Solymr: hatkitty spamstlevania yet? :v
Since Haspen's games didn't go anywhere I'm gonna try doing it- with a tweest! I've been inspired by Darkest Dungeon and slightly adapted it to hopefully reduce the amount of salt and death.
IC ThreadBestiary!I'm looking for 4 players to form a squad, one of each class. If I have excess of players I might consider parallel squads.
To make a character do this:
Name: Pick a fancy one
Class: Pick one of 4 (Knight, Hunter, Holyman, Witch)
Stats: 8 points to spend, 3 max in one stat
Quirks: Pick 1 positive or 2 positive and 1 negative
Weapon: Determined by Class
Armor: Determined by Class
Trinket: None (yet)
Inventory:
-Herb (heals 3 HP)*3
-Pick one:
--Antitoxin (cures poison)
--Bandage (cures bleed)
--Purewater (removes debuffs)
--Extra Herb
--Healing Powder (heals all allies for 2 HP)
STATS
Endurance: +4 Max HP per point
Strength: +1 Max Damage per point
Agility: +1 Speed per point
Dexterity: +5 Hit per point
Reflexes: +5 Evasion per point
Spirit: +2 Max Hearts per point
Resistance: +5% Resistance to ailments and debuffs per point
You gain 1 Stat point to allocate per completed Segment; extra 3 per completed Chapter.
BASE STATS
HP: determined by Armor
Damage: determined by Weapon
Speed: determined by Weapon
Hit: determined by Skill
Evasion: determined by Armor
Hearts: 10
Resistance: 20%
COMBAT
At the start of a turn, each unit has their initiative rolled (1-8) and added to their Speed. This number determines the priority of the units in the turn. Units are affected by statuses at the start of their turn.
On their turn players can use a skill, an item, change their equipment, move one spot forward or backward, or pass their turn.
Attacking consists of a hit roll, a crit roll and a damage roll. The total hit chance is:
Hit of the skill + Dexterity and other bonuses - Enemy evasion. Total hit is capped between 5 and 95
If the hit roll is less or equal to the total hit, the attack hits.
Crit chance depends exclusively on the attacker. All attacks have a base 5% chance to crit, and can be increased with buffs or equipment. If the crit roll is less or equal to the total crit, the attack is a critical hit.
Damage roll determines the damage between the minimum and maximum damage for the weapon. Any modifiers are applied to this damage roll, while critical hits always deal 1.5 * maximum damage.
Heals follow approximately the same rules, with the exception that they always work and critical heals heal twice the amount rolled.
ELEMENTS
Enemies can have different weaknesses and resistances to these types of damage:
PHYSICAL/FIRE/ICE/THUNDER/HOLY/DARK
CLASSES
KNIGHT: Holy warrior blessed by the brothers and sisters of the Church to vanquish evil.
Skills:
-Smite: From (-|-|2|1) to (1|2|-|-)
Hit: 85|Damage mod: 0%|Crit mod: 0%
-Mordhau: From (-|-|2|1) to (1|2|-|-)
Hit: 85|Damage mod: -50%|Crit mod: 0%
Stuns enemy
-Defensive Stance: From (4|3|2|1) to (Ally)
Reduces damage received by 30% for 2 turns
Reduces speed by 3 for 2 turns
Redirects attacks from ally to self
-Charge: From (4|3|2|-) to (1|2|-|-)
Hit: 85|Damage mod: +20%|Crit mod: 0%
Moves self forward 1 spot
Moves enemy backward 1 spot
-Taunt: From (-|-|-|-) to (1|2|3|4)
Increases chances of being targeted by enemy
-Revenge (1 H): From (-|3|2|1) to (Self)
If attacked returns damage taken +50%
-Aura of Intimidation (2 H): From (-|-|-|1) to (1+2+3+4)
Reduces enemy hit by 15% and damage by 25% for 2 turns
-Shield Bash (3 H): From (-|-|2|1) to (1|-|-|-)
Hit: 85|Damage mod: -30%|Crit mod: 5%
Stuns enemy
Moves enemy backward 3 spots
-Blade of Light (5 H): From (-|-|2|1) to (1+2+3|-)
Hit: 90|Damage mod: -20%|Crit mod: 5%|HOLY
-Holy Execution (10 H): From (-|-|2|1) to (1|2|3|4)
Hit: 100|Damage mod: +100%|Crit mod: 10%|HOLY
Deals double damage to marked enemies
Weapon: Longsword (6-12 DMG/1 SPD)
Armor: Hauberk (33 HP/5 Evasion)
HUNTER: Member of a powerful family of vampire hunters from the Balkans.
