Once upon a time, on a sunny day, the players (= you) were eating a cake. But suddenly, some really evil dude came and was, like, really evil. He was, in fact, evil enough to go ahead and take a slice of your cake without asking for permission! He and the cake disappeared in a puff of smoke, only to reappear in the evil dude's castle thousands of miles away (don't ask me how you knew that). Obviously, you are now pissed. An epic quest to rescue the abducted cake begins!
Rules:
Roleplaying
1. Each player may only have one character. Your characters can act independently from each other if you wish to. Even though this is a joke PnP, please only join if you fully intend to be active (that means, post more than like once every two days).
2. You can be whatever race you want.
3. Please write anything your character says in "". I also recommend giving your character a personal talking color; note that you can get any color you desire by specifying a hex value instead of an actual color. #E5B530, for example (the format is #RRGGBB), should give a yellowish/golden color to your text.
4. Since you will be having quite some code in each of your posts, I recommend copying that code by clicking "quote" at your last own post. Just remember to update any changed values and remove the "[quote]"-tags afterwards.
5. If you want to say anything out of character in the game thread, use olive as a color please. If all you want to do is to say something out of character, please do it in this thread, not in the game thread.
6. Whenever I post I'll add a status table that indicates the most important stats of your characters, like the current HP of each character and enemy (if there are any). The current time of day and the current weather are also shown.
7. When you're done talking and want me to move the game forward, make sure to post a clear action on what you're doing next (having your character say that he thinks about doing XYZ and having him actually do XYZ are two completely different things), or else it's possible that I don't recognize it as an actual action and nothing happens.
Character Stats
8. Every character's main stats are HP (Health Points), SP (Skill Points) and XP (Experience Points). SP are basically the same as the MP we all know and love, just under a more neutral name.
9. Advancing to the next level always takes 100 XP. After a level up your XP are reset to 0, though any leftover XP will be kept (e. g. reaching 108 XP would leave you with 8 XP after the level up). Gaining a level will allow you to learn a new skill/ability, increase your max HP and give you 4 additional points to distribute on your main stats.
10. Players may define the skills/spells/abilities they learn themselves; I won't interfere this time. You'll have to specify the basic Atk, Hit and Crt of any attacking skill or spell, kind of like if they were a weapon. It's up to you whether you want to stay reasonable with your abilities or make them completely broken. However, keep in mind that I'll scale the enemy strength roughly to your own - so if your abilities and stuff are completely broken, your enemies will be completely broken, too!
11. There is no gold or other currency in this game.
12. There is no item limit in this game.
13. You can start with whatever equipment and other items you want. As mentioned above, the stronger your equipment is, the stronger your enemies will be.
14. Each (player) character has the following stats, called "main stats":
POW: Each second point of POW increases your max HP by 1. Half your POW is added as damage to your physical attacks and may increase the damage of skills and spells. Every fifth point of POW increases your HP modifier for level ups by 1.
PER: Perception. Each point of PER adds 3 points to your Hit rate and 1 point to your Crt rate. Critical hits do [PER x10]% more damage than regular attacks.
AGI: Agility. Each point of AGI adds 3 points to your Avd. For each 5th point of AGI, you gain 0.5 extra actions. Half an action (0.5) is what was previously known as a minor action, while a full action (1.0) is what was previously known as a major action.
LUK: Luck. Each point of LUK adds 1 point to your Hit, Avd, Crt and For values and gives you 2% more resistance against status ailments.
CON: Constitution. Each point of CON raises your max HP by 1. Every fourth point of CON increases your HP modifier for level ups by 1.
SPI: Spirit. Each point of SPI raises your max SP by 1.
...this results in various sub stats:
Atk: [POW/2 + Weapon Atk] The basic amount of physical damage you're capable of dealing with a regular attack.
Hit: [PER x3 + LUK + Weapon/Skill Hit] Your basic chance to hit with a regular attack.
Crt: [PER + LUK + Weapon/Skill/Spell Crt] Your basic chance to score a critical hit. A critical hit deals [PER x10]% (but at the very least one point) more damage than usual.
Avd: [AGI x3 + LUK + Equipment Avd] Your chance to avoid an attack, no matter whether it's physical or magical. To put it simply, your Avd is subtracted from the Hit rate of anything that tries to attack you.
For: [LUK + Equipment For] Fortune. This stat is subtracted from the Crt rate of anything that tries to attack you.
Basic Max HP: [20 + (CON) + (POW/2)]
Basic Max MP: [SPI]
Actions: [1 + [AGI/10] Note that .5 actions can be used, though only as a minor action. Having a full action (1.0) won't let you do two minor actions, however; it just adds more possible uses for that action (attacking, mainly).
HP-Modifier: [(CON/4) + (POW/5)] The max HP increase upon a level up is determined by rolling a d6 and adding this stat to the result.
