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Alrighty, this is my testing realm, a rather small dungeon, 5 rooms in total, and what you'll be doing is going through my introduction, and testing of my changes made to Silth's game system.
First thing's first, the characters you'll be playing for this test;
Pheonix Alugere will be playing as; Ashe
Name: Ashe
Class: Warrior
Race: Human
Appearance:You must be registered to see the links
Alignment: Good
Level: 5
Status: Fine
Fatigue Points: 69 / 69
Action Points: 52 / 52
Pleasure Points: 43 / 43
Armor Class: 38
Magic Points: 120 / 120
Corruption: 100 / 0
Mentality: 35 / 35
GP: 0
Aggro: 100 / 0
Trained in:
Longswords: Level 3, 400 / 0
+2 to damage
+5 to hit
Earth Magic: Level 1, 200 / 50
Total Red Points: 125
Strength: 30
Dexterity: 45
Stamina: 50
Total Green Points: 105
Speed: 35
Finesse: 45
Senses: 25
Total Blue Points: 85
Will Power: 35
Intelligence: 30
Depth: 20
Orange Points
Charisma: 19
Aptitude (Longswords): 20
Mind: 17
Presence: 12
EXP until Next Level: 50 / 0
Spendable EXP: 0
Ascension: 200 / 0
Battle Cry: 1 / 1
Using this ability, all aggro is directed at the heroine. And in almost every sense of the word, renders all of your comrades invisible, allowing them to move about without notice, and evade danger.
Abilities:
Longswords:
Level 1: Strike: A simple attack, meant to maim opponents. +50% of strength added to current strength when the attack hits, 10 AP.
Elements:
Earth: - Level 1
Spell: Flatten Terrain: Allows the Heroine and her team to move over two mountain tiles, instead of going through a mountain. 100 MP.
Direct Spells
Level 1: Armor: A very thin layer of rocks covers the Heroine, giving her some extra protection. 10 extra Armor, 10 MP to use. (Amount of armor gained is modified by player level.)
Area of Efect:
Level 1: Thick Foliage: Sure, the leaves look weird on your outfit, but at least it adds to your Armor. 10 extra Armor, 10 MP per character.(Amount of armor gained is modified by player level.)
Items: 25 / 14
Gold - 52
Mythril Armor------ lvl 4 -- 60 AHP
Longsword-- lvl 3 -- 3d7 + (15 / enemy level) to hit
Shield----- lvl 3 -- 25 / 25
Gold Golem will be playing as; Sakuya
Name: Sakuya
Class: Rogue
Race: Human
Appearance:You must be registered to see the links
Alignment: Neutral
Level: 5
Status: Fine
Fatigue Points: 42 / 42
Action Points: 59 / 59
Pleasure Points: 20 / 20
Armor Class: 58
Magic Points: 80 / 80
Corruption: 100 / 0
Mentality: 33 / 33
GP: 0
Aggro: 100 / 0
Trained in:
Shortswords: Level 3, 400 / 0
+10 to hit
Love Magic: Level 1, 200 / 50
Total Red Points: 105
Strength: 30
Dexterity: 55
Stamina: 20
Total Green Points: 125
Speed: 45
Finesse: 35
Senses: 45
Total Blue Points: 85
Will Power: 20
Intelligence: 20
Depth: 45
Orange Points:
Charisma: 14
Aptitude (Shortswords): 19
Mind: 10
Presence: 23
EXP until Next Level: 50 / 0
Spendable EXP: 0
Ascension: 200 / 0
Distract: 1 / 1
Rogues are not good when under attack, as they are fast, and meant for other places than the front lines. Should a monsters decide that the heroin is their target, the use of this ability will cause the creature's to seek out one of her comrades instead, thus bringing her aggro down to 0%, allowing her to even go so far as to move right behind a monster, completely unnoticed... This does not work when grabbed, as a rogue is at it's weakest when held in place.
Abilities:
Short Swords:
Level 1: Stab: A quick stab at an opponent's vital areas. Is harder to pull off when face to face to an opponent, so attacking from the side, behind, or while unnoticed is recommended. -10 to hit. Adds (Dexterity/5) + (Heroine Level X 4) to damage. 30AP
Elements:
Love: Level 1
Spell: Aphrodisiacs: Every other team begins the next round with the ‘heat’ status, even if they’re human! MP Cost dependent on average enemy level.
Direct Spells:
Level 1: Sweet Words: By imbuing her words with magic, the Heroine is able to change the intentions of her target. If the target fails a Senses Vs. Willpower check, it will assist the caster for 2 turns. costs the foe's level X 20 in MP.
Area of Effect Spells:
Level 1: Lovely Aura: An aura surrounds the Heroine, which lets her turn pleasure into health. For every 5 PP dealt to any character, the caster gains 5 FP. Costs 5 MP per round.
