Post by zaghero on Jan 10, 2017 20:50:10 GMT -5
The game will go on. Hopefully, we can finish it here.
In a land formed out the essence of imagination itself, dark entities have taken hold, threatening the balance of peace and creativity. Roam the lands in search of purpose, adventure, friendship, and glory.
Pray that the Divines shall aid you in your struggles.
SHEET
Name:
Age:
Gender:
Appearance:
Alignment:
Background:
Personality:
Class:
Perk:
Standard Stats- Distribute 30 points
STR:
CON:
DEF:
DEX:
ACC:
INT:
PER:
CHA:
SOL:
Weapon Stats- Distribute 20 points
Ranged:
Blunts:
Blades:
Magical:
Musical:
Hand-Hand:
Classes- CHOOSE ONE
Bard: +3 Dexterity +1 Charisma +1 Intelligence
Assassin: +2 Intelligence +3 Dexterity
Guardian: +1 Strength +4 Constitution
Soldier: +2 Intelligence +2 Constitution +1 Dexterity
Generalist: +1 Strength +1 Dexterity +1 Intelligence +1 Soul
Monk: +1 Soul +2 Strength +2 Intelligence
Cleric: +2 Intelligence +3 Soul
Mage: +1 Intelligence +1 Charisma +2 Soul
Perks-
Uplifting Spirit: All allies nearby get a +2 buff in all stats during combat
Loving Heart: All healing actions replenish 10% more HP
Intimidating Frame: Enemies have -2 DEF during combat
Persuasive Nature: All items are 15% cheaper
Thoughtful Hands: All items are 15% more effective
Ferocity: Critical hits are 17% more likely.
Stat Explanation
You multiply your CON (Constitution) by 5 to get your HP (Health points). If you had a CON of 6 you would have 30 HP.
SOL (Soul) determines your MP (Magic points). Magic points are used for casting spells, or playing songs or even activating special skills. Like CON you would multiply your SOL points by 5 to determine your MP.
Your STR plays part in the damage you deal. if you use a melee weapon (like a club or a knife). For every point of STR (strength) you have, that is your base damage or, the amount of dame you can deal without a weapon.
STR (Strength) can be used in and out of combat. STR can also be used to interact with the world. Perhaps a boulder is in your path, and you have enough STR to move it. (Around 8-10 depending on how large the stone is, as 8 is above average strength.)
Your DEF (defense) plays a part in battle. If an enemy attacks you, I would subtract your DEF divided by two from the damage, leaving the difference as the damage actually taken.
DEX (dexterity) is also used in and out of battle. The higher the DEX the more likely it is to dodge an attack in battle, or maybe pick a lock on a chest out of battle.
ACC (accuracy) is how accurate your hits are. This can also be used in and outside of battle. ACC is especially important for ranged attacks. You use ACC to nail hits on enemies, or maybe even solve a puzzle in a dungeon,
INT (Intelligence) is mostly used outside of battle. Your INT plays a part in learning spells, how to play instruments, and learning songs.
PER (perception) can be used in battle or outside of it. Perception is basically how well you can perceive the world. Such as hearing, seeing, feeling, smelling, or even tasting.
And lastly, CHA (charisma). CHA is used in bargaining and persuading others. The higher your CHA the better you are at interacting with people and creatures.
For every action I will roll one six sided die. The outcome of those rolls can vary from 1-6 or even 7 or higher due to stats, items, and perks. A 3 is a successful action with each number greater than three adding to the success of that action. This is the same for numbers below 3. Just have a looksie at that graph.
Roll
Success?
Degree of Success
1
No, and...
0
Critical Failure
2
No
0
Failure
3
Yes, but...
1
Partial Success
4
Yes
2
Success
5
Yes
3
Success
6
Yes, and...
4
Critical Success
7+
Yes, and..., and...
5
Critical Success
Hopefully that was self-explanatory.
To calculate damage given I take your STR/2 and add it to your overall weapon damage.
To calculate damage taken, I simply take the damage dealt out and subtract it by your defense and armor buff added together.
After a battle, conversation, lesson, or even exercise session you can receive EXP or experience points.
