Story: *Insert Character name here* was minding their own business, when someone/something came up behind them, and WHAM. When they come to, they find themselves in a stone room deep underground in a cave. A majority of their power(s) and memories are sealed away, and they need to get out. But how will they manage to escape?
Don’t power play, or do something too big for what one of your PCs (Player Characters) is reasonably capable of.
No starting at a higher level than 1 at the start of the cave. [Trash a Rule: This does more harm than good on second thought, as it hinders joining.]
Don’t haphazardly KO and kill weaker PCs. ONLY fight PCs that are decently less powerful than you if they attack you first, and only actively kill them if they chronically attack stronger PCs OR they can’t be KOed. Just don’t continue attacking them if they give up unless they’ve proven that they won’t stop fighting you or will promptly resume their assault after stopping.
Special insta-kill/KO or Super Abilities/Effects(effects like push and burn don’t count in this context) should only be used/triggered rarely, be very risky, easily interruptible, and/or require a hefty cost of some resource (MP, RF, EU, ETC.).
Don’t have PCs teleporting out of the cave without having escaped it first.
Don’t create a new PC whilst having another character that still has yet to escape the cave that hasn’t died. (This Rule doesn’t apply to a player who has had their character(s) in the cave, such that they had no living characters in the cave, revived for a 5 minute time frame after the revival. This is to protect against ninjas. Creating a character closes off the window to make more characters. )
You must remove all recognizable traces of a character’s dead body to render them unable to be revived.
You can only create one PC at a time.
Don’t try and exploit loopholes to bypass rules.
No using information with a character that couldn’t possibly know that information. Having another character that knows said information tell them said information first is ok, though.
For a Player Character to be killed, they need to be knocked out first before they can be killed. Some PC traits assigned BY the creator can bypass this restriction for the PC in question when it’s HP is depleted. No “Kills other Player Characters instantly when depleting their HP” Traits or something of the sort, though.
Environmental Hazards often won’t stop after getting a KO, or sometimes even after getting a kill! Be vigilant with getting your allies out of environmental danger!
Careful with how you use your abilities, as you might, say, end up causing rocks to fall that kill you and your allies due to an artificially triggered cave-in!
Some damage sources(like explosions) will leak excess damage from KOing a character into their ELP(Emergency Life Points), leaving them more vulnerable to being killed off! Most abilities/damage sources that do this should be marked with [ELP Leak] or similar.
Enemies will usually refrain from attacking KOed characters, but that doesn’t they won’t refrain from splash damaging attacks that also harm said KOed character(s) if there’s more than one character that they can hit!
Weaker PCs in a group of stronger PCs will be launched away from fights with other stronger PCs when they are KOed! (No “You can’t kill weaker characters unless they constantly attack stronger characters, therefore you cannot deal heavy splash damage to us because you will end up killing the weaker character!” nonsense for you!)
Don’t try to dig your way out of the cave, lest you end up getting yourself in BIG trouble (by, for example digging into a later area of the cave that is filled with monsters 10+ levels higher than your character)! Try to get out of the cave by traveling through it as intended.
Your character’s type/species/race and attributes can have an effect in combat, interactions, and events!
If a player takes too long to respond in a fight, their character’s actions will be done for them so that the turn advances.
If a player consistently has their character’s actions done for them during battles, their characters may be taken over until they respond or the path is cleared. If this is in effect before going down a path, the characters will not go along until the associated poster responds.
When most damage sources KO, half of the damage leaks into ELP. This cannot kill a character outright.
Being clever with your attacks/abilities/actions can have benefits!
Color Coded for sub-areas and ordered in the order of appearance.
Stone Room: The first area the PCs find themselves in. It appears to have some kind of puzzle in it... (CLEARED!)
The Lush Caverns: The area just outside the stone room, it’s filled with plant life, like grass, trees, and the rare set of vines. The glowing crystals on the ceiling and walls seem to be what’s keeping this place lit well enough to allow things to see and plants to live and grow.
Password Arrows: A set of 7 arrows with a ring of numbers around each of them. There are no clues nearby, so guessing at the correct password would be like picking a specific key out of millions of identical ones.
Crossover Town: A once-peaceful town, where people from multiple worlds live. 5 houses.
Player_Miner 1: “Connor” (Mii)
Class: Mage
Personality: Mainly Cautious
Quirks: None yet.
Sprinkles:
HP Sprinkles: Cap: 10, Rec./Post: 1
MP Sprinkles: Cap: 5, Rec./Post: 0.5
Life Sprinkles: Cap: 1, Rec./Post: 0.05
Safe Spot: Put a character in a safe place to rest, where negative status effects harmlessly wear off after one turn, and stats like HP and MP are recovered over time. Any character can use and cancel this at any time if they aren't inhibited from performing an action by a status effect besides Moved(Info Effect). ONLY one character can be in the Safe Spot at a time. Cannot be used with only one party member active.
LVL 2: Slippery Kick (3 LP): Jimbo attempts to walk over to the enemy and kick them, resulting in either Jimbo slipping and taking damage, or slipping twice and catching the enemy off guard, dealing bonus damage.
Faiyamon 1: "Faiya" (Dragon)
Class: Attacker/Supporter Hybrid
Personality: A little quick tempered, but apart from that pretty likable.
Quirks:
Short-Fused: Frustration: When an ally gets low on HP, become Annoyed at the first enemy to attack them this turn. If Annoyed already, become Angry at them instead.
Stats (LVL 2): HP: 16, MP: 15, ATK: 6, DEF: 4
Abilities: A very faint flame glows on her tail at Lvl 1.
LVL 1: Tail Whip (0 SP): Low damage,33% chance of burning the target, AoE damage every 4 levels.
LVL 1: Dragon Claw (0 SP): Pretty high damage, but nothing special other than that.
LVL 2: Bite (0 SP): Somewhat high damage, 10% of burning the target.
Dufhugth20: David (Human)
Class: Knight/Mage
Personality: Brave
Quirks:
Brave: Power Surge: Gets a quick boost of power, becoming able to always deal critical hits for two turns.
Brave: Guardian: Puts the user under the Guard effect, protecting any ally with 25% HP. Lasts for two turns.
Stats (LVL 2): HP: 27, ATK: 5, DEF: 0, MP: 15, EP: 20
Perks: None. Next at LV 6.
Abilities: Gets either a new Sword or Fire skill every three levels. Can fly and teleport at LV 20.
LVL 3: Thrust (Sword, 3 EP) Dash at an enemy, dealing half damage to a random enemy and normal damage to the target. If the random enemy is the same as the target, the damage is doubled.
LVL 1: Shield Slam(2 EP): Slam into an enemy with your shield, dealing (ATK * 1.5) damage. This has a chance to stun or de-balance the target, removing all targeting that the target has applied in the case of a stun and making them miss a turn or two.
LVL 2: Bulwark (Passive): Daniel takes 25% less damage from all sources, before additional reductions. Damage reduction increases as Daniel gains levels. Cannot fully negate an attack.
