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RP System [just for fun]


SirOni

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[00]Contents
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[01] Stat Breakdown
[02] Character Sheet Layout
[03] Character Development and Levelling Up
-[03.exp] Experience and Experience Gain
-[03.lvl] Levelling Up
[04] Combat
-[04.ovr] Combat Overview
-[04.int] Combat Initiative
-[04.brk] Turn Breakdown
-[04.dmg] Damage, Healing and Death
-[04.sts] Status Effects
 
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SirOni

SirOni

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Re: RP System [just for fun]

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[01] Stat Breakdown
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Hit Points (HP) – Hit Points determine how much of a beating a character can take before being knocked unconscious. Naturally, the higher the characters HP are the better they fare in combat. (20+(EndX2)+(Str/2 [rounded up]))

Mana Points (MP) – Mana Points is what characters use to cast spells and to use most skills. Naturally, the more MP a character has the more times the character can use their spells/skills. (100+(Intx3))

Strength (Str) – Strength determines how powerful a Strength-based weapon a character can wield as well as how much extra damage the character deals with strength-based attacks. Extra damage is based off every 10 points in Strength; for every 10 points the character deals an additional 1 point of damage. Strength also determines how much HP a character has alongside Endurance.

Endurance (End) – Endurance determines how powerful a piece of armour a character can wear as well as how much extra damage they can withstand; for every 10 points in Endurance the character can shrug off an additional 1 point of damage alongside the damage resistance of their armour. Endurance also determines how much HP a character has alongside Strength.

Intelligence (Int) – Intelligence determines how much more damage/health a spell deals/heals; for every 10 points in Intelligence the character deals/heals an additional 1 point of damage/health, as well as how powerful a robe a character can wear. Intelligence also determines how much MP a character has.

Perception (Per) – Perception determines how much the player character notices and takes in from their surroundings as well as affecting some other things. Unlike the other stats, Perception can only be increased to 100.

Dexterity (Dex) – Dexterity determines when a character acts in a turn as well as how powerful a Speed-based weapon a character can wield and how much extra damage a character deals with a Speed-based weapon; for every 10 points in Speed a character deals an additional 1 point of damage.

Stats also determine the characters starting armour feat; Depending on which stat is higher the character will either have ‘Robe Proficiency’ (if Intelligence is highest), ‘Light Armour Proficiency’ (if Dexterity or Strength is highest) or ‘Medium Armour Proficiency’ (if Endurance is highest). If neither of these stats are the highest then the character starts off with ‘Light Armour Proficiency’.

As well as an ‘Armour Proficiency’ players can choose ONE weapon to be proficient in from the list of weapon proficiency feats. However, only a small selection of the weapon proficiencies will have weapons available at the start.

Characters start out with 10 points in each stat and have 50 more to spend, however no stat can go higher than 50 during character creation.
 
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SirOni

SirOni

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Re: RP System [just for fun]

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[02] Character Sheet Layout
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Name:
Gender:
Race:
(Your race determines what ‘Racial Bonuses’ you get, and while for the most part these can be made by the player they do have to be talked over with the GM before they are finalised. Race is also limited to what the GM says can be allowed in)
Age:
Class:
(This is similar in terms to your race, though it determines what ‘Class Ability’ you have at the start of character creation. As with your race it has to be talked over with the GM before being finalised)
Description:
Bio: (Optional, though most GM’s like to know the reason why your character ended up in their game)

Attributes:
Strength – 10
Endurance – 10
Intelligence – 10
Perception – 10
Dexterity – 10

HP –
MP –
EXP – --/100

Unarmed Damage – (this is calculated at the start of character creation; it is determined by the characters race and Strength stat. While increasing the characters Strength after character creation doesn’t alter the base damage a certain feat does change the base damage)

Racial Bonus(es): (Characters can have one to two racial bonuses, depending on the race. These range from stat bonuses to elemental immunities and other stuff.)