I calculate EXP with this simple formula: N+T+D/2. The variable N stands for 'number' as in the number of attacks you did, the length of the lesson, conversation, or even distance traveled. The Variable T stands for 'taken' as is damage taken. The T variable is only used in battles or events in which damage is dealt. Lastly, variable D stands for damage dealt. I then add those three variables together and divide them by three to calculate how much EXP is received.
At level one, you only need 5 EXP to level up. The amount of EXP needed to level up continues to increase by five.
When you level up, you are awarded stat points to distribute to your stats. you will always receive 8 points to distribute for standard stats and 6 for weapon stats.
Music-
Let's just hyperlink all these videos for easier access.
I also added some songs I thought would be appropriate.
DO NOT REPLY
Main theme: Pure Imagination Remix
Challenge/ Quest Accepted: Where Did The Party Go
Fight start: Megalovania
Alternate Battle Theme: The Land Shark is Coming!
Alternate Battle Theme 2: Dragon Fight!
Alt Battle theme 3: Momma Said Knock You Out
Main Boss Battle Theme: Eternity Extended Version
Victory Music: Victory! Trainer
Defeat Music: Time Is Running Out
Possible end: Raging ft. Kodaline
Death of a player: Young and Beautiful
Alternate Character Death Music: Fresh Static Snow
Alternate Death Music 2 (Short): Moonmen
Alternate Death Music 2 (Extended): Goodbye Moonmen (Band cover)
Journey Music: Heroes Near and Far
Alternate Journey Music: Silver Celebration
---------------------------------------------------------------------------------------------
Tim's Theme : Yes -Roundabout
or alternatively: Metal gear 4 OST - (old snake)
Kaari's Theme: I Hate Everything About You
or alternatively: Old Yellow Bricks
Chris's Theme (oh god): Dancing Queen
or alternatively: Cookies!
John's Theme: Carry On Wayward Son
Qin's Theme: Aku- The Final Blow
Jarsy's Theme: Zelda's Lullabye
Alice's Theme: Blinded By Light (Orchestral Version)
Taylor's Theme: Undertale - Battle Against a True Hero
- - - - - - - - - -
Sam's theme: Snail's house- (ra-mu-ne)
Yarlmig's theme:
Goam's Theme:
Terry's Theme:
Yearner's Theme: BESIDJU
Bootleg's Theme:
- - - - - - - - - - -
Starting items and weapons-
Each player is awarded 25G (Gold)!
Also, perks like Persuasive Nature don't work with purchasing things here.
Ranged:
Leather sling: a simple loop of leather used to propel small objects like stones with exceptional power.
Cost- 5G Base Damage- 3
- - -
Shoddy bow; A low quality bow that fires arrows.
Cost- 7G Base Damage- 2
--
Blunts:
Wooden Club: This club seems to have been carved out sturdy wood from a tree.
Cost- 6G Base Damage- 3.5
- - -
Lead Pipe: A heavy lead pipe ripped straight from debris!
Cost- 7G Base Damage- 4
- - -
Blades:
Small Knife: A small bladed weapon, very light and practical. Also good for cooking!
Cost- 6G Base Damage- 3.5
- - -
Shoddy Brass Sword: A sword of low quality that still gets the job done.
Cost- 8G Base Damage- 5
- - -
Staffs:
Flare Wand: A magical wand that casts a simple fire spell.
Cost- 6G Base Damage- 3
- - -
Shoddy Energy Staff: This low quality staff can emit glowing bolts of spiritual energy!
Cost- 6G Base Damage- 3.5
- - -
Musical:
Shoddy Penny whistle: This cheap flute-like instrument has a generally high range, and a sweet tone.
Cost- 4G Effectiveness- +2.5
- - -
Shoddy Five String Lyre: This stringed instrument has a rich sound somewhat of that of a guitar.
Cost- 7G Effectiveness- +4
- - -
Items:
HP Concoction: A mixture of various substances that replenishes a small amount of HP.
Cost- 5G +5HP
- - -
Bundle of Arrows: A reasonable bundle of 8 of arrows.
Cost: 5G Base Damage- 2
- - -
Small Bomb: This small bomb is round and easily detonated. With a fuse, there's only a short time span until it explodes.