LVL 2: Taunt (4 EP): All enemies become enraged towards Daniel. May fail against bosses.
nubbin2003: DJ (Helian)
Class: Prophet (basically a mix of mage, ninja, and cleric) I am able to deal out damage with spells, and heal allies, but fight using a staff, leaving me vulnerable to attacks, due to my low DEF.
Personality: Kind
Quirks:
Warning Shot: May fire magic sparks that deal 1 damage to all enemies at the start of an enemy-initiated battle. These have a 25% chance to scare and a 40% chance to alarm.
LVL 1: Light Beam(3 MP): Shoots searing beams of light at all enemies, dealing (2 + LVL) damage. This ignores DEF.
LVL 2: Entropic Channeling(1-12 MP): Channel the power of RNG to attack an enemy, dealing a base damage amount of 1-12, with 1 of 6 random effects. If the random MP cost can't be afforded, the spell backfires, causing the caster to lose all their MP and miss their turn.
Effect 1: The caster tanks 50% of the damage.
Effect 2: Hits as 1-spread splash damage.
Effect 3: Inflicts the Entropy effect on the target.
Effect 4: The caster takes 50% of the target's RECIEVED damage.
Effect 5: The MP cost is doubled. If the MP cost can't be afforded afterwards, the spell backfires, causing the caster to lose all their MP and miss their turn.
Effect 6: Inflicts the Entropic Weakening effect on the caster.
LVL 3: Sacrifice(Free Modifier, Optional): Enables MP overdraw, where overdrawn MP is taken as Direct-HP damage. Lingering side effects make this less effective the more it is used. If the damage taken would cause HP to be depleted, the spell fails and backfires, causing HP to be reduced to 1 and MP to be depleted.
(Buffer)
[X] Cure (Trait): This effect is cured by [X].
Stun (Phys): Misses turns, can't use auto abilities. 25% chance of being removed upon taking damage. Attacks have a 75% chance to land as a Critical.
Shocked (Elec): Misses turns, can’t use auto abilities. 20% chance of spreading to melee attackers.
Staggered (Phys): Misses next turn, can't use auto abilities.
Off-Balance (Phys): Misses next turn. Auto Abilities triggering for the affected removes this effect.
ELP Leak (Mod): All excess damage from KOing effects ELP without being affected by HP/ELP Transition resistance.
Super ELP Leak (Mod): All excess damage from KOing effects ELP without being affected by HP/ELP Transition resistance. All damage this does to ELP is doubled.
ELP Block (Mod): Cannot affect ELP.
Annoyed (Psi/Special): When attacked, has a 50% chance of becoming angry at the attacker.
Angry (Psi/Special): Gets two actions in a row. If Quick, gains an action IMMEDIATELY. Can only attack [Offender Name].
Explosive (Trait): Can explode, dealing (? x ATK) as ?-spread splash damage. (Doesn't do this on it's first turn.) [Potential ELP Leak]
Quick (Trait): Gains a turn in the Pre-Emptive Phase.
Haste (Special): Has 2 actions/turn.
Ranged (Trait): Attacks from range, becoming Immune to melee counters in the process.
Immune (Special): Cannot be damaged. Auto/Prepared effects generally will not trigger against characters with this effect.
Burn (Fire): Takes 2.5% of Max.HP as damage every turn. Cross-counters against Cold effects.
Burning (Fire): Cannot make any actions or use auto abilities, takes 10% of Max.HP as damage every turn. Cross-counters against Cold effects. [Water Cure] [ELP Leak]
Incinerating (Fire): Cannot act or use Auto Abilities, takes 35% of Max.HP as damage every turn. Cross-counters against Cold effects. Has a 10% chance to inflict Burn on melee attackers. [ELP Leak] [Water Cure]
Melting (Fire): Unable to do anything, takes 80% of Max.HP as damage every turn. Cross-counters against Cold effects. Has a 20% chance of inflicting Burn up to 4 times on melee attackers. [Super ELP Leak] [Super Effect]
Chilled (Frost): 25% chance to miss an action or Auto Ability. Cross-counters against Heat/Fire effects other than Burn.
Freezing (Frost): 50% chance to miss an action or Auto Ability. Cross-counters against Heat/Fire effects other than Burn.
Frozen (Frost): Cannot use Auto Abilities or perform any actions, takes 20% of Max.HP as damage when removed via expiration, resists 50% of most damage types. Cross-counters against Heat/Fire effects other than Burn. [ELP Block]
Cryo-Frozen (Frost): Cannot do anything, is Immune to most damage types, and HP transitions to 35% of Max.HP over time. Completely eliminates Burn, and cross-counters against all other Heat/Fire effects. [Super Effect]
Covering/Covered (Special): [Protected Name] uses [Protector Name]'s DEF, and 50% of the damage dealt to [Protected Name] is tanked by [Protector Name].
Sleep (Psi): Restores 40% of Max HP as HP every turn, misses turns, and cannot perform auto abilities. Interrupted by taking damage, which will land as a Critical.
Nightmare: Same as Sleep, but doesn’t restore HP and the affected loses 5% of each of their SPs every turn. If the effect expires normally or is terminated by an attack, applies Panic to the affected. Overrides Sleep.
Poison (Toxic): Takes 5% of Max HP as damage when performing a non-free action. Damage cannot be avoided by not performing any non-free actions.
Entropy (Special): Takes 7.5% of Max HP as damage when performing a non-free action AND at the start of the turn. Damage cannot be avoided by not performing any non-free actions.
[Stat] Degeneration (Variable): Lose (5% Max.(Affected Stat] x EFCTLVL) (Affected Stat) every turn. Cross counters against Regeneration of the same stat. [ELP Leak]
[Stat] Regeneration (Variable): Recover (5% Max.(Affected Stat] x EFCTLVL) (Affected Stat) every turn. Cross counters against Degeneration of the same stat.
Entropic Weakening (Special): Outgoing damage is cut in half.
Happy (Psi/Special): Outgoing damage is increased by 1.5x. Nightmares have a 75% chance of being converted into Sleep when applied.
Scared (Psi/Special): Has a 50% chance to fail to perform a combat ability, and CANNOT use one on the source. 0-100% of SP that would have been used is wasted in this case. The affected cannot be put to Sleep, but is instead sent into a Nightmare when the former would be applied. Afflicted enemies also have a 20% chance to flee on their turn, removing them from the fight entirely. Rewards are not obtained from the affected enemy when this happens.
Panic (Psi/Special): Has a 75% chance to lose a turn, cannot perform Auto Actions, and always receives Criticals. Has a 33% chance to be removed when hit. The affected cannot be put to Sleep, but is instead sent into a Nightmare when the former would be applied.
Free Modifier (Mod): Can be applied to a spell at any time.
Passive (Mod): Is always active.
Auto (Mod): Occurs randomly and automatically. Cannot be manually activated.
