out with 4 Life instead of 2 Life), and Helmets adds +2 Life (Which mean a defensive player can have up to 6 Life at the start of battles -or 4 Life without torso armor-). Limb armor adds +1 defense on your limbs. This means it takes two strikes to cut off that limb rather than one strike (Note: Limb Armor can be worn by players of either stance. Only the Torso and Head armor is for the Defensive, and only the Throwables are for the Offensive).
Factions
The powerhouse of glorious war, and at the heart of the fray, the Warrior is most basic faction and perhaps the most vital; for they are the brute force of battles. The the most versatile and easiest faction to play as, and tend to be team-players or lone-wolfs. Players can carry any melee weapon; Sword, Shield, Axe, Spear, Staff, Mace, Rapier, Hammer, Trident, anything melee imaginable. They can dual wield, and carry as many melee weapons as they please. Warriors are the only ones that can carry Shield or Shield-like weapon.
Offensive Warriors can combat well in close-range as well as medium-range, leaning them to be great main attackers. They can only throw Throwables, but with a classic sword and shield at the ready, it makes a 'perfect soldier'. Dual wielding offensive Warriors can be the most vicious fighters, or two-handed wielded weapons give the spectrum's from heavyweight to lightweight weaponry at their leisure.
Defensive Warriors are perfect for front-liners or lone-fighters, and they make fantastic candidates as 'tanks', helping them stay in battle longer than others, and even come across as intimidating on the field. Equip Limb Armor, and using a shield and sword or two-handed weapon, and you are a walking fortress. Dual wield with torso armor and you're a fine leader who can see the battles to the end with whizzing blades.
-The Archer-
Long-rangers who can kill their foes before they can even each them; for those who seek to do battle at a distance from the battle, the Archer faction is a fitting quiver for you. Archers use long-range weapons, which varies from disks, to bows, cards to crossbows, slingshots to cannons; whatever you can make that fires ammunition. Though you may not have as many shots with your weapon, your ammunition has a death touch, which means that if your projectile hits an unarmored part of the body, it is an instant kill. They can carry a single-handed melee weapon to use in close-quarters. Archers could carry a two-handed weapon instead of long-range weapon and short sword, and be able to throw that two-handed weapon (if it meets the artillery requirements. It acts just like any artillery projectile).
Offensive Archers are the kings distance, having fitting weaponry for long, medium, and short ranges. Little escapes their range, making players who battle as them fighters that should always be kept in the corner of the eye. Wonderful attackers who can backup warriors at any place on the field, and great nippers who can sneak on targets at any range necessary.
Defensive Archers can fight at a distance with the comfort of having the extra 2 Life as a blanket of safety. They can endure more close calls if ambushed, allowing them to swiftly back off and live, or buy time to whip out your melee weapon in hand.
Game changers of the battlefield who use magical spells to turn the tables into their favor, the Mage faction can open or close doors of opportunities. They can carry one single-handed weapon and one Throwable, which they can use to cast a spell on a target over long range. They can stack up to two spells on a throwable, or target.
Offensive Mages can carry multiple Throwables. This gives a Mage a frightening ability of having medium-ranged attacks, as well as being able to cast spells.
Defensive Mages can take advantage of the Life boosts, and it lets them stay on the field longer, giving time as another playing card in their hand.
Spells are bracelets that can change the very rules of the game. They have colored markers on them to signify what type of spell it is. A target can have a maximum of two spells cast on them, and once cast, it cannot be undone. If a target that possesses a spell dies, the spell dies with the target. A Mage will have these spells and the number of spells at the start of every battle:
3- Heal (blue): Adds +3 Life to target and restores limbs (Ex: a player with 2 Life left has been cast with a Healing spell. Now they have 5 Life).
2- Damage (red): Target deals twice as much damage (If a player is cast with two damage spells, the second spell doubles the total of damage). NOTE: The Damage binds to the throwable, and deals double damage with the throwable. If two damage spells are bound, it deals 4 damage.
3- Summon (black): Revive a dead target (of any team) to 1 Life, and they fight for you. Any spells the target is wearing when summoned are active again.
1- Shield (green): Restores all Limbs, and target will be invulnerable to loss of any limbs for the rest of the battle.
1-Mimic (White): Mimics target's other spell. If mimicking Summon spell, it revives target to 2 Life.
1- Rage (Pink): Target's next hit to player is an instant kill, even if target hits limb. This spell trumps the Shield spell.
Two other powers the Mages have do not use colored markers.
Garrison: Players of the same team can spawn from the Mage instead of the spawn point. This is always active.
Reequip: At the start of a battle, a Mage sacrifices all weapons he or she has as well as Throwables, and Armor. in Exchange, they can Carry a Two-handed Weapon. Be advised they can still wear limb armor.
Here are some new things that will be tested in upcoming battles. Note that they may work, they may not; These are simply ideas to spur creativity.
-Wands: Simply decorated sticks players can make and then use them to fling Nerf Darts at opponents. It would be considered a range weapon for Archers, but Mages would be allowed to carry a wand instead of a one-hand weapon.
-Cards: Things like playing cards or trading cards to extinct card games would be possible Throwables for Mages in addition to their weapon. Cards can't deal much damage if you can hit a target, but it can make opponents at least hesitate, which could makes them beneficial in close calls. It also allows Mages to have a little more weaponry at their disposal.
-Spell books: No, you can't throw a book. No, you can't hit someone with a book not covered in foam. It could be a useful holder for Mage's uncast spells instead of belt patch. If covered in foam, it could also act as a melee weapon.