Cost- 5G Base Damage- 3
In a land formed out the essence of imagination itself, dark entities have taken hold, threatening the balance of peace and creativity. Roam the lands in search of purpose, adventure, friendship, and glory.
Pray that the Divines shall aid you in your struggles.
SHEET
Name:
Age:
Gender:
Appearance:
Alignment:
Background:
Personality:
Class:
Perk:
Standard Stats- Distribute 30 points
STR:
CON:
DEF:
DEX:
ACC:
INT:
PER:
CHA:
SOL:
Weapon Stats- Distribute 20 points
Ranged:
Blunts:
Blades:
Magical:
Musical:
Hand-Hand:
Classes- CHOOSE ONE
Bard: +3 Dexterity +1 Charisma +1 Intelligence
Assassin: +2 Intelligence +3 Dexterity
Guardian: +1 Strength +4 Constitution
Soldier: +2 Intelligence +2 Constitution +1 Dexterity
Generalist: +1 Strength +1 Dexterity +1 Intelligence +1 Soul
Monk: +1 Soul +2 Strength +2 Intelligence
Cleric: +2 Intelligence +3 Soul
Mage: +1 Intelligence +1 Charisma +2 Soul
Perks-
Uplifting Spirit: All allies nearby get a +2 buff in all stats during combat
Loving Heart: All healing actions replenish 10% more HP
Intimidating Frame: Enemies have -2 DEF during combat
Persuasive Nature: All items are 15% cheaper
Thoughtful Hands: All items are 15% more effective
Ferocity: Critical hits are 17% more likely.
Stat Explanation
You multiply your CON (Constitution) by 5 to get your HP (Health points). If you had a CON of 6 you would have 30 HP.
SOL (Soul) determines your MP (Magic points). Magic points are used for casting spells, or playing songs or even activating special skills. Like CON you would multiply your SOL points by 5 to determine your MP.
Your STR plays part in the damage you deal. if you use a melee weapon (like a club or a knife). For every point of STR (strength) you have, that is your base damage or, the amount of dame you can deal without a weapon.
STR (Strength) can be used in and out of combat. STR can also be used to interact with the world. Perhaps a boulder is in your path, and you have enough STR to move it. (Around 8-10 depending on how large the stone is, as 8 is above average strength.)
Your DEF (defense) plays a part in battle. If an enemy attacks you, I would subtract your DEF divided by two from the damage, leaving the difference as the damage actually taken.
DEX (dexterity) is also used in and out of battle. The higher the DEX the more likely it is to dodge an attack in battle, or maybe pick a lock on a chest out of battle.
ACC (accuracy) is how accurate your hits are. This can also be used in and outside of battle. ACC is especially important for ranged attacks. You use ACC to nail hits on enemies, or maybe even solve a puzzle in a dungeon,
INT (Intelligence) is mostly used outside of battle. Your INT plays a part in learning spells, how to play instruments, and learning songs.
PER (perception) can be used in battle or outside of it. Perception is basically how well you can perceive the world. Such as hearing, seeing, feeling, smelling, or even tasting.
And lastly, CHA (charisma). CHA is used in bargaining and persuading others. The higher your CHA the better you are at interacting with people and creatures.
For every action I will roll one six sided die. The outcome of those rolls can vary from 1-6 or even 7 or higher due to stats, items, and perks. A 3 is a successful action with each number greater than three adding to the success of that action. This is the same for numbers below 3. Just have a looksie at that graph.
Roll
Success?
Degree of Success
1
No, and...
0
Critical Failure
2
No
0
Failure
3
Yes, but...
1
Partial Success
4
Yes
2
Success
5
Yes
3
Success
6
Yes, and...
4
Critical Success
7+
Yes, and..., and...
5
Critical Success
Hopefully that was self-explanatory.
To calculate damage given I take your STR/2 and add it to your overall weapon damage.
To calculate damage taken, I simply take the damage dealt out and subtract it by your defense and armor buff added together.
After a battle, conversation, lesson, or even exercise session you can receive EXP or experience points.