Toggleable (Mod): Can be disabled or enabled at any time.
Disabled (Mod): Cannot be used or activated, overrides Passive and Auto.
Trip (Phys): Cannot use auto abilities. Wears off on the team's turn.
Alarmed (Psi/Special): On NPCs, makes them 50% less likely to attack the source. On PCs, attacks against the source have a 35% chance to be redirected to an adjacent enemy.
Light (Mag/Trait): The affected weighs less. At EFCTLVL 1, usually floats on water no matter the body postition. At EFCTLVL 3, the affected floats upwards in a normal atmosphere under gravity under most circumstances due to density differentials with the air. Cross-counters against Heavy.
Heavy (Mag/Trait): The affected weighs more. Cross-counters against Light.
Low-G (Mag/Space): Gravity has less of an effect on the affected. At EFCTLVL 4, gravity has no effect on the affected, and at higher levels, gravity is inverted. Cross-counters against High-G.
High-G (Mag/Space): Gravity has a greater effect on the affected. Cross-counters against Low-G.
Time Down [X] (Time): The affected is only able to act every X turns, and receives X criticals when hit. [Super Effect]
Time Up [X] (Time): The affected acts X times per turn, and deals X criticals when dealing damage. [Super Effect]
Doom (Dark): Upon expiration, INSTANTLY depletes the victim’s HP or ELP, preferring HP. [Super Effect (Short/No Timer)]
Tear (Dark/Mag): Whenever the afflicted attacks, they lose (10% x EFCTLVL) of their current HP. Has a max LVL of 3.
Confused (Psi/Special): When performing an action, the target is randomized according to the valid targets.
Mega-Confused (Psi): When performing an action, the target is chosen at random out of ALL TARGETS, no matter their affiliation.
Giga-Confused (Psi): Actions are completely random, from using a skill on oneself, to headbutting a wall, to jumping on an enemy or ally, ETC. [Super Effect]
Brainwashed (Psi): The affected performs actions that benefit their enemies.
Mind Controlled (Psi): The affected is completely under the control of the afflictor.
Silenced (Mag): Special abilities, special equipment perks, and magic are disabled. All non-physical statuses are completely removed on application, barring some Special statuses.
Stasis (Time): The affected is unable to act, but cannot be affected by anything. [Super Effect]
[Element] Imbue [BST] (Variable): When attacking, (BST) damage of the effect’s element is dealt as bonus damage.
Glitch [Effect] (Special): Behaves like the effect it’s mimicking, but without any elemental specifications.
[Trait]C (???%) (Trait): When the linked trait would have an effect, it has the specified chance of coming into effect.
You can join at any time.
New PC: “Connor” (Mii)
Class: Mage
Personality: Mainly Cautious
Abilities: None at LVL 1
*PC story stuff that I’m not sure that I want to write*
Class: Idiot (just gonna assume anything can be put here since I don't see anything that says which classes are usable)
Personality: Mostly happy but not bright, at all
Abilities: none at Level 1
(story stuff that will happen later)
OOC:
am I doing thisr ight
That works. I decided not to put a story for my PC down because I couldn’t think of a good way for it to play out. Also, I don’t think that “Idiot” will work out as a class... AlsoAlso, the text in the brackets next to the name determine the character type/species/race (“Mii” for Mii Characters, “Elf” for elves, “Dwarf” for dwarves, ETC.). If it is omitted, the character type/species/race defaults to “Human” unless an underlying story says otherwise. You should probably specify a type/species/race in the brackets if it’s non-human(Miis are technically human, but distinctions between types would be helpful for determining what type/species/race-based special effects can occur with a character.
OT: Connor looks around the room, to find a row of 3 levers. He looks at the levers, and thinks about what they and their placements could mean as far as a solution is concerned.
Personality: A little quick tempered, but apart from that pretty likable.
Abilities: A very faint flame glows on her tail at Lvl 1.
Faiya looks around the room as her eyes adjust slowly to the darkness.
Re: Faiya finds an inscription, with an arrow pointing right with a thick perpendicular line at the end underneath the middle lever in a row of three. She also spots Jimbo and Connor, the latter of which is looking at a row of three levers.
Note: There are torches in the corners of the room, making it so that it’s not pitch black inside. The torches aren’t very bright, though...
IC: Connor: “There should be clues around here somewhere...” He looks around to find Faiya, who is about the size of him and Jimbo, and an inscription on the floor right behind him with two squares, the second one filled in, under the left-most lever in the row.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
"Hey... have you seen these inscriptions in the walls and the floor? What could they mean?" Faiya approaches the duo and takes a close look at the levers. Her tail flame flickers faintly behind her.
"Maybe the inscriptions can tell us how to activate these..."
"Hey... have you seen these inscriptions in the walls and the floor? What could they mean?" Faiya approaches the duo and takes a close look at the levers. Her tail flame flickers faintly behind her.
"Maybe the inscriptions can tell us how to activate these..."
Connor: “I’m thinking that’s the case too.”
Connor continues to look for inscriptions, turning towards the levers, then almost past them.
Just then, both Connor and Faiya find a carving of an arrow pointing left into a thick perpendicular line in the wall under the right-most lever.
Connor: “...I think that confirms our suspicions.”
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
That works. I decided not to put a story for my PC down because I couldn’t think of a good way for it to play out. Also, I don’t think that “Idiot” will work out as a class...
Well I guess since his class is Idiot most of his attacks happen through dumb luck (basically chance) I guess
OT:
(stuff about levers)
"Obviously these levers aren't here for looks, and all are meant to be pulled down"
Jimbo then walks over to the levers and quickly pulls them all downwards
"Obviously these levers aren't here for looks, and all are meant to be pulled down"
Jimbo then walks over to the levers and quickly pulls them all downwards
RE: Assuming you went from right to left, the first lever you pull causes unseen pistons to extend, the second one does nothing, and the third causes another unseen piston to extend.
Connor: “I don’t think that just pulling all the levers in any order will solve the puzzle...”
He then notices that the inscription below the right-most lever is glowing. Looking around, he barely finds another glowing inscription, this time on the ceiling. It depicts a row of three levers, with two squares under the left-most lever, the first one filled in. He then remembers that the left-most lever was mentioned TWICE in the inscriptions.
“The left-most lever was mentioned twice in the inscriptions... does that mean that we’re supposed to move it back up instead of pulling it down the second time?”
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
So, most of his abilities are auto abilities that occur at random or something?
RE: Assuming you went from right to left, the first lever you pull causes unseen pistons to extend, the second one does nothing, and the third causes another unseen piston to extend.
Connor: “I don’t think that just pulling all the levers in any order will solve the puzzle...”
He then notices that the inscription below the right-most lever is glowing. Looking around, he barely finds another glowing inscription, this time on the ceiling. It depicts a row of three levers, with two squares under the left-most lever, the first one filled in. He then remembers that the left-most lever was mentioned TWICE in the inscriptions.
