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Ircher
What A Grand Idea
 
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Joined: November 09, 2015
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Post Post #0  (ISO)  » Wed May 29, 2019 5:22 pm

Welcome to Level Up 2: Dice-Rolling Fighting Game. For those of you who were around last summer, you may remember this thread. Well, this game is very similar to the last one, but I've made some changes that should help address some of the concerns from the last game. For both returning and new players, the game description and basic rules follow.

Objective: To reach as high of a level as you can without perishing. (But to do so requires working with other people. You cannot do it by yourself.)

Rules:
  1. You may join at any time by posting /in.
  2. To gain levels, you must gain experience. To gain experience, you must kill monsters.
  3. To kill monsters, you must use the dice tag in accordance with the next section. If there are multiple monsters, you must indicate which monster you are attacking unless I specify otherwise.
  4. As you gain levels, you may gain new ways to play.
  5. (New from last time:) In general, you may not change your action after posting it. This is moreso for my sake as certain abilities are order-dependent, and thus, changing your action may cause issues. That said, you may freely change your target(s) as that is generally not going to change anything. See next rule.
  6. (New from last time:) Each time you change your target, you will receive a -1 penalty on your roll.
  7. (New from last time:) Unless otherwise specified, players may perform only one action per player per round. There are very few exceptions to this rule; it is important to note that initiative-granting actions do not bypass this rule.
  8. (New from last time:) If you have not posted in the thread within the past four days, I may send you a PM to remind you that the game exists. You are not required to act every day; however, you are encouraged to be active to keep the game going. If you do not wish to receive these PM's, you may /out of the game, but be warned, /out'ing is final, and if you want to play again, you must re-/in at the last checkpoint level you achieved.
  9. This is not a game where players must strictly follow the rules. That is, I have the right to make exceptions to the rules, provided that these exceptions are within reason.
  10. Official Level Up Discord Link: https://discord.gg/gQkR2Nv
  11. Occassionally, I may challenge the players to guess something about the game. You are free to choose to participate or not; however, the first player to correctly answer the challenge may get a few bonus experience points. Players are only allowed one chance to answer the challenge. You are not allowed to consult outside resources for these challenges, although it's debatable how much that will help you.

Quick Links:

Defeating Monsters:
  • All players start at level one. New players now start at level two.
  • Your level determines your offensive power (attack dice), defensive power (defense dice), as well as your hitpoints. It may also dictate other things such as abilities and spells.
  • I determine the levels, attack dice, defense dice, hitpoints, and experience of monsters. I will do my best to keep the game reasonable, but I am no expert at balancing.
  • (New from last time:) I also choose enemies' targets in battle and all their actions. I will try to be fair in my choices, and I will avoid actively targeting the same person several times in a row. Note that all monsters will heavily prioritize players that are participating in a battle over those who are not participating.
  • (Modified from last time:) All dice are either 2-sided, 3-sided, 4-sided, 6-sided, or 8-sided.
  • At level one, players start with 10 HP and 1d6 attack dice. They possess no defense dice. At level two, players start with 15 HP and 1d6 attack dice with no defense dice. They can also use level one "Scry Monster" and "Speed Slash".
  • When a group of monsters is defeated, all players that participated in attacking split the total XP of the group.
  • Unless otherwise noted, if there are multiple monsters alive, players may freely choose which monster to attack. (Please be explicit.)
  • To attack, just roll the dice as appropriate. Do not forget that if there are multiple enemies, you generally need to specify the name of which ever one you are targeting.

Damage and Death:
  • To determine the amount of damage dealt to you or a monster, add up the values of the attack dice and the defense dice. If the total of the defense dice exceeds that of the attack dice, the target successfully defends against the attack. Otherwise, the target loses an amount of HP equal to the difference between the two.
  • (Modified from last time:) If a monster's hitpoints reaches zero or less, the monster dies. Experience is awarded at the end of the battle. Note that while rare, some monsters may be able to be revived by other monsters.
  • If a player's hitpoints that were above 1 HP before an attack drops to 1 HP or lower after an attack, they are left with 1 HP. This mechanic is known as Healing Grace.
  • Spells require a separate defense roll from normal attacks (if applicable).
  • Unless otherwise noted, if a player sustains damage at 1 HP, they die. If they reached a checkpoint level, they may re-/in at that level. Otherwise, they must re-/in as a level one character.
  • Unless otherwise specified, all players with 1 HP regain 1 HP, and all players that have died may revive at the last checkpoint level they reached once a battle has concluded.
  • You must wait at least 3 rounds (i.e.: the enemies get to attack three times) or until the end of the battle (whichever comes first) before reviving at the last checkpoint level you've reached.
  • (New from last time:) If five or more players are killed in a single battle, the battle immediately ends. (Note: It can also be one player dying five times in a single battle or some combination.) This is considered the equivalent of a game over. No one gains experience. The battle restarts back at the beginning. The battle may restart from the beginning, or I may replace it with an easier encounter. All players who were still alive have their resources restored to their maximum values.