I calculate EXP with this simple formula: N+T+D/2. The variable N stands for 'number' as in the number of attacks you did, the length of the lesson, conversation, or even distance traveled. The Variable T stands for 'taken' as is damage taken. The T variable is only used in battles or events in which damage is dealt. Lastly, variable D stands for damage dealt. I then add those three variables together and divide them by three to calculate how much EXP is received.
At level one, you only need 5 EXP to level up. The amount of EXP needed to level up continues to increase by five.
When you level up, you are awarded stat points to distribute to your stats. you will always receive 8 points to distribute for standard stats and 6 for weapon stats.
Music-
Let's just hyperlink all these videos for easier access.
I also added some songs I thought would be appropriate.
DO NOT REPLY
Main theme: Pure Imagination Remix
Challenge/ Quest Accepted: Where Did The Party Go
Fight start: Megalovania
Alternate Battle Theme: The Land Shark is Coming!
Alternate Battle Theme 2: Dragon Fight!
Alt Battle theme 3: Momma Said Knock You Out
Main Boss Battle Theme: Eternity Extended Version
Victory Music: Victory! Trainer
Defeat Music: Time Is Running Out
Possible end: Raging ft. Kodaline
Death of a player: Young and Beautiful
Alternate Character Death Music: Fresh Static Snow
Alternate Death Music 2 (Short): Moonmen
Alternate Death Music 2 (Extended): Goodbye Moonmen (Band cover)
Journey Music: Heroes Near and Far
Alternate Journey Music: Silver Celebration
---------------------------------------------------------------------------------------------
Tim's Theme : Yes -Roundabout
or alternatively: Metal gear 4 OST - (old snake)
Kaari's Theme: I Hate Everything About You
or alternatively: Old Yellow Bricks
Chris's Theme (oh god): Dancing Queen
or alternatively: Cookies!
John's Theme: Carry On Wayward Son
Qin's Theme: Aku- The Final Blow
Jarsy's Theme: Zelda's Lullabye
Alice's Theme: Blinded By Light (Orchestral Version)
Taylor's Theme: Undertale - Battle Against a True Hero
- - - - - - - - - -
Sam's theme: Snail's house- (ra-mu-ne)
Yarlmig's theme:
Goam's Theme:
Terry's Theme:
Yearner's Theme: BESIDJU
Bootleg's Theme:
- - - - - - - - - - -
Starting items and weapons-
Each player is awarded 25G (Gold)!
Also, perks like Persuasive Nature don't work with purchasing things here.
Ranged:
Leather sling: a simple loop of leather used to propel small objects like stones with exceptional power.
Cost- 5G Base Damage- 3
- - -
Shoddy bow; A low quality bow that fires arrows.
Cost- 7G Base Damage- 2
--
Blunts:
Wooden Club: This club seems to have been carved out sturdy wood from a tree.
Cost- 6G Base Damage- 3.5
- - -
Lead Pipe: A heavy lead pipe ripped straight from debris!
Cost- 7G Base Damage- 4
- - -
Blades:
Small Knife: A small bladed weapon, very light and practical. Also good for cooking!
Cost- 6G Base Damage- 3.5
- - -
Shoddy Brass Sword: A sword of low quality that still gets the job done.
Cost- 8G Base Damage- 5
- - -
Staffs:
Flare Wand: A magical wand that casts a simple fire spell.
Cost- 6G Base Damage- 3
- - -
Shoddy Energy Staff: This low quality staff can emit glowing bolts of spiritual energy!
Cost- 6G Base Damage- 3.5
- - -
Musical:
Shoddy Penny whistle: This cheap flute-like instrument has a generally high range, and a sweet tone.
Cost- 4G Effectiveness- +2.5
- - -
Shoddy Five String Lyre: This stringed instrument has a rich sound somewhat of that of a guitar.
Cost- 7G Effectiveness- +4
- - -
Items:
HP Concoction: A mixture of various substances that replenishes a small amount of HP.
Cost- 5G +5HP
- - -
Bundle of Arrows: A reasonable bundle of 8 of arrows.
Cost: 5G Base Damage- 2
- - -
Small Bomb: This small bomb is round and easily detonated. With a fuse, there's only a short time span until it explodes.
Cost- 5G Base Damage- 3