“The left-most lever was mentioned twice in the inscriptions... does that mean that we’re supposed to move it back up instead of pulling it down the second time?”
Lemme explain, most of his abilities will revolve around the chance of them actually working and not backfiring/fizzling out, let's say he throws a spear, he has a chance to throw it good and it does bonus damage, or it has a chance to be thrown the wrong way with the sharp end backwards, doing very little to no damage, that's basically what I am trying to get at here.
OT:
"Oh so it's a password system, that's a problem"
"Lemme flick this lever here back up since you suggested it"
Lemme explain, most of his abilities will revolve around the chance of them actually working and not backfiring/fizzling out, let's say he throws a spear, he has a chance to throw it good and it does bonus damage, or it has a chance to be thrown the wrong way with the sharp end backwards, doing very little to no damage, that's basically what I am trying to get at here.
So, an ability that involves dynamite or something could strike ideally for bonus damage, do a normal amount amount of damage, hit a different enemy, do nothing and just waste MP or whatever, or backfire and hit the attacker and/or their allies, basically?
"Lemme flick this lever here back up since you suggested it"
I flick the left most lever up again
The sound of a piston retracting is heard, and the inscription that had the second square filled in under the left-most lever starts to glow. Connor instinctively goes to check, and finds an inscription that has two filled in squares under the right-most lever in the process.
“We’re getting somewhere... also, I found an inscription that suggests that we should flick up the right-most lever...”
He flicks up the right-most lever, and the sound of multiple pistons retracting is heard, and, because the middle lever is still pulled down, a piston is heard extending. The two remaining inscriptions start to glow as a result.
The levers and inscriptions begin to glow brightly, in the same white color one would expect from a daylight spectrum lightbulb. White lines flow from the inscriptions into the lever, and the inscriptions and lines disappear as if they had been drained into the levers. The levers then transform into bright white spheres, which then merge together into a larger sphere. That sphere then flies into the wall, then comes out bigger and colored red. It flies towards the wall on the opposite side of the room, then starts firing out bright red beams. Pistons are heard extending and retracting as the beams start and stop, respectively. Then, the pistons reveal themselves coming from the sides, clearing out the wall as the orb fired beams at them in an order that couldn’t be recognized or remembered due to the obscene complexity of it and how surprisingly fast the the door was opened. Yet, as the orb was firing all the red beams, it slowly faded back to white and shrunk back down to it’s original size. After the door was opened and the orb’s work was done, it flew back towards the center of the room, everyone in the center of the room was pushed aside, and the orb dropped into the floor, causing white lines to flow outwards, which then vanished into the walls.
The door has opened, revealing a new area: The Lush Caverns! Time to really get this show on the road!
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
Hello! I'm kinda new to these threads. Seems fun though, so I'm giving it a try. Tell me if I did anything wrong.
New PC: 'Daniel' (Human)
Class: Defender
Personality: Gruff
Abilities: None at level 1
I'm intending for Daniel to function as a sort of tank, he won't dish out much damage, but can take it. He also will be able to shield others from danger.
A faint rustling is heard from the room beyond the stone chamber...
Hello! I'm kinda new to these threads. Seems fun though, so I'm giving it a try. Tell me if I did anything wrong.
New PC: 'Daniel' (Human)
Class: Defender
Personality: Gruff
Abilities: None at level 1
I'm intending for Daniel to function as a sort of tank, he won't dish out much damage, but can take it. He also will be able to shield others from danger.
A faint rustling is heard from the room beyond the stone chamber...
New PCs are generally meant to spawn in the stone room at the start in this game, so I’ll just assume that he spawns there. In case it wasn’t clear by what I said, Accepted.
Abilities: Sword and Fire abilities. Gets either a new Sword or Fire skill every three levels. Can fly and teleport at LV 20.
Also, I think I should state my stats.
Max HP: 27
ATK: 5
DEF: 0
Now, for my action.
The Lush Gardens seems to be peaceful. As I approach, the bushes begin to rustle.
(Oh, and by the way, I'd like to learn how to change the title of Spoilers. You know, when it shows different text aside from "Spoiler".)
I’m thinking that there’s going to be a level cap at LVL 50, so the flight and teleportation might have to either be pushed back to or limited until higher levels. I’m also thinking that the HP and DEF stats might need to be changed. Accepted, though. (Also, the Spoiler title can be changed in the BBCode simply by appending “=*Insert New Title Here*” to the end of the word “spoiler” in the opening tag.)
A light wind rustles the bushes and trees... the group moves forwards, awaiting what comes next. As it turns out, what promptly happened next was that the light wind suddenly surged in strength, knocking the group off their feet and onto their bottoms. A gang of 5 Goblins were also blown off their feet and ended up being sent rolling towards the group. They come out of the roll and end up crashing down head-first about 3-6 feet away from the group. As the wind settles, the Goblins get back up, ready to fight. They look like they’re going to attack, even.
Goblin Alpha: 8/10 HP
Goblin Beta: 8/10 HP
Goblin Centauri: 8/10 HP
Goblin Delta: 8/10 HP
Goblin Enem: 8/10 HP
Connor: 9/9 HP, 8/8 MP
David: 27/27 HP, 20/20 MP, 15/15 EP (Is a system where David’s sword skills use EP and fire skills use MP OK?)
Daniel: 20/20 HP, 10/10 EP
Jimbo: 6/7 HP, 5/5 MP, 5/10 LP
Faiya: 15/15 HP, ?/? Others
(Since I can only guess at other PC’s stats that the players haven’t put forth, I’ll just let the players decide, though I’ll try to make the provided stats at least somewhat reasonable if they’re a bit too extreme.)
Here is stats
Hp: 6/7 (He tripped on a rock once, he hasn't healed it recently so he starts with -1 hp I guess)
MP: 5/5
LP 5/10 (Luck Points, regenerates +1 point after every 3 battles, it's like MP points but it fuels his dumb luck-based attacks, if he has no LP left he can still use luck attacks but they don't do bonus damage if he succeeds, infact it's a -5 damage if he has no LP Points. The damage down only affects luck based attacks)
Hope that's nice enough, I don't know if people can just make up special kinda things like you did with David's EP points but eh
OT:
"Oh hello there fellows, how does it go"
Jimbo then gets an idea (for once) to give them a welcome gift, he spots a rock at his feet, he is 7 feet away from Goblin Enem, which is the closest to him, he picks up the rock
"Here, catch"
He then throws it squarely at the Goblin, dealing 1 damage
I also think I will give him an ability to use with his EP: Shield Bash. This works as a push effect, and costs 2 EP.