Teamwork Mechanic:
(Note that some rules here have been removed from last time, and also note the bolded rule(s). They are significantly different from last time.)
  • A round is defined as the combination of the players' turns and the enemies' turns. A round ends once every action for the round has been resolved.
  • (Modified from last time:) All battles will possess an action threshold value. Monsters will always attack after that many players submit actions. This action threshold value will be explicitly given at the start of every battle.
  • Actions are resolved in the following order: a) players with the Quick Strike status b) monsters with the Quick Strike status c) players in the order they posted (only valid actions) and d) monsters in an order that I choose (it's not necessarily random or predefined).
  • Players may team up against the same enemy when using normal attacks and skills. (Spells require a separate defense roll for each one if applicable.) When players team up against the same enemy, the enemy can only make a single defense roll (which is generally made at the time most in the enemy's favor); however, each player's attack is considered separate from one another. (This last part is important for enemies that have death mechanics similar to players.) Monsters follow similar rules when they attack the same player. That said, they do not suffer the penalty mentioned in the next rule.
  • If a third or subsequent player teams up against the same monster (remember, spells are exempt from this definition), they will receive a -X modifier to their roll where X is the number of players attacking that monster minus two. For instance, if the worst is the fourth person to attack a monster named Alpha, they will have a modifier of -2 on their attack.
  • (Modified from last time:) Initiative for players works by not counting towards the action threshold. That is, for each initiative action used, monsters must wait for an additional player to make an action before they get a turn.
  • You may not specify actions in advance.
  • Initiative for monsters negates the effects of initiative for players.
  • If, after 24 hours, no actions have occurred (and this is not due to the moderator being absent), the current round for players will end, and actions will be resolved, regardless of how many actions were left.
  • (New from last time:) If all players have acted, the monsters immediately get a turn so as to not delay the game unnecessarily.

Special Rules:
Level 21) You now possess an active skill! All active skills have a cooldown period. The cooldown time is listed in parenthesis after each active skill. While a skill is in cooldown, you cannot use any other active skill. The cooldown timer decreases by 1 every time your enemies do an attack. (*Note: Cooldowns are applied globally; you cannot use any skills during that time.*)

Level 31) You can now cast magic! To cast spells, you must have MP (Mana Points) available. The cost of each spell is listed in parenthesis after each spell. MP is fully restored when you level up or after 5 battles, whichever comes first.
2) You now possess a passive skill! Passive skills have their effects occur automatically!
3) You have reached your first checkpoint level. If you die or /out of the game, you may respawn at this level rather than level one.

Level 41) Skills and spells now possess levels! When using an active skill or a spell, please specify the level of the skill or spell. Note that you are allowed to use a lower-level version of a spell or an active skill if you prefer (though I may verify.)
2) You now possess stat points. Stat points may be reallocated whenever you level up or whenever you die (after you re-enter and provided you meet the required level to possess stat points). You may exchange one stat point for either three hitpoints or one mana.
3) Some active skills may have special internal cooldowns that applies only to that skill. Skills with an active internal cooldown cannot be used while it is active, and internal cooldowns cannot be removed unless explicitly specified otherwise. (Items that normally decrease cooldowns do not have any effect on internal cooldowns. The same applies for certain passive skills (e.g.: Adrenaline Rush).)

Level 51) You may now choose a specialization path: Berserker, Warrior, Magician, or Acolyte. Unlike stat points, your decision is final unless you perish and have to respawn at a level lower than level five. Specialization paths grant new spells and skills specific to that path. They may also grant other bonuses.

Level 61) Players now possess morale. Morale determines your resistance against Fear and other illusionary/mental effects. A player suffers from a mental status effect if their morale drops below zero. (By default, this is the "Scared" status, but others like "Charm" can occur as well.) At the end of each round, morale regenerates by 20% of your current hitpoints (rounded to nearest) until it reaches its maximum value. Players that do not utilize the morale mechanic (level 5 and below) are automatically afflicted by the appropriate status effect for three rounds.
2) The friendship system is unlocked globally for all players. Please see for more details.