Class Ability: (This shows what your class specialises in, be that a passive ability that enhances unarmed combat to multiple weapon use or even an active ability that gives you a spell or skill that causes massive damage but has to be charged up over several turns)

Spells/Skills: (These are the abilities your character learns from their class as they gain levels. Players aren’t limited to either ‘Spells’ or ‘Skills’, though they have to be in their own category)

Feats/Class Feats/Racial Feats: (Feats are perks gained every level that can range from stat boosts to additional options in combat. Class Feats and Racial Feats are similar to Racial Bonus/Class Ability, however they should be somewhat weaker than those abilities as they are to show your characters understanding their class and their maturity in their race)

Equipment: (This is to show what your character is currently equipped with. It is up to you, the player, to make sure that this section is updated accordingly)
Weapon –
Shield – (so long as the character is wielding a one handed-weapon and has a shield proficiency feat they can wield a shield in this slot. If they have the ability to wield two weapons at once then this slot is used for the second weapon. If the character is wielding a two-handed weapon then this slot cannot be used)
Armour –
Accessory 1 –
Accessory 2 –

Inventory: (This again will be maintained by the player. It is merely a list of what equipment/items the character has with them. Players can carry as many belongings as they want so long as the amount can be justified eg, the player can carry a bagful of potions and still be able to act however they cannot carry around several bodies and function normally)

Stash: (This is simply a list of items your character owns but is stored elsewhere. Characters can only access these items if they go to where the items are stored and retrieve them from there)
 
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SirOni

SirOni

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Re: RP System [just for fun]

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[03] Character Development and Levelling Up
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[03.exp] Experience and Experience Gain
Player Characters need to gain experience points (EXP) to level up and become stronger. This can be gained primarily in two ways; winning in combat or by succeeding in a task such as a puzzle or disarming a trap. However, combat is the most commonly used way to gain experience points.

To attain a new level the Player Character needs to gain 100 experience points. As the Player Character levels up he or she will find that the enemies they faced earlier will give out less and less EXP until they don’t give any out at all. This is to stop Player Characters from farming the weak enemies and to give them a challenge even when they’re a high level.

Experience gain is as follows;

Player Lv. == Monster Lv.; 10EXP
Player Lv. 1> Monster Lv.; 10EXP
Player Lv. 2> Monster Lv.; 5EXP
Player Lv. 3+> Monster Lv.; 0EXP
Player Lv. 1< Monster Lv.; 15EXP
Player Lv. 2< Monster Lv.; 20EXP
Player Lv. 3< Monster Lv.; 30EXP
Player Lv. 4< Monster Lv.; 40EXP etc…

As you can see the more powerful the enemy to more experience the player will gain, though at the same time the player has less chance of winning a battle against an enemy that is much, much more powerful then themselves.

Other than battling and succeeding in a task or other such activity there is one other way to gain experience; ‘EXP Capsules’ can be found in treasure chests. While these are an uncommon item they can give anywhere from 5-50 experience points, and they are activated upon being found.

[03.lvl] Levelling Up
Once a character has gained 100 experience points s/he will level up. Upon levelling up the character gains 5 stat points to be spent on the five main stats, HP and MP should be adjusted accordingly once you have spent your points. Characters HP and MP is also fully restored when they level up.

As well as gaining some points to spend in their stats characters are allowed to select one feat upon levelling up. Feats range from stat boosts to allowing the character to move extra squares in battle and giving them additional options in combat.

As well as that at every level ending in 5 characters have the opportunity to choose a class feat if they so choose to do so. Class feats are similar to your characters class ability that was created during character creation, however class feat’s are typically weaker than the ability. As well the class ability a class feat has to be approved by the GM.

At every 10th level a character has the opportunity to choose a racial feat instead of a regular feat. This is similar as the class feat; however it shows your characters maturity as a member of its race. Like the class feat it has to be approved by the GM beforehand.
 
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SirOni

SirOni

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Re: RP System [just for fun]

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[04] Combat
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[04.ovr] Combat Overview
Combat is played out in turns, where the fastest character acts first, then the second fastest and so on and so forth. A combat session plays out until the player character is knocked unconscious, all enemies are defeated or combat is ended by a negotiation between the two parties (if some or all of the combatants are intelligent creatures). At the end of combat experience points are given out and the player can choose to take any items and money that the enemies have dropped if they so choose to do so, so long as they win the battle. If the player character is defeated they are then unconscious for one turn and lose 25% of their current experience, however they cannot lose experience to the point that they’d de-level.

[04.int] Combat Initiative
Combat can start in a variety of ways from both parties knowing of each other’s presence to the player going unnoticed. This list explains how each method of initiating combat works and what options are available.

Normal Combat
Combat plays out just as you would expect it to; both parties have been alerted of each other’s presence and they’ve deemed each other a threat. Combat starts with the fastest character acting first with the rest of them acting in according to their Dexterity stat. In the event that two or more characters have the same speed a separate roll using a d20 is made to determine who acts first, and it is determined by the highest to the lowest roll.

