"Warriors fight to change. What will change, and when will change be noticed?" ---#--------------------------------------------------------------
Welcome to Boss Fight Dungeon - ACT 0 - Quirk of Fate!
It's a strategy RPG game partly inspired by the playstyle of Fire Emblem.
Create characters, and fight a number of 10 strong bosses
in order to assist the King of Alzernight retrieve the Quirk of Fate
from the Dungeon of Hate.
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General Rules:1. Follow the Forum Guidelines. This is especially important!
2. Ask me if you have questions about the game, or anything else around it.
Gameplay Rules:0. Create your character first (only one per user), and their Combat Data. A template & Combat Data Guide is given below:
Name:
Race:
Gender:
Age:
Date of Birth:
Biography: (Some backstory. This is optional, can be as long as you want.)
Power:
Appearance: (Picture or description.)
Combat Data:
HP, MP
(Invest 50 points here. 1 point to HP adds 25 to Max HP, 1 point to MP adds 1 to Max MP.)
Skill List
Basic Action 1 [ (ACTION TYPE) ]
Action 1's effects.
Basic Action 2 [ (ACTION TYPE) ]
Action 2's effects.
Basic Action 3 [ (ACTION TYPE) ]
Action 3's effects.
Passive 1
Passive 1's effects.
Passive 2
Passive 2's effects.
Passive 3
Passive 3's effects.
Active Skill 1 [ (SKILL TYPE) ] [ (MP COST) / (COOLDOWN) ]
Skill 1's effects.
Active Skill 2 [ (SKILL TYPE) ] [ (MP COST) / (COOLDOWN) ]
Skill 2's effects.
Active Skill 3 [ (SKILL TYPE) ] [ (MP COST) / (COOLDOWN) ]
Skill 3's effects.
Active Skill 4 [ (SKILL TYPE) ] [ (MP COST) / (COOLDOWN) ]
Skill 4's effects.
Active Skill 5 [ (SKILL TYPE) ] [ (MP COST) / (COOLDOWN) ]
Skill 5's effects.
Ultimate Skill
Ultimate's Cost / Ultimate's Cooldown.
Ultimate's effects.
Combat Data Guide:
HP and MP should be simple.
Action and Skill Type
Classifies the general purpose of a Basic Action / Active Skill. There are 6 types:
[OFFENSIVE], which deals damage or / and inflict negative ailments to targets. Examples:
Deal [50 Melee Sharp] to a target within 1-tile range.
Deal [25 Ranged Sharp] to a target within 3-tiles range (Blocked). Inflict [Bleeding 10] for 5 turns.
[DEFENSIVE], which reduces damage taken by self or allies. Examples:
Take 25% less damage (rounded up) until next Players' Turn.
Target within 1-tile range will recieve 25% less Physical damage (rounded up) until next Players' Turn.
[SUPPORT], which generally heals targets or / and inflict positive ailments on them. Examples:
Heal [75 HP] to target within 2-tiles range (Blocked).
Inflict [Restoration (25)] for 5 Turns on target within 2-tiles range (Blocked).
[UTILITY], additional category of Support which helps allies. Example:
Target can move 4 tiles during this Turn.
[SUMMONING], skills that can bring Summons into battle.
Only Active Skills can be [SUMMONING] Skills, and a maximum of 2 [SUMMONING] Skills and 4 Summons per character.
Summons only have 20 points to invest in HP and MP, and can only have 1 Basic Action, 1 Passive and 2 Active Skills.
[MISC.], which does effects that don't belong to the above five types.
Basic Actions 1 ~ 3
Skills that don't cost anything, and have no cooldown. Are weaker than Skills, but a staple for every character.
Passives 1 ~ 3
Effects that are always active. They can be anything, such as an attack buff, defensive buff, or something completely different.
Active Skills 1 ~ 5
The very main part of a character's combat abilities. They can cost MP (or not), and have cooldowns (or not).
Ultimate Skill
An extremely strong skill, with a special cost / requirement, and a very long cooldown.
1. Characters will be fighting bosses in a 20x20 grid that looks like this:
The upper left side is the Ground Layer. The upper right side is the Flying Layer.
The lower left side is the characters in party's status. The lower right side is for tile information.
2. Things about Range:
How Range is determined:
Radius (within 3-tiles radius) /
Cone (within a 2-tiles wide cone (Choice: Upwards) ) /
Line (a 4-tiles long line, diagonal (Choices 1 ~ 4))
(Blocked) means you can't use a (ranged) skill at a target behind blocking objects.
(Unblocked) means you can.