Miscellaneous1) The party now maintains a global inventory. After some battles, the party may receive silver coins that they may spend at shops to obtain useful items that anyone can use. Unless otherwise noted, players may use an item and perform another item during the same round.

--------------------------------------------------------------
Now go out there and slay some monsters for experience!
Last edited by Ircher on Sat Jan 04, 2020 9:57 pm, edited 46 times in total.
Check out my Player Ratings page!
Level Up is currently hosting a design contest; see this post for the specific details.
Fun Fact: The span of a set of vectors is the set of all linear combinations of those vectors.

Ircher
What A Grand Idea
 
User avatar
Joined: November 09, 2015
Location: EST/EDT
Pronoun: He

Post Post #1  (ISO)  » Wed May 29, 2019 5:22 pm

Current Players:
MP restored in: 5 battle(s).

Party's Silver Coins: 10 Coins
Party Inventory1x Lesser Healing Potion: Heals 1d4 hitpoints of an ally.
1x Healing Potion: Heals 1d6 hitpoints of an ally.
1x Speed Potion: Grants the "Hasted" status for 1d3+1 rounds to an ally.
1x Cake: Restores 50% HP (rounded down) and 25% MP (rounded down) of the user.


the worstLevel 6 | XP = 36 | 1 CD
HP = 15/20 | MP = 6/6 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Acolyte.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Minor Heal All (4 Mana).

Number of Deaths = 1
Spoiler: Causes of Death
1. (1@1): Level 1 Goblin


Cerberus v666Level 6 | XP = 31
HP = 20/20 | MP = 6/6 | Morale = 10/10
| Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Magician.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Silence (2 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


NotMySpamAccountLevel 4 | XP = 11
HP = 15/15 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point.
Number of Deaths = 0
Spoiler: Causes of Death


AmzelaLevel 5 | XP = 23
HP = 23/23 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Warrior.
Spoiler: Extra Skills
Level 1 Cross Slash (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


McMennoLevel 3 | XP = 8
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death


Chemist1422Level 4 | XP = 16 | 3 CD
HP = 18/18 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Number of Deaths = 0
Spoiler: Causes of Death


James BrafinLevel 6 | XP = 28
HP = 23/23 | MP = 6/6 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Spoiler: Extra Skills
Level 1 Fury Blade (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 1
Spoiler: Causes of Death
1. (14@3): (Miniboss) Level 5 Gamma Slime.


Inferno390Level 6 | XP = 28
HP = 23/23 | MP = 5/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Spoiler: Extra Skills
Level 1 Fury Blade (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


inspiratieloosLevel 6 | XP = 34 | 1 CD
HP = 14/20 | MP = 6/6 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 1 MP.
Specialization level 1.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


Not Known 15Level 6 | XP = 30
HP = 21/23 | MP = 4/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Warrior.
Spoiler: Extra Skills
Level 1 Cross Slash (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 1
Spoiler: Causes of Death
1. (0@1): Level 4 Red Slime


Jackal711Level 6 | XP = 32 | 1 CD
HP = 13/20 | MP = 4/6 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Acolyte.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Minor Heal All (4 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


Gamma EmeraldLevel 6 | XP = 30
HP = 20/20 | MP = 6/6 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d3
1 Stat Point: 1 SP = 1 MP.
Specialization level 1: Path of the Magician.
Spoiler: Extra Skills
None!

Spoiler: Extra Spells
Silence (2 Mana).

Number of Deaths = 0
Spoiler: Causes of Death


FormerfishLevel 5 | XP = 23 | 3 CD
HP = 7/23 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point: 1 SP = 3 HP.
Specialization level 1: Path of the Berserker.
Spoiler: Extra Skills
Level 1 Fury Blade (4 CD).

Spoiler: Extra Spells
None!

Number of Deaths = 0
Spoiler: Causes of Death


PrivateILevel 2 | XP = 2
HP = 15/15 | Attack = 1d6 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death


trisLevel 3 | XP = 5
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death


dsjstrLevel 3 | XP = 7 | 2 FCD
HP = 7/15 | MP = 2/3 | Attack = 1d8 | Defense = 0d2
Number of Deaths = 0
Spoiler: Causes of Death

---
David (NPC)Level 5 | XP = 22
HP = 22/22 | MP = 2/2 | Attack = 1d6 | Defense = 1d2
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Double Shot (4 CD). Equivalent to level 1 double slash.
Level 1 Poison Weapon (3 CD): Grants you the poisoned weapon status until your next attack. If an enemy takes damage from your next attack, they are poisoned for three rounds.
Level 1 Arrow Volley (4 CD): Fires a volley of arrows at two enemies for {Attack Dice} - 1 damage each.