Skills:
-Whipcrack: From (-|3|2|1) to (1+2|-|-)
Hit: 80|Damage mod: 0%|Crit mod: 0%
-Back Dash: From (-|3|2|1) to (Self)
Moves back one
Increases Evasion by 20 for 2 turns
-Dagger Throw: From (-|3|2|-) to (-|2|3|4)
Hit: 90|Damage mod: -10%|Crit mod: 10%
Inflicts bleed
-Expose Weakness: From (4|3|2|1) to (1|2|3|4)
Marks enemy
Reduces enemy evasion by 15 for 2 turns
-Break Object: From (3|3|2|1) to (Ally)
Gives 1 Heart
-Quaff Potion (1 H): From (4|3|2|1) to (Self)
Heals 1 damage
Cures poison and bleed
-Spinning Axe (2 H): From (-|3|2|-) to (1|2|3|-)
Hit: 80|Damage mod: +25%|Crit mod: 5%
Inflicts bleed
-Boomerang Cross (3 H): From (4|3|2|-) to (1+2+3+4)
Hit: 85|Damage mod: 0%|Crit mod: 0%
-Holy Water (5 H): From (4|3|2|-) to (-|2+3|-)
Hit: 90|Damage mod: 0%|Crit mod: 0%|HOLY
Inflicts burning
-Grand Cross (10 H): From (-|3|2|1) to (1+2+3+4)
Hit: 80|Damage mod: +40%|Crit mod: 5%|HOLY
Weapon: Leather Whip (5-10 DMG/5 SPD)
Armor: Leather Overcoat (23 HP/10 Evasion)
HOLYMAN: Member of the Church wearing cloth and items dispeling evil magics.
Skills:
-Whack: From (-|-|2|1) to (1|2|-|-)
Hit: 80|Damage mod: 0%|Crit mod: 0%
Moves backward 1 spot
-Divine Heal: From (4|3|2|-) to (Ally)
Heals 3-5 HP
-Divine Grace: From (4|3|-|-) to (Allies)
Heals 1-3 HP
-Bolt from Above: From (4|3|-|-) to (-|-|3|4)
Hit: 80|Damage mod: -60%|Crit mod: 0%|HOLY
Stuns enemy
-Cleanse: From (4|3|-|-) to (Ally)
Heals 1 HP
Removes debuffs, bleed and poison
-Pray (1 H): From (4|3|2|1) to (Ally)
Increases evasion by 25 for 2 turns
-Blessing (2 H): From (4|3|-|-) to (Ally)
Increases damage by 25% for 3 turns
-Illuminate (3 H): From (-|3|2|-) to (Allies except Self)
Gives 2 Hearts
-Empower (5 H): From (4|3|2|1) to (Allies)
Increases damage by 25% for 2 turns
Increases hit by 20 for 2 turns
Increases speed by 5 for 2 turns
-Divine Intervention (10 H): From (4|3|-|-) to (Allies)
Heals 10-15 HP
Weapon: Wooden Staff (4-9 DMG/4 SPD)
Armor: Simple Cloth (24 HP/0 Evasion)
WITCH: Member of a mystical family of mediterranean wizards.
Skills:
-Summon Weapon: From (4|3|-|-) to (1|2|3|-)
Hit: 85|Damage mod: 0%|Crit mod: 0%
-Fire Ball: From (4|3|-|-) to (1|2|3|-)
Hit: 85|Damage mod: -20%|Crit mod: 0%|FIRE
Reduces enemy speed by 2 for 2 turns
-Ice Shard: From (4|3|-|-) to (-|2|3|4)
Hit: 85|Damage mod: -20%|Crit mod: 0%|ICE
Inflicts bleed
-Thunder Strike: From (4|3|2|-) to (Random)
Hit: 80|Damage mod: 0%|Crit mod: 5%|THUNDER
Reduces enemy hit by 15 for 2 turns
-Curse: From (4|3|2|1) to (1|2|3|4)
Marks enemy
Reduces damage by 20%
-Imbue Weapon (2 H): From (4|3|-|-) to (Ally)
Gives ally attacks one element of FIRE, ICE or THUNDER for 3 turns
-Rocket Blast (4 H): From (-|3|2|1) to (1+2+3|-)
Hit: 80|Damage mod: 0%|Crit mod: 0%|FIRE
Inflicts burning
Moves backward 1 spot
-Blizzard (4 H): From (4|-|-|-) to (-|-|3+4)
Hit: 80|Damage mod: 0%|Crit mod: 0%|ICE
Shuffles enemies
-Arc Volt (4 H): From (4|3|-|-) to (1|2|3|4)
Hit: 90|Damage mod: +25%|Crit mod: 10%|THUNDER
Stuns enemy
Moves forward 1 spot
-Time Stop (10 H): From (4|3|2|-) to (1+2+3+4)
Stuns enemy
Weapon: Blank Tome (5-10 DMG/3 SPD)
Armor: Flax Robe (22 HP/5 Evasion)
QUIRKS
Immovable: +20% Resistance to forced moves
Resilient: +20% Resistance to poison
Clotter: +20% Resistance to bleeding
Quickdraw: +4 Speed in the first round of battles
Alpha Strike: +30% Damage in the first round of battles
Reliable: +1 Minimum Damage
Brute Force: +1 Maximum Damage
Last Gasp: +2 Speed when below 50% HP
Adrenaline: +15% Damage when below 50% HP
Clutch Hit: +5% Crit when below 50% HP
Natural Luck: +5% Drop Chance when killing an enemy
Negative quirks have the opposite effect of these. More quirks might be added if you give more ideas ;v
STATUS
Statuses tick down and take effect at the start of the unit's turn. Debuffs tick down when the unit has suffered it's effect.