3. Things about Attack Types and Elements:
Physical (Melee, Ranged) Attack Types:
Sharp Blunt
Element (Magic) Table:
Fire < Water Neutral
v ^
Earth Holy < - > Evil
Attack Examples:
[Melee Blunt], [Ranged Sharp], [Magic Holy]
Certain Physical Types / Elements are effective against certain enemies of an element.
Effective Attacks deal x1.5 damage. Weak Attacks deal x0.5 damage.
Holy and Evil are Effective against each other.
Stuff like [Melee Sharp x Fire] can be done.
If it hits an enemy weak to Sharp / Fire, it deals x1.25 damage.
If both weaknesses are hit, it deals x1.75 damage instead.
If one type / element is ineffective, it deals x0.75, if both it drops to x0.25.
4. Instant Kill / OHK Skills are allowed, but they must be balanced first.
5. A maximum amount of 5 characters are allowed in a party. The rest will be in backup, where they can replace characters currently in the party if allowed. You can introduce your character as a Challenger, a character who is on neither side.
6. Players go first, Challengers go second, Enemies go last. Characters' Turn order is determined by post order, unless specified. There will be a maximum 4-days long time for characters to plan their actions, and when all players are ready / time is up, an update will be made.
7. A character can move maximum 3 tiles. They can move horizontally, vertically or diagonally. Then, they can use one Basic Action, or Active Skill, or their Ultimate Skill.
8. HP is health. MP is required to play Active Skills, and regen at 1MP per new turn. Cooldown starts counting down after the turn you used a skill.
9. If you won't be in the forums for a while, notify people by posting in the OOC thread. During the time you're AFK, a character from backup will take your current place.
10. Getting your character KO'd means you won't be able to use your character, unless they're replaced by a backup character or is revived. Unless your character is a Challenger, then you'll be reduced to 1HP instead from a fatal attack (only once).
11. Ailments can be applied, and they are passive. Below is the list of all common ailments, categorized into Temporary and Permanent, then Minor and Major (except for Permanent), available for use. (You can make your own Ailments)
Ailments
Positive Minor Temporary
Regeneration (X) : At start of Players' Turn, Recover (X)HP, Length -1T.
Positive Major Temporary
Taunting : Must be the attack target of all enemies, Length -1T.
Flying : May enter the Flying Layer. In the Flying Layer, one may not be attacked by Melee Attacks, but can be targeted by Ranged and Magic Attacks. Using Ranged and Magic Attacks from the Flying Layer will not bring the attacker to the Ground Layer, but Melee Attacks will (if target is in the Ground Layer). Length -1T.
Immunity : May not be inflicted by Negative Ailments, Length -1T.
Auto Revive : On KO, instantly Revive with 25% HP (automatically dispels after), Length -1T.
Positive Permanent
Recovering (X) : At start of Players' Turn, Recover (X)HP. Dispelled when hit.
Negative Minor Temporary
Bleeding (X) : At start of Players' Turn, lose (X)HP, Length -1T.
Burning (X) : At start of Players' Turn, take [(X) Magic Fire] damage, Length -1T. Reduce [Earth] damage both taken and dealing by 50% (rounded down). Dispelled when hit by [Water] attacks.
Poison (X) : At start of Players' Turn, take [(X) Magic Earth] damage, Length -1T.
Negative Major Temporary
Bind : May not move, Length -1T.
Bound : May not use Active Skills, Length -1T.
Silent : May not use Active Skills that use MP, Length -1T.
Stun : May not act during Players' Turn, Length -1T. Dispels immediately when taking damage.
Scorch (X) (Y) : At start of Players' Turn, take [(X)x(Y) Magic Fire] damage, Length -1T. Reduce [Earth] damage both taken and dealing by 75% (rounded down). (X) decreases by 1 when hit by [Water] attacks, and is dispelled when (X) reaches 0.
Stagger (X) : Next hit will decrease (X) by 1, and will always deal x1.5 damage.
Freeze : May not act during Players' Turn, Length -1T. Dispels immediately when taking damage and take x(Length) damage from dispelling hit.
Negative Permanent
Venom (X) : At start of Players' Turn, take [(X) Magic Earth] damage.
Punished (X) : At start of Players' Turn, if current HP is lower than Max HP's (X)%, instantly get KO'd.
Void Life (X) : Decrease Max HP by (X). Exceeding HP will be removed.
12. The game plays in 3 Divisions (think of them as chapters), with the first two including 4 boss fights and the last one covering two. There will be a long time of rest between Divisions, to rebalance bosses and character skills.
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This is the Out of Character thread.
Submit your characters here, and I will try to balance them, then add them into the party / backup.
The In Character thread will be made as soon as 4 more characters join, and the game will begin three days after. Enjoy your stay!