Spoiler: Spells
Level 1 Minor Heal (2 Mana).


---
The code tags provide the codes you need to use to perform a normal attack.
Level 1 Player:
HP = 10/10 | Attack = 1d6 | Defense = 0d2
Code: Select all
[dice]1d6[/dice]


Level 2 Player:
HP = 15/15 | Attack = 1d6 | Defense = 0d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).

Code: Select all
[dice]1d6[/dice]


Level 3 Player:
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d2
Spoiler: Skills
Level 1 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Defensive Slash (2 CD).
Level 1 Luck Mitigation.

Spoiler: Spells
Level 1 Redirection Shield (1 Mana).
Level 1 Fire (1 Mana).

Checkpoint at level 3 (5 XP).
Code: Select all
[dice]1d8[/dice]


Level 4 Player:
HP = 15/15 | MP = 4/4 | Attack = 1d6 + 1d2 | Defense = 1d3
1 Stat Point.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 1 Defensive Slash (2 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Luck Mitigation.
Level 1 Adrenaline Rush.

Spoiler: Spells
Level 1 Redirection Shield (1 Mana).
Level 1 Fire (1 Mana).
Level 1 Examine Creature (1 Mana).
Level 1 Curse (2 Mana).
Level 1 Bless (2 Mana).

Checkpoint at level 3 (5 XP).
Code: Select all
[dice]1d6[/dice]
[dice]1d2[/dice]


Level 5 Player:
HP = 20/20 | MP = 4/4 | Attack = 2d4 | Defense = 1d3
1 Stat Point.
Specialization level 1.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 1 Speed Slash (3 CD).
Level 2 Defensive Slash (3 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Provoke (3 CD).
Level 1 Focus (3 CD).
Level 1 Gather Energy (2 CD).
Level 2 Luck Mitigation.
Level 1 Adrenaline Rush.

Spoiler: Spells
Level 2 Redirection Shield (2 Mana).
Level 1 Fire (1 Mana).
Level 1 Examine Creature (1 Mana).
Level 1 Curse (2 Mana).
Level 1 Bless (2 Mana).
Level 1 Minor Heal (2 Mana).
Level 1 Cure (1 Mana).
Level 1 Tornado (2 Mana).

Checkpoint at level 3 (5 XP).
Code: Select all
[dice]2d4[/dice]


Level 6 Player:
HP = 20/20 | MP = 5/5 | Morale = 10/10
Attack = 1d6 + 1d4 | Defense = 1d4
1 Stat Point.
Specialization level 1.
Spoiler: Skills
Level 2 Scry Monster (0 CD).
Level 2 Speed Slash (2 CD).
Level 2 Defensive Slash (3 CD).
Level 1 Double Slash (4 CD).
Level 1 Meditate (7 CD).
Level 1 Provoke (3 CD).
Level 1 Focus (3 CD).
Level 1 Gather Energy (2 CD).
Level 1 Throw Weapon (3 CD).
Level 2 Luck Mitigation.
Level 1 Adrenaline Rush.
Level 1 Power Aura.

Spoiler: Spells
Level 2 Redirection Shield (2 Mana).
Level 2 Fire (1 Mana).
Level 1 Examine Creature (1 Mana).
Level 2 Curse (2 Mana).
Level 1 Bless (2 Mana).
Level 1 Minor Heal (2 Mana).
Level 1 Cure (1 Mana).
Level 1 Tornado (2 Mana).
Level 1 Enrage (2 Mana).
Level 1 Inspire (1 Mana).
Level 1 Fear (1 Mana).

Checkpoint at level 6 (28 XP).
Code: Select all
[dice]1d6[/dice]
[dice]1d4[/dice]
Last edited by Ircher on Sat Jan 04, 2020 9:57 pm, edited 128 times in total.
Check out my Player Ratings page!
Level Up is currently hosting a design contest; see this post for the specific details.
Fun Fact: The span of a set of vectors is the set of all linear combinations of those vectors.