Resistance: [(LUK x2)%] Your chance to resist status ailments. If you get hit by an attack that inflicts status ailments and don't have a single point of luck, the infliction of the status ailment will always succeed.
15. During character creation you can distribute 50 points among your "main stats"; however, while those stats may be 0, none of them may exceed 15 at the beginning, and 50 after the game has started. You may distribute 4 more points to your stats after each level up.
You may also have up to 4 skills/spells/abilities at the beginning.
Combat
16. If a character's HP drop to 0, he/she is KO'd. Unconscious characters can't act anymore until the battle is over, at which point they regain consciousness (but remain at 0 HP, unable to fight). Your characters cannot die in combat unless the whole party is defeated.
17. You can choose between two possible positions for battles - front or cover. The front can be attacked by anything, but can also attack with anything itself. Covered characters take and inflict 50% less damage from/with melee attacks. Only ranged attacks, certain skills/spells and attacks that hit multiple characters will deal full damage. If no conscious character is standing at the front, however, melee attacks from either side will no longer receive a penalty. If you're attacked from behind, your front and cover will be reversed.
18. If it looks like you're about to lose a battle, you might want to try to escape instead of waiting until you're defeated. Usually, if you try to escape and there aren't any obstacles in your way, you will succeed. However, if you escape, any party members not capable of moving (e. g. because of being unconscious) will be left behind (carrying them would slow you down too much). Usually, this means that they'll be captured. If you're unlucky, it might also mean their death, however.
19. Be creative. There are many ways to defeat your enemies, and not all of them necessarily involve defeating them yourself or even reducing their HP to 0 at all.
20. In a battle, whenever a turn passes in which a player hasn't posted (and the other players haven't chosen what that character should do either), his character will simply attack the first enemy on the list with a simple normal attack if he can hit an enemy from where he's standing.
If you don't want that to happen, simply add a "Script" tag in your charater's profile (in the spoiler) that tells me what your character should do in which situation. This can be as detailed as you want; if you want, you can even make a whole universal strategy to be used when you're absent, and I will make your character act accordingly to it (unless something happens which isn't covered in your script, in which case your character will resort to doing either normal attacks or nothing).
21. If you don't want to wait for the other players to post in a battle (for example if it just drags on and seemingly takes forever), you can just post a bolded End Turn in the game thread. You can then also give orders to the characters that haven't posted yet, if you want to, kind of like in an actual RPG game. Any characters that do not receive orders and have not posted yet at that point will resort to their script. If you ever actually want a character to do nothing, state so.
22. I may automatically end the current turn in a battle if some players haven't posted their actions after around 24 hours.
Misc.
23. If your character for some reason has no weapon (equipped), add one named "Unarmed" (or something similar) that has 1-3 Atk, 70 Hit and 0 Crt.
24. Here's a list of various more common status ailments that you might encounter:
Poison (x%): Every time you act while poisoned, you take damage equal to x% of your max. HP. If you get poisoned again while already being poisoned, the poison will become stronger.
Cursed: Any HP or MP recovery your character receives is nullified.
Stunned: You can't act while being in this status, but you can still move (no penalty to Avd). Usually only lasts a single turn, though there may be exceptions.
Paralyzed (x): You cannot do anything at all (not even move) while being in this status, which also means that your Avd drops to 0. Will automatically be removed after x turns.
Dizzy (x): Your base Hit rate is reduced by 25% for the duration of this status ailment. This also applies to skills/spells. Will automatically be removed after x turns.
Dazzled (x): Your base Hit rate is halved for the duration of this status ailment. This also applies to skills/spells. Will automatically be removed after x turns.
25. When using ranged weapons, the stats of both the weapon itself and the ammo are added together for calculation purposes.
Each post should have the character's status table on top, looking similar to the example below (though you're very welcome to apply your own style and eye-candy). You may also add a hidden avatar and other fancy stuff if you want, but that's not a requirement.
- Dr. Example, Lv01 [00] (Front)
30/30 HP
03/03 SP
05-11 Atk | 127 Hit | 21 Crt
................59 Avd | 13 For
Pointy Stick (2 - 8 Atk, 80 Hit, 5 Crt)
King K. Rool Costume (15 Avd, 5 For)
Spoiler: Inventory & Status
Items:
- Lotsa stuff
Skills:
Banhammer
[Base: 50 Hit]
[Curr: 97 Hit]
Bans the target upon a hit, removing it from the game.
Spells:
---
Abilities:
- "I Win"-Button
Dr. Example instantly wins the game and therefore does not need to participate.
Stats:
07 POW
13 PER
12 AGI
08 LUK
07 CON
03 SPI
Story:
Insert your very interesting story here!
Misc.:
HP-Mod.: .... +2
Crt-Dmg: ..... +130%
Actions: ...... 2.0
Resistance: .. 16%
Go wild.