As the goblins charge to attack, a man clad in heavy armor stumbles out of the bushes. He gets his bearings, draws a mace, and charges at the Goblin Beta. With a sickening crunch, the mace hits its target. (Not sure how much damage this should do)
Here is stats
Hp: 6/7 (He tripped on a rock once, he hasn't healed it recently so he starts with -1 hp I guess)
MP: 5/5
LP 5/10 (Luck Points, regenerates +1 point after every 3 battles, it's like MP points but it fuels his dumb luck-based attacks, if he has no LP left he can still use luck attacks but they don't do bonus damage if he succeeds, infact it's a -5 damage if he has no LP Points. The damage down only affects luck based attacks)
Hope that's nice enough, I don't know if people can just make up special kinda things like you did with David's EP points but eh
OT:
"Oh hello there fellows, how does it go"
Jimbo then gets an idea (for once) to give them a welcome gift, he spots a rock at his feet, he is 7 feet away from Goblin Enem, which is the closest to him, he picks up the rock
"Here, catch"
He then throws it squarely at the Goblin, dealing 1 damage
"Oops, chucked it a bit too lightly I think"
I don’t know what your attack and defense stats are, so I’ll just assume a base-line of 4 ATK and 2 DEF for now.
OT: Goblin Enem is a bit confused about what exactly you’re doing with your attacks.
I also think I will give him an ability to use with his EP: Shield Bash. This works as a push effect, and costs 2 EP.
As the goblins charge to attack, a man clad in heavy armor stumbles out of the bushes. He gets his bearings, draws a mace, and charges at the Goblin Beta. With a sickening crunch, the mace hits its target. (Not sure how much damage this should do)
Goblin Beta is caught off guard! CRITICAL HIT! 3 damage.
Goblin Alpha: 6/10 HP
Goblin Beta: 5/10 HP
Goblin Centauri: 8/10 HP
Goblin Delta: 8/10 HP
Goblin Enem: 7/10 HP
Keep in mind, you can attack any enemy, and it might be a good idea to focus single-target damage on a single target. Also, the enemies will move after all PCs in combat have attacked.
Rollback Post to RevisionRollBack
[Avatar] A render of two of my OCs in a Minecraft format.
I use a basic slash attack on Goblin Alpha. 4 damage! (2 / 10 HP)
How expensive are your abilities?! That seems like a lot of MP and EP for level 1...
OT:
Faiya’s tail flame also lightly singes the adjacent enemies for 1 damage.
ENEMY TURN
Goblin Alpha attacks! 4 damage to Connor!
Goblin Beta attacks! 4 damage to Jimbo! Jimbo has 2/7 HP left!
An ally has gotten low on HP, unlocking HP Sprinkles for Connor! They can be used at any time.
Connor uses 3 HP Sprinkles on Jimbo. Jimbo has 5/7 HP. (7/10 remaining)
Goblin Centauri attacks! 6 damage to David!
Goblin Delta attacks! 4 damage to Connor! Connor has 1/9 HP left!
Connor uses 4 HP Sprinkles on Connor. Connor has 5/9 HP. (3/10 remaining)
Goblin Enem forgot to attack out of confusion!
PC TURN
Connor attacks Goblin Alpha! 2 damage. Goblin Alpha has been defeated.
Story: *Insert Character name here* was minding their own business, when someone/something came up behind them, and WHAM. When they come to, they find themselves in a stone room deep underground in a cave. A majority of their power(s) and memories are sealed away, and they need to get out. But how will they manage to escape?
No starting at a higher level than 1 at the start of the cave.[Trash a Rule: This does more harm than good on second thought, as it hinders joining.]Color Coded for sub-areas and ordered in the order of appearance.
Stone Room: The first area the PCs find themselves in.It appears to have some kind of puzzle in it...(CLEARED!)The Lush Caverns: The area just outside the stone room, it’s filled with plant life, like grass, trees, and the rare set of vines. The glowing crystals on the ceiling and walls seem to be what’s keeping this place lit well enough to allow things to see and plants to live and grow.
Player_Miner 1: “Connor” (Mii)
Class: Mage
Personality: Mainly Cautious
Quirks: None yet.
Sprinkles:
Stats (LVL 3): 12 HP, 13/13 MP, 5 ATK, 4 DEF, 10 MAG
Abilities:
JimboMcjenkins 1: "Jimbo"
Class: Idiot
Personality: Mostly happy but not bright, at all
Quirks: None yet.
Stats (LVL 3): HP: 9, MP: 6, LP: 15, ATK: 5, DEF: 3
Abilities:
Faiyamon 1: "Faiya" (Dragon)
Class: Attacker/Supporter Hybrid
Personality: A little quick tempered, but apart from that pretty likable.
Quirks:
Stats (LVL 2): HP: 16, MP: 15, ATK: 6, DEF: 4
Abilities: A very faint flame glows on her tail at Lvl 1.
Dufhugth20: David (Human)
Class: Knight/Mage
Personality: Brave
Quirks:
Stats (LVL 2): HP: 27, ATK: 5, DEF: 0, MP: 15, EP: 20
Perks: None. Next at LV 6.
Abilities: Gets either a new Sword or Fire skill every three levels. Can fly and teleport at LV 20.
Jam_Jelly 1: 'Daniel' (Human)
Class: Defender
Personality: Gruff
Quirks: None yet.
Stats (LVL 2): HP: 20, EP: 10, ATK: 2, DEF: 4
Abilities:
nubbin2003: DJ (Helian)
Class: Prophet (basically a mix of mage, ninja, and cleric) I am able to deal out damage with spells, and heal allies, but fight using a staff, leaving me vulnerable to attacks, due to my low DEF.
Personality: Kind
Quirks:
Stats (LVL 2): HP: 15, MP: 10, ATK: 7, DEF: 0, STG: 2, SPD: 5
Abilities:
LVL 1: Light Beam(3 MP): Shoots searing beams of light at all enemies, dealing (2 + LVL) damage. This ignores DEF.
LVL 2: Entropic Channeling(1-12 MP): Channel the power of RNG to attack an enemy, dealing a base damage amount of 1-12, with 1 of 6 random effects. If the random MP cost can't be afforded, the spell backfires, causing the caster to lose all their MP and miss their turn.
Effect 1: The caster tanks 50% of the damage.Effect 2: Hits as 1-spread splash damage.
Effect 3: Inflicts the Entropy effect on the target.
Effect 4: The caster takes 50% of the target's RECIEVED damage.
Effect 5: The MP cost is doubled. If the MP cost can't be afforded afterwards, the spell backfires, causing the caster to lose all their MP and miss their turn.
Effect 6: Inflicts the Entropic Weakening effect on the caster.
LVL 3: Sacrifice(Free Modifier, Optional): Enables MP overdraw, where overdrawn MP is taken as Direct-HP damage. Lingering side effects make this less effective the more it is used. If the damage taken would cause HP to be depleted, the spell fails and backfires, causing HP to be reduced to 1 and MP to be depleted.
(Buffer)
Stun (Phys): Misses turns, can't use auto abilities. 25% chance of being removed upon taking damage. Attacks have a 75% chance to land as a Critical.