Items: 25 / 9
Gold - 130
LeatherArmor--------lvl 3 -- 15 AHP, (+30 to AC / Enemy level)
ShortSword--------- lvl 5 -- 5d3 + (50 / enemy level) to hit
And I will be playing as, Elizabeth
Name: Elizabeth
Class: Mage
Race: Human
Appearance:You must be registered to see the links
Alignment: Good
Level: 5
Status: Fine
Fatigue Points: 37 / 37
Action Points: 45 / 45
Pleasure Points: 38 / 38
Armor Class: 38
Magic Points: 240(340) / 340
Corruption: 100 / 0
Mentality: 35 / 35
GP: 0
Aggro: 100 / 0
Trained in:
Staves: Level 2, 300 / 0
+20 MP stolen per hit
Life Magic: Level 1, 100 / 0
Lightning Magic: Level 1, 100 / 50
Total Red Points: 70
Strength: 20
Dexterity: 25
Stamina: 25
Total Green Points: 95
Speed: 35
Finesse: 20
Senses: 40
Total Blue Points: 150
Will Power: 50
Intelligence: 60
Depth: 40
Orange Points
Charisma: 20
Aptitude (Longswords): 20
Mind: 17
Presence: 12
EXP until Next Level: 50 / 0
Spendable EXP: 0
Ascension: 300 / 0
Abilities:
Staves:
Level 1: Sweep: The Heroine swings her staff in a circle, knocking opponents off their feet. Deals normal damage. If hit, opponents will be forced to wait their next turn until they stand back up, and lose 10 AP in the process. 20 AP
Elements:
Life:
Spell: Serendipity’s Blessing: A spell that regenerates 10 FP every round for one battle only. Costs 200 MP.
Direct:
Level 1: Gentle Touch: A calm touch filled with magic never hurt anyone. Restores d20 FP + User’s level, 10 MP.
World-Only Spells
Level 1: Heal Corruption: The Heroine uses her magic to try and turn either herself or an ally away from becoming a slave to lust. Heals d30 CP, costs (1 MP X Player level) per Corruption point healed.
Lightning:
Spell: Lightning Storm: Dark clouds form above the group, causing lightning attacks to do extra damage. Costs (average enemy level X 40).
Direct Spells:
Level 1: Zap: A quick zap. 2D6 damage, 10 MP.
Static Spells
Level 1: Static: Charges an ally's weapon(s) with electric energy. Deals an extra d4 damage during Melee attacks, costs 5 MP to activate, and 5 more MP every turn to keep active.
Items: 25 / 8
Gold - 40
Mage's Robe--------lvl 5 -- 25 AHP; +100 total MP
Mage's Staff------- lvl 3 -- 1d3 +4 to damage/healing spell's effectiveness
Ether Potion--------lvl 5 -- Restores 100 MP upon use
Ether Potion--------lvl 5 -- Restores 100 MP upon use
Ether Potion--------lvl 5 -- Restores 100 MP upon use
And for what we'll be doing, I'll be walking you through various mechanics I've changed, among other things, such as ideas of my own for adventuring through the world. Right now, the three characters mentioned above will be the main heroes of this RPG session, and they're on a mission to reclaim a corrupted throne. Among all the tutorials, your main objective is to destroy the evil inside the castle, by making your way through the sewers, and infiltrating the castle walls, destroying any manner of perverted beast in your way.
You may ask OOC questions, but keep in mind, obvious things such as inventory, gold, weapons, and armor will be brought to attention eventually.
Walking down the steps to the lower parts of the city, commonly known as the sewers, Elizabeth put a hand to her nose in disgust, grimacing at the smell of the bowels of the city. "How horrid!" she exclaims, "If I was of a right mind, I'd rather attack the main gates, than be forced to bear the smell of this place!"
Lady Ashe, the former princess of the very kingdom she was currently present to save, waved her hand at the complaining mage, "This is the only way," she told her, "I was told of this place long ago by one of my instructors. It holds a secret entrance, straight to the heart of the castle. Therefor, it's our best shot at reclaiming the throne away from the clutches of those who are evil."
Sakuya, former maid to Ashe, who also happened to be her protector against those who would harm her, followed silently, unheard by all behind Ashe. That is, until she spoke to her, "My lady... I think I hear monsters not far from here..."
Presence Check:
Sakuya listened a moment longer, before nodding, "Yes, I'm sure of it. They seem to be slimes, from what I make of it, and there is a great deal of them ahead, just in our path." she told Ashe and Elizabeth.
To which, Eliza responded with a folding of her arms, "I don't hear anything... And how can you hear slimes anyway?" she asked, a little offended that she didn't hear it herself.
Ashe stepped forward, interrupting anymore banter, "Enough," she told them, "It doesn't matter how she knows, but I trust her instincts. Only choice to make now, is how we go about getting past them..."
Situations like this, where you've detected the enemy before they have had the chance to find you out, puts your group at a great advantage, allowing you to prepare, and organize your attack, or even your evasion of the enemy.Evading the enemy grants no experience, but does allow your group safe passage, while attacking allows you to organize yourselves, and plan out a strategy together.
Obviously, for this exercise you'll be attacking, and now, you must select your first actions. Since the enemy has not noticed you, all of your aggro will be at 0. However, this will change when the enemy's turn comes around, so make the first turn count!
Here is the battlefield in tile form,
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And here is the battlefield in normal form.
Ashe is the one in the red cape, with white hair.
Sakuya is the one in the maid's dress, with white hair.
And Elizabeth is the one in the red hat.
Often times, when surprising your enemy, they will not be organized, and often will be found scattered about the area, unaware of your presence. However, the same applies to you should you be ambushed!
Ashe drew her sword and shield, Elizabeth held her staff in both hands, and Sakuya readied her large knife upon their approaching of the enemy. And while they were still unaware of them, now was the perfect time to strike...
(Post your actions. You may only move 5 spaces per turn, and you cannot take further actions for the current turn when you've used more than 20 AP.(Using a special attack that costs more than 10 AP means you can't move afterwards.))
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