Ircher
What A Grand Idea
 
User avatar
Joined: November 09, 2015
Location: EST/EDT
Pronoun: He

Post Post #2  (ISO)  » Wed May 29, 2019 5:22 pm

Current Monster Statuses (Threshold 7/0)
(7) Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Reinforcements: These enemies do not grant experience, but must be killed to end the battle.
(7) Alpha Alpha : Hydra Slime : Level = 7 | HP = 197/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP = 95/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP = 15/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP = 4/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP = DEAD | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP = 3/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP = 4/400 | Morale = 15/15 | Attack = 1d8 | Defense = 1d2
Last edited by Ircher on Sat Jan 04, 2020 9:57 pm, edited 116 times in total.
Check out my Player Ratings page!
Level Up is currently hosting a design contest; see this post for the specific details.
Fun Fact: The span of a set of vectors is the set of all linear combinations of those vectors.

Ircher
What A Grand Idea
 
User avatar
Joined: November 09, 2015
Location: EST/EDT
Pronoun: He

Post Post #3  (ISO)  » Wed May 29, 2019 5:22 pm

Level 1 (XP Needed: 0)
- Hitpoints = 10 | Attack = 1d6 | Defense = 0d2

Level 2 (XP Needed: 2)
- Hitpoints = 15 | Attack = 1d6 | Defense = 0d2
- Gain active skill "Scry Monster" (0 CD): Tells you the special skills, spells, and other abilties a monster possesses.
- Gain active skill "Speed Slash" (3 CD): Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative meaning it does not count towards the action threshold.
- Active skills have cooldowns (CD). While a skill is in cooldown, you cannot use any other skills. Cooldown decreases by one each time the enemy gets a chance to attack. (Eg: CD of 2 rounds means the enemies must get a chance to attack twice before you can use the skill again.)

Level 3 (XP Needed: 5)
- Hitpoints = 15 | Attack = 1d8 | Defense = 0d2
- Mana Points = 3 (Restored when a player levels up or after 5 battles, whichever comes first.)
- Gain passive skill "Luck Mitigation": If you roll the minimum you can roll on an attack roll on three of your past four attack rolls, you may reroll the last roll once. (If you roll the minimum again.... Too bad!) After this skill activates, none of the previous minimums count. (However, if you managed to roll the minimum again on your reroll, that one counts.) The player is the primary one responsible for keeping track of this. The moderator will only verify that this skill is being used properly.
- Gain active skill "Defensive Slash" (2 CD): Slashes at an enemy for {Attack Dice} - 4 damage. You will take half damage for one round.
- Gain magic spell "Redirection Shield" (1 Mana): Protects an ally by taking some of the damage they would otherwise take for them and by giving your ally a protective shield. You will take half of all damage (before defenses) they receive rounded up. Your ally will take half of all damage they receive (before defenses) rounded down. In addition, enemies that attack players who have this spell active (target, not caster) receive 1d2 damage (ignores defenses). This effect lasts for one round.
- Gain magic spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores their defenses.
- Checkpoint level (If you die, you respawn at level 3.)

Level 4 (XP Needed: 10)
- Hitpoints = 15 | Attack = 1d6 + 1d2 | Defense = 1d3
- Mana Points = 4 | 1 Stat Point
- Gain passive skill "Adrenaline Rush": If you have 1 HP or less remaining (and you are still alive), your normal attacks deal double damage, your direct-damage spells cost zero MP to cast, and your active skills have zero cooldown.
- Gain active skill "Double Slash" (4 CD): Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.
- Gain active skill "Meditate" (7 CD / 3 ICD): Spend some time meditating to restore 1d2 hitpoints. This skill has an internal cooldown of three rounds. During those three rounds, you may not use the skill again, even if your global cooldown has expired.
- Gain magic spell "Examine Creature" (1 Mana): Equivalent to using the level 1 active skill "Scry Monster." In addition, the creature's inventory will be revealed.
- Gain magic spell "Curse" (2 Mana): Curses a target giving their dice rolls a -1 modifier for three rounds.
- Gain magic spell "Bless" (2 Mana): Blesses a target giving their dice rolls a +1 modifier for three rounds.
- Upgrade active skill "Scry Monster" to level 2 (0 CD): Tells you the special skills, spells, and other abilties a monster possesses. You also gain initiative with this skill.
- Skills and spells now have levels! Be sure to indicate what level a spell or skill is when you use it. You may freely use the lower level version of spells and skills if you prefer. (I may ask you to confirm such an action though.)
- You now possess stat points! Stat points may be exchanged for 3 HP or 1 MP each, and you may reallocate them every level (or when you die and respawn, presuming your respawn level has them).