Shocked (Elec): Misses turns, can’t use auto abilities. 20% chance of spreading to melee attackers.
Staggered (Phys): Misses next turn, can't use auto abilities.
Off-Balance (Phys): Misses next turn. Auto Abilities triggering for the affected removes this effect.
ELP Leak (Mod): All excess damage from KOing effects ELP without being affected by HP/ELP Transition resistance.
Super ELP Leak (Mod): All excess damage from KOing effects ELP without being affected by HP/ELP Transition resistance. All damage this does to ELP is doubled.
ELP Block (Mod): Cannot affect ELP.
Annoyed (Psi/Special): When attacked, has a 50% chance of becoming angry at the attacker.
Angry (Psi/Special): Gets two actions in a row. If Quick, gains an action IMMEDIATELY. Can only attack [Offender Name].
Explosive (Trait): Can explode, dealing (? x ATK) as ?-spread splash damage. (Doesn't do this on it's first turn.) [Potential ELP Leak]
Quick (Trait): Gains a turn in the Pre-Emptive Phase.
Haste (Special): Has 2 actions/turn.
Ranged (Trait): Attacks from range, becoming Immune to melee counters in the process.
Immune (Special): Cannot be damaged. Auto/Prepared effects generally will not trigger against characters with this effect.
Burn (Fire): Takes 2.5% of Max.HP as damage every turn. Cross-counters against Cold effects.
Burning (Fire): Cannot make any actions or use auto abilities, takes 10% of Max.HP as damage every turn. Cross-counters against Cold effects. [Water Cure] [ELP Leak]
Incinerating (Fire): Cannot act or use Auto Abilities, takes 35% of Max.HP as damage every turn. Cross-counters against Cold effects. Has a 10% chance to inflict Burn on melee attackers. [ELP Leak] [Water Cure]
Melting (Fire): Unable to do anything, takes 80% of Max.HP as damage every turn. Cross-counters against Cold effects. Has a 20% chance of inflicting Burn up to 4 times on melee attackers. [Super ELP Leak] [Super Effect]
Chilled (Frost): 25% chance to miss an action or Auto Ability. Cross-counters against Heat/Fire effects other than Burn.
Freezing (Frost): 50% chance to miss an action or Auto Ability. Cross-counters against Heat/Fire effects other than Burn.
Frozen (Frost): Cannot use Auto Abilities or perform any actions, takes 20% of Max.HP as damage when removed via expiration, resists 50% of most damage types. Cross-counters against Heat/Fire effects other than Burn. [ELP Block]
Cryo-Frozen (Frost): Cannot do anything, is Immune to most damage types, and HP transitions to 35% of Max.HP over time. Completely eliminates Burn, and cross-counters against all other Heat/Fire effects. [Super Effect]
Covering/Covered (Special): [Protected Name] uses [Protector Name]'s DEF, and 50% of the damage dealt to [Protected Name] is tanked by [Protector Name].
Sleep (Psi): Restores 40% of Max HP as HP every turn, misses turns, and cannot perform auto abilities. Interrupted by taking damage, which will land as a Critical.
Nightmare: Same as Sleep, but doesn’t restore HP and the affected loses 5% of each of their SPs every turn. If the effect expires normally or is terminated by an attack, applies Panic to the affected. Overrides Sleep.
Poison (Toxic): Takes 5% of Max HP as damage when performing a non-free action. Damage cannot be avoided by not performing any non-free actions.
Entropy (Special): Takes 7.5% of Max HP as damage when performing a non-free action AND at the start of the turn. Damage cannot be avoided by not performing any non-free actions.
[Stat] Degeneration (Variable): Lose (5% Max.(Affected Stat] x EFCTLVL) (Affected Stat) every turn. Cross counters against Regeneration of the same stat. [ELP Leak]
[Stat] Regeneration (Variable): Recover (5% Max.(Affected Stat] x EFCTLVL) (Affected Stat) every turn. Cross counters against Degeneration of the same stat.
Entropic Weakening (Special): Outgoing damage is cut in half.
Power Surge (Phys): Always deals critical hits.
Distracted (Psi/Special): Always receives critical hits.
Happy (Psi/Special): Outgoing damage is increased by 1.5x. Nightmares have a 75% chance of being converted into Sleep when applied.
Scared (Psi/Special): Has a 50% chance to fail to perform a combat ability, and CANNOT use one on the source. 0-100% of SP that would have been used is wasted in this case. The affected cannot be put to Sleep, but is instead sent into a Nightmare when the former would be applied. Afflicted enemies also have a 20% chance to flee on their turn, removing them from the fight entirely. Rewards are not obtained from the affected enemy when this happens.
Panic (Psi/Special): Has a 75% chance to lose a turn, cannot perform Auto Actions, and always receives Criticals. Has a 33% chance to be removed when hit. The affected cannot be put to Sleep, but is instead sent into a Nightmare when the former would be applied.
Free Modifier (Mod): Can be applied to a spell at any time.
Passive (Mod): Is always active.
Auto (Mod): Occurs randomly and automatically. Cannot be manually activated.
Toggleable (Mod): Can be disabled or enabled at any time.
Disabled (Mod): Cannot be used or activated, overrides Passive and Auto.
Trip (Phys): Cannot use auto abilities. Wears off on the team's turn.
Alarmed (Psi/Special): On NPCs, makes them 50% less likely to attack the source. On PCs, attacks against the source have a 35% chance to be redirected to an adjacent enemy.
Light (Mag/Trait): The affected weighs less. At EFCTLVL 1, usually floats on water no matter the body postition. At EFCTLVL 3, the affected floats upwards in a normal atmosphere under gravity under most circumstances due to density differentials with the air. Cross-counters against Heavy.
Heavy (Mag/Trait): The affected weighs more. Cross-counters against Light.
Low-G (Mag/Space): Gravity has less of an effect on the affected. At EFCTLVL 4, gravity has no effect on the affected, and at higher levels, gravity is inverted. Cross-counters against High-G.
High-G (Mag/Space): Gravity has a greater effect on the affected. Cross-counters against Low-G.
Time Down [X] (Time): The affected is only able to act every X turns, and receives X criticals when hit. [Super Effect]
Time Up [X] (Time): The affected acts X times per turn, and deals X criticals when dealing damage. [Super Effect]
Doom (Dark): Upon expiration, INSTANTLY depletes the victim’s HP or ELP, preferring HP. [Super Effect (Short/No Timer)]
Tear (Dark/Mag): Whenever the afflicted attacks, they lose (10% x EFCTLVL) of their current HP. Has a max LVL of 3.
Confused (Psi/Special): When performing an action, the target is randomized according to the valid targets.
Mega-Confused (Psi): When performing an action, the target is chosen at random out of ALL TARGETS, no matter their affiliation.
Giga-Confused (Psi): Actions are completely random, from using a skill on oneself, to headbutting a wall, to jumping on an enemy or ally, ETC. [Super Effect]
Brainwashed (Psi): The affected performs actions that benefit their enemies.