Pre-emptive Strike and Sneak Attack
Players can enter an area and not alert the enemy of their presence. This gives the player a combat advantage and if they so choose to do so they may try to sneak up to the enemy (if using a melee weapon or a weapon that cannot be thrown) and strike them for an automatic critical hit. Sneaking up to the enemy in this manner requires a Perception check ((Players Per+d100)against(Target Per+d100)) and if the player succeeds on the roll they make their way to the enemy and can deliver the attack. However if they fail the roll the target notices them and normally combat is initiated however the player has a free turn regardless of the outcome.

However, if the player is using a ranged weapon such as a crossbow or gun so long as the target is in the weapons range the player can attack the target without having to risk being detected. A character with a gun and the right accessories equipped to the weapon has even more options available to him or her however this will be explained in a later section.

Ambushed
There will be times where the player will fail to detect an enemy in the room, be that because they’re using the shadows to conceal themselves, using some spell or item or because there is no light in the room. Whatever the case may be the player will be considered to have been ambushed. Much like the player being able to perform a sneak attack on the enemy, an enemy character can perform a sneak attack on the player and even if they do detect the enemy it will still have a free turn at the start of combat.

[04.brk] Turn Breakdown
As mentioned above combat can be broken down into individual turns played out by each of the characters in the battle. However, those individual turns that make up a combat turn can be broken down further into a ‘Movement Turn’ and an ‘Action Turn’.

Movement Turn
As the name suggests this turn is primarily used to allow the player to move his or her character around the combat area. However the player can also use this turn to perform several other tasks including switching his or her weapon or changing their armour. Normally characters (players as well as monsters/NPC’s) can only move one square per turn, however there are several feats that the player can choose to increase the distance they may travel during their movement turn. Some monsters naturally can move more than one square.

Action Turn
This turn is used exclusively for the character to perform an action; be that a simple attack to one of their skills or spells as well as using an item such as a potion or a battle tool. There are feat’s that give the players additional skills to use, which mostly are using to customise their basic physical attack.

A note; a ‘Movement Turn’ may be dropped on the characters turn to allow them to perform a ‘Full Round Attack’. This allows the player to double the amount of attacks they can deal with their basic physical attack. Normally a player can only deliver one attack (two if they’re equipped with a weapon in each hand) however certain weapons allow the character to attack more than once and if the character has double the speed of the target s/he can perform an additional turn (either a movement or action turn). Naturally if the player has triple they can perform yet another turn and so on.

[04.dmg] Damage, Healing and Death
As expected with combat your character will sustain damage and more than likely will eventually be knocked unconscious. Luckily there are a few options available to you depending on the type of character you have made.

The option available to every character regardless of class is restorative items. With these characters will be able to restore a set amount of HP depending on the strength of the item. Restorative items come in many forms, from potions to food and even healing balms and salves. And they not only restore HP they can also cure status ailments; however they will be explained later on.

Another option is spells and skills however this is class-dependant and nearly all healing abilities will cost MP depending on how powerful the skill is. Though, so long as you have the MP or have a way to restore lost MP you will have a constant way to recover lost HP. As well as actual healing spells there are spells that can siphon off HP and even MP from a target and give it back to the player.

Though eventually you will fall in battle, but what happens after? Well as mentioned earlier the character will receive a 25% experience point deduction for losing the battle as well as losing 10% of the money they are currently carrying. However, their equipment and any items left will not be touched. Characters will also be unconscious for 1 turn and depending on what they were battling depends on where they end up. If the character was knocked unconscious by a normal enemy they will wake up in the room that they were defeated in, however if they were defeated by a ‘Mid-Boss’ or a ‘Boss’ then they will wake up outside the room they were defeated in. And if they were defeated by a ‘Boss’ they will not suffer an experience point or money deduction; however the character would still incur the 1 turn penalty.

[04.sts] Status Effects
During battle characters may come under a variety of ailments, or status effects, due to an attack or spell. While most status effects are harmful in nature, such as dealing HP damage or even reducing a stat, some are beneficial. Though, even some of the harmful status effects can be turned into a positive effect with the help from a piece of equipment or even certain spells/skills and feats.

Poison
In Battle – During battle poison deals 5% HP damage (rounded up) at the start of every turn until it is healed. Poison continues to deal damage until the character is reduced to 1 HP; it then stops dealing damage until HP has been restored.
Outside Battle – Poison deals 5% HP damage (rounded up) even outside of combat, and just like in battle poison continues to do damage until the character is reduced to 1 HP.