Level 5 (XP Needed: 17)
- Hitpoints = 20 | Attack = 2d4 | Defense = 1d3
- Mana Points = 4 | 1 Stat Point
- Gain active skill "Provoke" (3 CD): Increases the likelihood you are targeted for one round.
- Gain active skill "Focus" (3 CD): Instead of attacking, you can increase your focus on the battle. Taking damage causes this skill's effect to end early. Your next action has a *2 modifier on its dice roll(s).
- Gain active skill "Gather Energy" (2 CD): Instead of attacking, you can gather energy. On the next two rounds, any spell you cast gains a +1 modifier on dice rolls.
- Gain magic spell "Minor Heal" (2 Mana): Heals an ally by 1d3 hitpoints.
- Gain magic spell "Cure" (1 Mana): Cures a target of a single negative status afflictions. You may choose which one to cure.
- Gain magic spell "Tornado" (2 Mana): Choose two targets. Each target takes 1d6 damage (roll separately for each), and if the target takes damage, the target is additionally stunned for one round.
- Upgrade passive skill "Luck Mitigation" to level 2: If you roll the minimum you can roll on an attack roll on three of your past four attack rolls, you may reroll the last roll up to two times. (You may only reroll a reroll if it is the minimum again.) After this skill activates, none of the previous minimums count. (However, if you managed to roll the minimum again on your reroll, that one counts.) The player is the primary one responsible for keeping track of this. The moderator will only verify that this skill is being used properly.
- Upgrade active skill "Defensive Slash" to level 2 (3 CD): Slashes at an enemy for {Attack Dice} - 4 damage. You will take half damage for two rounds.
- Upgrade magic spell "Redirection Shield" to level 2 (2 Mana): Protects an ally by taking some of the damage they would otherwise take for them and by giving your ally a protective shield. You will take half of all damage (before defenses) they receive rounded up. Your ally will take half of all damage they receive (before defenses) rounded down. In addition, enemies that attack players who have this spell active (target, not caster) receive 1d3 damage (ignores defenses). This effect lasts for two rounds.
- Choose one path to take. Once you choose a path, you cannot change it unless you die and respawn at a level lower than level 5.

Level 5.A: Path of the Berserker
- Gain active skill "Fury Blade" (4 CD / 1 ICD): Attacks an enemy for {Attack Dice} - 3 damage and grants a bonus action to the user. (A bonus action basically means you can act again. You will not be able to use active skills though because the cooldown from this skill immediately becomes effective.)

Level 5.B: Path of the Warrior
- Gain active skill "Cross Slash" (4 CD): Attacks two different enemies for {Attack Dice} - 2 damage. If an enemy takes damage from this attack, that enemy takes an additional one damage.

Level 5.C: Path of the Magician
- Gain magic spell "Silence" (2 Mana): Silences an enemy for two rounds, preventing the enemy from using spells.

Level 5.D: Path of the Acoylyte
- Gain magic spell "Minor Heal All" (4 Mana): Heals all allies by 1d2 hitpoints. (You should only roll once for this spell.)

Level 6 (XP Needed: 28)
- Hitpoints = 20 | Attack = 1d6 + 1d4 | Defense = 1d4
- Mana Points = 5 | Morale = 10 | 1 Stat Point
- Gain passive skill "Power Aura": Attacking enemies that are more than four levels below you grants you a +1 modifier on attack rolls.
- Gain active skill "Throw Weapon" (3 CD): Throws your weapon at an enemy for {Attack Dice} + 2 damage. If you roll lower than the {Expected Roll} (at this level, the expected roll is 8.0 total including the +2 modifiers; curses lower the required roll and blessings raise it), then you fumble the throw and take half of the rolled damage instead.
- Gain magic spell "Enrage" (2 Mana): Enrages a target causing them to receive a -2 modifier on defense rolls but grants a +2 modifier on non-magical attack rolls. This effect lasts for two rounds.
- Gain magic spell "Inspire" (1 Mana): Increases the morale of an ally by 2d4 points.
- Gain magic spell "Fear" (1 Mana): Decreases the morale of an enemy by 2d4 points.
- Upgrade active skill "Speed Slash" to level 2 (2 CD): Slashes an enemy quickly for {Attack Dice} - 2 damage. This skill grants initiative meaning it does not count towards the action threshold.
- Upgrade magic spell "Fire" to level 2 (1 Mana): Sears an enemy for 1d4 damage and ignores their defenses.
- Upgrade magic spell "Curse" to level 2 (2 Mana): Curses a target giving their dice rolls a -2 modifier for three rounds.
- Update (retroactively--as in, this new description applies for lower level players without morale as well) the description of the passive skill "Adrenaline Rush": If you have 1 HP or less remaining (and you are still alive), your normal attacks deal double damage, your direct-damage spells cost zero MP to cast, and your active skills have zero cooldown. Furthermore, you are immune to any and all attacks on your morale, and if you currently possess any morale-related statuses (like "Scared"), you immediately recover from them.
- Morale determines your resilience against fear and other illusionary effects. If a creature's morale drops below 0, they receive the Scared status (or another appropriate status depending on the skill/spell) until their morale is at or above 0 again. Scared players are unable to act and unable to defend. Scared monsters are unable to act and have a 25% chance of fleeing the battle each round. (Note: You do not get XP from enemies that flee.) Morale increases by 20% of your current hitpoints each round (rounded to nearest) (until it reaches its maximum value.) Creatures that do not possess morale suffer the "Scared" status (or another appropriate status depending on the skill/spell) for three rounds if they take morale damage. Certain skills and spells will inflict morale damage.
- Unlock globally (i.e.: for everyone) the Friendship System. A full description will be posted elsewhere as it is far too long to copy into this space.
- Checkpoint level (If you die, you respawn at level 6.)
Last edited by Ircher on Fri Dec 13, 2019 9:44 pm, edited 10 times in total.
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Post Post #4  (ISO)  » Wed May 29, 2019 5:23 pm