Mind Controlled (Psi): The affected is completely under the control of the afflictor.
Silenced (Mag): Special abilities, special equipment perks, and magic are disabled. All non-physical statuses are completely removed on application, barring some Special statuses.
Stasis (Time): The affected is unable to act, but cannot be affected by anything. [Super Effect]
[Element] Imbue [BST] (Variable): When attacking, (BST) damage of the effect’s element is dealt as bonus damage.
Glitch [Effect] (Special): Behaves like the effect it’s mimicking, but without any elemental specifications.
[Trait]C (???%) (Trait): When the linked trait would have an effect, it has the specified chance of coming into effect.
You can join at any time.
New PC: “Connor” (Mii)
Class: Mage
Personality: Mainly Cautious
Abilities: None at LVL 1
*PC story stuff that I’m not sure that I want to write*
New PC: "Jimbo"
Class: Idiot (just gonna assume anything can be put here since I don't see anything that says which classes are usable)
Personality: Mostly happy but not bright, at all
Abilities: none at Level 1
(story stuff that will happen later)
OOC:
am I doing thisr ight
sugar is bad for you
That works. I decided not to put a story for my PC down because I couldn’t think of a good way for it to play out. Also, I don’t think that “Idiot” will work out as a class... AlsoAlso, the text in the brackets next to the name determine the character type/species/race (“Mii” for Mii Characters, “Elf” for elves, “Dwarf” for dwarves, ETC.). If it is omitted, the character type/species/race defaults to “Human” unless an underlying story says otherwise. You should probably specify a type/species/race in the brackets if it’s non-human(Miis are technically human, but distinctions between types would be helpful for determining what type/species/race-based special effects can occur with a character.
OT: Connor looks around the room, to find a row of 3 levers. He looks at the levers, and thinks about what they and their placements could mean as far as a solution is concerned.
Hey can I join?
New PC: "Faiya" (Dragon)
Class: Attacker/Supporter
Personality: A little quick tempered, but apart from that pretty likable.
Abilities: A very faint flame glows on her tail at Lvl 1.
Faiya looks around the room as her eyes adjust slowly to the darkness.
sometimes, nullposts must be made.
My avatar: Faiya the dragon
404: eggs not found
Re: Faiya finds an inscription, with an arrow pointing right with a thick perpendicular line at the end underneath the middle lever in a row of three. She also spots Jimbo and Connor, the latter of which is looking at a row of three levers.
Note: There are torches in the corners of the room, making it so that it’s not pitch black inside. The torches aren’t very bright, though...
IC: Connor: “There should be clues around here somewhere...” He looks around to find Faiya, who is about the size of him and Jimbo, and an inscription on the floor right behind him with two squares, the second one filled in, under the left-most lever in the row.
"Hey... have you seen these inscriptions in the walls and the floor? What could they mean?" Faiya approaches the duo and takes a close look at the levers. Her tail flame flickers faintly behind her.
"Maybe the inscriptions can tell us how to activate these..."
sometimes, nullposts must be made.
My avatar: Faiya the dragon
404: eggs not found
Connor: “I’m thinking that’s the case too.”
Connor continues to look for inscriptions, turning towards the levers, then almost past them.
Just then, both Connor and Faiya find a carving of an arrow pointing left into a thick perpendicular line in the wall under the right-most lever.
Connor: “...I think that confirms our suspicions.”
Well I guess since his class is Idiot most of his attacks happen through dumb luck (basically chance) I guess
OT:
"Obviously these levers aren't here for looks, and all are meant to be pulled down"
Jimbo then walks over to the levers and quickly pulls them all downwards
sugar is bad for you
So, most of his abilities are auto abilities that occur at random or something?
RE: Assuming you went from right to left, the first lever you pull causes unseen pistons to extend, the second one does nothing, and the third causes another unseen piston to extend.
Connor: “I don’t think that just pulling all the levers in any order will solve the puzzle...”
He then notices that the inscription below the right-most lever is glowing. Looking around, he barely finds another glowing inscription, this time on the ceiling. It depicts a row of three levers, with two squares under the left-most lever, the first one filled in. He then remembers that the left-most lever was mentioned TWICE in the inscriptions.
“The left-most lever was mentioned twice in the inscriptions... does that mean that we’re supposed to move it back up instead of pulling it down the second time?”
Lemme explain, most of his abilities will revolve around the chance of them actually working and not backfiring/fizzling out, let's say he throws a spear, he has a chance to throw it good and it does bonus damage, or it has a chance to be thrown the wrong way with the sharp end backwards, doing very little to no damage, that's basically what I am trying to get at here.
OT:
"Oh so it's a password system, that's a problem"
"Lemme flick this lever here back up since you suggested it"
I flick the left most lever up again
sugar is bad for you
So, an ability that involves dynamite or something could strike ideally for bonus damage, do a normal amount amount of damage, hit a different enemy, do nothing and just waste MP or whatever, or backfire and hit the attacker and/or their allies, basically?
The sound of a piston retracting is heard, and the inscription that had the second square filled in under the left-most lever starts to glow. Connor instinctively goes to check, and finds an inscription that has two filled in squares under the right-most lever in the process.
“We’re getting somewhere... also, I found an inscription that suggests that we should flick up the right-most lever...”
He flicks up the right-most lever, and the sound of multiple pistons retracting is heard, and, because the middle lever is still pulled down, a piston is heard extending. The two remaining inscriptions start to glow as a result.
The levers and inscriptions begin to glow brightly, in the same white color one would expect from a daylight spectrum lightbulb. White lines flow from the inscriptions into the lever, and the inscriptions and lines disappear as if they had been drained into the levers. The levers then transform into bright white spheres, which then merge together into a larger sphere. That sphere then flies into the wall, then comes out bigger and colored red. It flies towards the wall on the opposite side of the room, then starts firing out bright red beams. Pistons are heard extending and retracting as the beams start and stop, respectively. Then, the pistons reveal themselves coming from the sides, clearing out the wall as the orb fired beams at them in an order that couldn’t be recognized or remembered due to the obscene complexity of it and how surprisingly fast the the door was opened. Yet, as the orb was firing all the red beams, it slowly faded back to white and shrunk back down to it’s original size. After the door was opened and the orb’s work was done, it flew back towards the center of the room, everyone in the center of the room was pushed aside, and the orb dropped into the floor, causing white lines to flow outwards, which then vanished into the walls.
The door has opened, revealing a new area: The Lush Caverns! Time to really get this show on the road!
Hello! I'm kinda new to these threads. Seems fun though, so I'm giving it a try. Tell me if I did anything wrong.
New PC: 'Daniel' (Human)
Class: Defender
Personality: Gruff
Abilities: None at level 1
I'm intending for Daniel to function as a sort of tank, he won't dish out much damage, but can take it. He also will be able to shield others from danger.
A faint rustling is heard from the room beyond the stone chamber...