Stun: unit loses their turn
Bleed: unit loses 2 HP for 3 turns
Burning: unit loses 4 HP for 3 turns
Marked: attacks deal 25% more damage
KNOCKOUT AND FINAL DEATH:
When your Health drops to 0, you're KO'd for the remainder of the Battle.
After the Battle, you can be revived with any Health restoring item.
If the team has no Health restoring items left, their only hope to revive their comrades is to:
A) Visit or re-visit a Village Segment, whose inhabitants will bring the fallen comrades to health.
B) Successfully finish the entire Chapter; at its end, the fallen comrades will be automatically revived.
If all Members are KO'd during a battle, it means total failure of the expedition and all Members are irreversibly killed.
CHURCH MEMBERS:Name: Tanya Mycen
Class: Witch
Weapon: Blank Tome (5-10 DMG/3 SPD)
Armor: Flax Robe (22 HP/5 Evasion)
Trinket: None
Quirks:
Reliable: +1 Min damage
Endurance: 0
Strength: 3
Agility: 0
Dexterity: 2
Reflexes: 2
Spirit: 2
Resistance: 0
HP: 22/22
Hearts: 8/14
Damage: 6-13
Speed: 3
Hit: +10
Evasion: 15
Resistance: 20%
Inventory:
-Herb*2 (heals 3 HP)
-Purewater (removes debuff)
-10 gold
Name: Dustan Hache
Class: Knight
Weapon: Longsword (6-12 DMG/1 SPD)
Armor: Hauberk (33 HP/5 Evasion)
Trinket: None
Quirks:
Adrenaline: +15% Damage when below 50% HP
Endurance: 1
Strength: 3
Agility: 0
Dexterity: 2
Reflexes: 2
Spirit: 1
Resistance: 0
HP: 29/37
Hearts: 3/12
Damage: 6-15
Speed: 1
Hit: +10
Evasion: 15
Resistance: 20%
Inventory:
-Herb*3 (heals 3 HP)
-Healing Powder (heals all for 2 HP)
-60 gold
-Gladius (6-10 DMG/4 SPD/+5 Hit)
Name: Jaromir Kroll
Class: Hunter
Weapon: Leather Whip (5-10 DMG/5 SPD)
Armor: Leather Overcoat (23 HP/10 Evasion)
Trinket: None
Quirks:
Last Gasp: +2 Speed when below 50% HP
Endurance: 1
Strength: 1
Agility: 3
Dexterity: 0
Reflexes: 3
Spirit: 1
Resistance: 0
HP: 22/27
Hearts: 6/12
Damage: 5-11
Speed: 8
Hit: +0
Evasion: 25
Resistance: 20%
Inventory:
-Herb*3 (heals 3 HP)
-Purewater (removes debuff)
Name: Father Nicholas Sleighton
Class: Holyman
Weapon: Wooden Staff (4-9 DMG/4 SPD)
Armor: Simple Cloth (24 HP/0 Evasion)
Trinket: None
Quirks:
Divine Favor: +20% Stun Chance
Endurance: 2
Strength: 0
Agility: 1
Dexterity: 0
Reflexes: 3
Spirit: 1
Resistance: 2
HP: 32/32
Hearts: 12/12
Damage: 4-9
Speed: 5
Hit: +0
Evasion: 15
Resistance: 30%
Inventory:
-Herb*3 (heals 3 HP)
-Purewater (removes debuff)
-Warrior's Bracer (+10% DMG -5 Evasion)