Active Skills:
*Scry Monster - Tells you the special skills, spells, and other abilities a monster possesses.^
**Level 1 (PLV 2) (0 CD): None.
**Level 2 (PLV 4) (0 CD): Also gain initiative.

*Speed Slash - Attacks an enemy and gain initiative.
**Level 1 (PLV 2) (3 CD): {Attack Dice} - 2 damage.
**Level 2 (PLV 6) (2 CD): {Attack Dice} - 2 damage.

*Defensive Slash - Decreases damage taken for a certain number of rounds at a cost of reduced damage.
**Level 1 (PLV 3) (2 CD): {Attack Dice} - 4 and half damage for 1 round.
**Level 2 (PLV 5) (3 CD): {Attack Dice} - 4 and half damage for 2 rounds.

*Double Slash - Slashes an enemy twice in one action.
**Level 1 (PLV 4) (4 CD): {Attack Dice} and {Attack Dice} - 2 damage.

*Meditate - Spends time meditating to regain hitpoints and mana points.^
**Level 1 (PLV 4) (7 CD / 3 ICD): 1d2 hitpoints and 0 mana points.

*Provoke - Increases the likelihood enemies target you for one round.^
**Level 1 (PLV 5) (3 CD): None.

*Focus - Focuses on the battle in order to increase power. This skill ends early if damage is taken.^
**Level 1 (PLV 5) (3 CD): *2 modifier for 1 action.

*Gather Energy - Gathers energy this turn in order to increase the power of spells in the future.
**Level 1 (PLV 5) (2 CD): +1 modifier on spells for 2 rounds.

*Fury Blade - Increases the user's speed and attacks an enemy.
**Level 1 (PLV 5.A) (4 CD / 1 ICD): {Attack Dice} - 3 damage and one bonus action.

*Cross Slash - Attacks two different enemies in one action. If an attack succeeds against an enemy, that enemy takes additional point of damage.
**Level 1 (PLV 5.B) (4 CD): {Attack Dice} - 2 damage.

*Throw Weapon - Throws your weapon at an enemy for increased damage at the risk of injuring yourself by half the rolled damage if you fail.
**Level 1 (PLV 6) (3 CD): {Attack Dice} + 2 damage with a threshold of {Expected Roll}.

^ - These skills can be used while bound.

Passive Skills:
*Luck Mitigation - When rolling the minimum value on an attack roll multiple times in the recent past you may reroll the attack role that triggered this skill a certain number of times (or until you get a more favorable result.)
**Level 1 (PLV 3): 3 out of 4 to trigger; 1 reroll.
**Level 2 (PLV 5): 3 out of 4 to trigger; 2 rerolls.

*Adrenaline Rush - When health is critically low, normal attacks deal double damage, direct damage spells cost zero mana to cast, and skills do not have cooldowns. In addition, you are immune to any and all attacks on your morale, and if you currently possess any morale-related statuses, you immediately recover from them.
**Level 1 (PLV 4): 1 HP or lower.

*Power Aura - Grants a negative modifier on defense rolls to enemies significantly weaker than you.
**Level 1 (PLV 6): >4 levels weaker and -1 modifier.