New player.
Name: David (Human)
Class: Knight/Mage
Personality: Brave
Perks: None. Next at LV 6.
Abilities: Sword and Fire abilities. Gets either a new Sword or Fire skill every three levels. Can fly and teleport at LV 20.
Also, I think I should state my stats.
Max HP: 27
ATK: 5
DEF: 0
Now, for my action.
The Lush Gardens seems to be peaceful. As I approach, the bushes begin to rustle.
(Oh, and by the way, I'd like to learn how to change the title of Spoilers. You know, when it shows different text aside from "Spoiler".)
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
New PCs are generally meant to spawn in the stone room at the start in this game, so I’ll just assume that he spawns there. In case it wasn’t clear by what I said, Accepted.
I’m thinking that there’s going to be a level cap at LVL 50, so the flight and teleportation might have to either be pushed back to or limited until higher levels. I’m also thinking that the HP and DEF stats might need to be changed. Accepted, though. (Also, the Spoiler title can be changed in the BBCode simply by appending “=*Insert New Title Here*” to the end of the word “spoiler” in the opening tag.)
A light wind rustles the bushes and trees... the group moves forwards, awaiting what comes next. As it turns out, what promptly happened next was that the light wind suddenly surged in strength, knocking the group off their feet and onto their bottoms. A gang of 5 Goblins were also blown off their feet and ended up being sent rolling towards the group. They come out of the roll and end up crashing down head-first about 3-6 feet away from the group. As the wind settles, the Goblins get back up, ready to fight. They look like they’re going to attack, even.
Goblin Alpha: 8/10 HP
Goblin Beta: 8/10 HP
Goblin Centauri: 8/10 HP
Goblin Delta: 8/10 HP
Goblin Enem: 8/10 HP
Connor: 9/9 HP, 8/8 MP
David: 27/27 HP, 20/20 MP, 15/15 EP (Is a system where David’s sword skills use EP and fire skills use MP OK?)
Daniel: 20/20 HP, 10/10 EP
Jimbo: 6/7 HP, 5/5 MP, 5/10 LP
Faiya: 15/15 HP, ?/? Others
(Since I can only guess at other PC’s stats that the players haven’t put forth, I’ll just let the players decide, though I’ll try to make the provided stats at least somewhat reasonable if they’re a bit too extreme.)
Connor attacks Goblin Alpha! 2 damage.
Goblin Alpha: 6/10 HP
Here is stats
Hp: 6/7 (He tripped on a rock once, he hasn't healed it recently so he starts with -1 hp I guess)
MP: 5/5
LP 5/10 (Luck Points, regenerates +1 point after every 3 battles, it's like MP points but it fuels his dumb luck-based attacks, if he has no LP left he can still use luck attacks but they don't do bonus damage if he succeeds, infact it's a -5 damage if he has no LP Points. The damage down only affects luck based attacks)
Hope that's nice enough, I don't know if people can just make up special kinda things like you did with David's EP points but eh
OT:
"Oh hello there fellows, how does it go"
Jimbo then gets an idea (for once) to give them a welcome gift, he spots a rock at his feet, he is 7 feet away from Goblin Enem, which is the closest to him, he picks up the rock
"Here, catch"
He then throws it squarely at the Goblin, dealing 1 damage
"Oops, chucked it a bit too lightly I think"
sugar is bad for you
Here's Daniel's stats:
HP: 20/20
EP: 10/10
ATK: 2
DEF: 4
I also think I will give him an ability to use with his EP: Shield Bash. This works as a push effect, and costs 2 EP.
As the goblins charge to attack, a man clad in heavy armor stumbles out of the bushes. He gets his bearings, draws a mace, and charges at the Goblin Beta. With a sickening crunch, the mace hits its target. (Not sure how much damage this should do)
I don’t know what your attack and defense stats are, so I’ll just assume a base-line of 4 ATK and 2 DEF for now.
OT: Goblin Enem is a bit confused about what exactly you’re doing with your attacks.
Goblin Beta is caught off guard! CRITICAL HIT! 3 damage.
Goblin Alpha: 6/10 HP
Goblin Beta: 5/10 HP
Goblin Centauri: 8/10 HP
Goblin Delta: 8/10 HP
Goblin Enem: 7/10 HP
Keep in mind, you can attack any enemy, and it might be a good idea to focus single-target damage on a single target. Also, the enemies will move after all PCs in combat have attacked.
Okay, added MP and EP my stats.
Max MP: 15
Max EP: 20
OT
I use a basic slash attack on Goblin Alpha. 4 damage! (2 / 10 HP)
[Avatar] My unshaded MC avatar (Shaded version later)
[Status] "...Thank you."
"A magic attack right at their face!" ~David
Faiya's Stats:
HP:15
Atk:7
Def:3
OT: Faiya charges at Goblin Delta, and swings her flame-tipped tail at the enemy, doing 2 damage points (if that is too much it can be tweaked)
sometimes, nullposts must be made.
My avatar: Faiya the dragon
404: eggs not found
I think that is a relatively large attack stat for right now, given your other stats... also, what’s your MP or whatever?
How expensive are your abilities?! That seems like a lot of MP and EP for level 1...
OT:
Faiya’s tail flame also lightly singes the adjacent enemies for 1 damage.
ENEMY TURN
Goblin Alpha attacks! 4 damage to Connor!
Goblin Beta attacks! 4 damage to Jimbo! Jimbo has 2/7 HP left!
An ally has gotten low on HP, unlocking HP Sprinkles for Connor! They can be used at any time.
Connor uses 3 HP Sprinkles on Jimbo. Jimbo has 5/7 HP. (7/10 remaining)
Goblin Centauri attacks! 6 damage to David!
Goblin Delta attacks! 4 damage to Connor! Connor has 1/9 HP left!
Connor uses 4 HP Sprinkles on Connor. Connor has 5/9 HP. (3/10 remaining)
Goblin Enem forgot to attack out of confusion!
PC TURN
Connor attacks Goblin Alpha! 2 damage. Goblin Alpha has been defeated.
Goblin Alpha: 0/10 HP, 6 ATK, 1 DEF
Goblin Beta: 5/10 HP, 6 ATK, 1 DEF
Goblin Centauri: 7/10 HP, 6 ATK, 1 DEF
Goblin Delta: 6/10 HP, 6 ATK, 1 DEF
Goblin Enem: 6/10 HP, 6 ATK, 1 DEF
Connor: 5/9 HP, 8/8 MP, 3 ATK, 2 DEF, 3/10 HP Spr.
David: 21/27 HP, 15/15 MP, 20/20 EP, 5 ATK, 0 DEF
Daniel: 20/20 HP, 10/10 EP, 2 ATK, 4 DEF
Jimbo: 5/7 HP, 5/5 MP, 5/10 LP, 4 ATK(?), 2 DEF(?)
Faiya: 15/15 HP, 7 ATK, 3 DEF, ?/? Others