Darkness
In Battle – During battle darkness halves the accuracy of the character inflicted with the status effect until it is healed. As well as that it also lowers the characters Perception stat to 1 for all checks that require vision.
Outside Battle – Just as it does during battle, darkness lowers the Perception stat of the character inflicted with it to 1 for all checks related to vision until it is cured.

Paralysis
In Battle – During battle paralysis halves the characters Dexterity stat. As well as that characters have a 50% chance of being unable to attack at all during combat, however they can still use items freely. Characters also have their movement range reduced to one square per movement turn.

Sleep

In Battle – During battle any character that is inflicted with the sleep status is unable to attack until they wake up. During this time any other character can attack them once to deal an automatic half-critical hit (1.5x damage), however this wakes the character up. Sleep lasts for 3 turns if they haven’t been cured of it by the use of a spell/item or being attacked and after that they have 25% chance of waking up normally.

Silence
In Battle – During battle any character that is inflicted with the silence status is unable to perform spells. This status effect lasts until it is cured either with an item or by another characters spell.

Barrier
In Battle – This status effect halves the damage any physical attacks deal to the character for 3 turns.

Magic Barrier
In Battle – This status effect halves any damage magical attacks deal to the character for 3 turns.

Regenerate
In Battle – This status effect restores 10% HP at the start of every turn for the character that is inflicted with it. Regenerate lasts for 5 turns.

Haste
In Battle – This status effect doubles the characters Dexterity stat as well as doubles the distance that they can move in a single turn. Haste lasts for 2 turns.

There are more status effects than these, these ones are just the most common.
 
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SirOni

SirOni

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Re: RP System [just for fun]

[Placeholder for 'Out of Combat' information]
 
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SirOni

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Re: RP System [just for fun]

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[06] Feats
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[description will be put in later]

Feat layout;

Name:
Prerequisite:
Effect:
Stackable?:

----------------------

Stat-related Feats

Code:
[B]Name:[/B] Strength Boost               [B]Name:[/B] Strength Boost+                 [B]Name:[/B] Strength Boost++
[B]Prerequisite:[/B] N/A                  [B]Prerequisite:[/B] Strength Boost x1       [B]Prerequisite:[/B] Strength Boost+ x5, Lv. 10
[B]Effect:[/B] +5 Str                     [B]Effect:[/B] +10 Str                       [B]Effect:[/B] +20 Str
[B]Stackable?:[/B] Yes                    [B]Stackable?:[/B] Yes                       [B]Stackable?:[/B] No

[B]Name:[/B] Endurance Boost              [B]Name:[/B] Endurance Boost+                [B]Name:[/B] Endurance Boost++
[B]Prerequisite:[/B] N/A                  [B]Prerequisite:[/B] Endurance Boost x1      [B]Prerequisite:[/B] Endurance Boost+ x5, Lv. 10  
[B]Effect:[/B] +5 End                     [B]Effect:[/B] +10 End                       [B]Effect:[/B] +20 End
[B]Stackable?:[/B] Yes                    [B]Stackable?:[/B] Yes                       [B]Stackable?:[/B] No

[B]Name:[/B] Intelligence Boost           [B]Name:[/B] Intelligence Boost+             [B]Name:[/B] Intelligence Boost++
[B]Prerequisite:[/B] N/A                  [B]Prerequisite:[/B] Intelligence Boost x1   [B]Prerequisite:[/B] Intelligence Boost+ x5, Lv. 10
[B]Effect:[/B] +5 Int                     [B]Effect:[/B] +10 Int                       [B]Effect:[/B] +20 Int  
[B]Stackable?:[/B] Yes                    [B]Stackable?:[/B] Yes                       [B]Stackable?:[/B] No

[B]Name:[/B] Dexterity Boost              [B]Name:[/B] Dexterity Boost+                [B]Name:[/B] Dexterity Boost++
[B]Prerequisite:[/B] N/A                  [B]Prerequisite:[/B] Dexterity Boost x1      [B]Prerequisite:[/B] Dexterity Boost+ x5, Lv. 10
[B]Effect:[/B] +5 Dex                     [B]Effect:[/B] +10 Dex                       [B]Effect:[/B] +20 Dex  
[B]Stackable?:[/B] Yes                    [B]Stackable?:[/B] Yes                       [B]Stackable?:[/B] No
General Feats

Code:
[B]Name:[/B] Run                                     [B]Name:[/B] Sprint
[B]Prerequisite:[/B] Dexterity 100                   [B]Prerequisite:[/B] Dexterity 175, Run
[B]Effect:[/B] Increases combat movement by 1        [B]Effect:[/B] Increases combat movement by 1
[B]Stackable?:[/B] No                                [B]Stackable?:[/B] No

[B]Name:[/B] Counter                                 [b]Name:[/b] Counter With...
[B]Prerequisite:[/B] Lv. 2                           [b]Prerequisite:[/b] Lv. 5, Counter
[B]Effect:[/B] Counter's an enemies physical attack  [b]Effect:[/b] Counter's an enemies phyiscal attack with ONE chosen 'Combat Feat'
[B]Stackable?:[/B] No                                [b]Stackable?:[/b] No

[B]Name:[/B] Dual Wield (for melee only)
[B]Prerequisite:[/B] Str 100
[B]Effect:[/B] Allows characters to wield two 
        one-handed melee weapons
[B]Stackable?:[/B] No

[B]Name:[/B] Multi-Attack
[B]Prerequisite:[/B] Str 75, Dex 75
[B]Effect:[/B] Gives the character one 
        extra attack
[B]Stackable?:[/B] No
 
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SirOni

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Re: RP System [just for fun]

[Placeholder for 'Magic and Skills' information]
 
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SirOni

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Re: RP System [just for fun]

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[08] Example Races, Classes and Class Abilities
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Class layout;

Class Name: (this is self explanatory)
Primary Stat/s: (Most classes excel in one or two stats, these stats are what defines the class's purpose)
Description: (this explains what the class was intended for)
Class Ability: (again, this is self explanatory)
Spell/Skill List: (this is a list of all the spells/skills the class gains and at what level they gain them at)

------------------

Class Name: Engineer/Technician
Primary Stat/s: None
Description: The Engineer was never built for actual combat, instead s/he uses a deployable sentry to protect themselves. Because the Engineer doesn't have any primary stats players are free to develop the class in any direction they see fit.
Class Ability: Deployable Sentry - The Engineer carries around a small capsule that, when set down it deploys a sentry to defend the Engineer. The sentry itself takes two turns before it is ready for combat; turn one is used to deploy the senty and turn two is used to prime the sentry for combat.

The sentry itself is automatic, once an enemy has entered its target range it opens fire until the target has either left the sentry's range or has died. If more than one enemy enters the sentry's range then it attacks the closest, if they're at the same distance from the sentry then it attacks the one with the least health.

When the Engineer levels up s/he can then upgrade the sentry with a variety of enhancements, including but not limited to; increased range, rate of fire and overall damage. Also, instead of the Engineer gaining class feats s/he can choose an upgrade that vastly improves the sentry's capabilities. Once the sentry is destroyed it reverts back to its capsule form and cannot be deployed for the remainder of the current battle.
Spell/Skill List: [will be added later]
 
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SirOni

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Re: RP System [just for fun]

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Re: RP System [just for fun]

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SirOni

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Re: RP System [just for fun]

There we go, that should just about cover everything I'll be doing for this RP system. Feel free to discuss and/or ridicule it, and even make suggestions to what I can add if you so choose to do so.
 

Host

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Re: RP System [just for fun]

Holy damn, man, you made this just for the fuck of it, without some scenario in mind?
I’d comment properly on it, but every time I star reading I’m reminded that I could be using that time to work more on my own system.

…I don’t suppose I could rope you into helping me with it? =P
 
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SirOni

SirOni

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Re: RP System [just for fun]

Well, I will probably eventually use this for a game at some point. Maybe. But for now I'm just creating it, well, I get bored.

And sure, I wouldn't mind helping you though I dunno how much help I'll be lol
 

Host

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Re: RP System [just for fun]

Heh. Would you believe I asked you before thinking about if there was actually anything you’d be able to help on? That said, there are some things, but I’ll PM you. No need to take wind from your sails.

EDIT: That might not be the metaphor I think it is...
 
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SirOni

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Re: RP System [just for fun]

Oh yeah, I'm up for suggestions for feats and the like as well. Since starting to write them down my brain has decided to shut down and now I can't remember most of them lol
 

24FM

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Re: RP System [just for fun]

wow. looks very well done. :p .the ambush and sneak section seems alittle overpowered. I might be misunderstanding it but pretty much it says you get a chance for a crit hit AND get a free turn when the battle starts right?

I dunno to me that sounds very advantageous.
 
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