Spells:
*Redirection Shield++ - Protects an ally by splitting the damage taken between yourself and your ally and by giving your ally a magical shield. You will take half of the damage (before defenses) (rounded up), and they will take half the damage (before defenses) (rounded down). Enemies that attack players with this spell active take damage that bypasses defenses.
**Level 1 (PLV 3) (1 MP): 1 round and 1d2 damage.
**Level 2 (PLV 5) (2 MP): 2 rounds and 1d3 damage.

*Fire^ - Sears an enemy and ignores enemy defenses.
**Level 1 (PLV 3) (1 MP): 1d3 damage.
**Level 2 (PLV 6) (1 MP): 1d4 damage.

*Examine Creature$ - Tells you the special skills, spells, and other abilities a monster possesses. In addition, reveals the creature's inventory.
**Level 1 (PLV 4) (1 MP): None.

*Curse$ - Curses a target and lowers their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): -1 modifier for 3 rounds.
**Level 2 (PLV 6) (2 MP): -2 modifier for 3 rounds.

*Bless++ - Blesses a target and increases their effectiveness for some time.
**Level 1 (PLV 4) (2 MP): +1 modifier for 3 rounds.

*Minor Heal+ - Heals a target a little bit.
**Level 1 (PLV 5) (2 MP): 1d3 hitpoints.

*Cure+ - Cures a target of negative status afflictions; the player can choose which affliction to heal.
**Level 1 (PLV 5) (1 MP): 1 affliction.

*Tornado^ - Damages multiple targets. If a target takes damage (after defenses), the target is additionally stunned for a single round.
**Level 1 (PLV 5) (2 MP): 2 targets and 1d6 damage.

*Silence$ - Silences an enemy preventing that enemy from casting spells.
**Level 1 (PLV 5.C) (2 MP): 2 rounds.

*Minor Heal All++ - Heals all allies a little bit. (You should only perform a single roll.)
**Level 1 (PLV 5.D) (4 MP): 1d2 hitpoints.

*Enrage++ - Enrages an ally increasing their non-magical attack power but lowering their defensive power.
**Level 1 (PLV 6) (2 MP): +2 non-magical attack rolls, -2 defense rolls, 2 rounds.

*Inspire++ - Increases the morale of an ally.
**Level 1 (PLV 6) (1 MP): 2d4 morale.

*Fear$ - Decreases the morale of an enemy.
**Level 1 (PLV 6) (1 MP): 2d4 morale.

Offensive Spells:
^ - Direct Damage Spell
^^ - Indirect Damage Spell

Support Spells:
+ - Healing Spell
++ - Blessing Spell

Control Spells:
$ - Control Spell
Last edited by Ircher on Fri Dec 13, 2019 9:44 pm, edited 12 times in total.
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Post Post #5  (ISO)  » Wed May 29, 2019 5:23 pm

Glossary:
*Action : Means either a) performing a normal attack b) using a skill c) casting a spell or d) explicitly doing nothing.

*Normal Attack : Refers to the default attack all players possess which has a strength given by their attack dice.

*Attack : Generally refers only to normal attacks and skills; spells are generally exempt from this term. (Ideally, I remember to clarify in all instances where I use this term, but sometimes, I forget to.)

*Cooldown : Refers to the time where one cannot use another active skill. This goes down by one at the end of each round.

*Before Defenses : Means that the character defending against the action can roll their defense dice to reduce the amount of damage they take from an action.

*After Defenses : See also: Ignores Defense.

*Ignores Defense : Means that the character defending against the action cannot use their defense dice to reduce the amount of damage they take from an action.

*Initiative : See below.
**Players : The action does not count towards the action threshold. Note that the one action per per player per round rule still applies here. You cannot act twice in a single round unless otherwise noted. (To clarify, the player threshold and the NPC threshold are considered separately; player initiative does not grant extra NPC actions, and NPC initiative does not grant extra player actions.)
**Monsters : Cancels out initiative advantages possessed by the players. (Basically, pair each monster with initiative to a player with initiative. If there are more players than monsters with initiatives (i.e.: leftover players after all pairings have been done), then that difference is the number of extra actions the players may perform.

*Slow : Can perform only half the normal amount of actions.

*Haste : Can perform twice the normal amount of actions.

*Bound : Cannot perform any actions that requires freedom of movement (including spells). Currently, only Scry Monster can be used while bound.

*Stunned : Cannot take any actions, but can defend from incoming actions.

*Scared : Cannot take any actions and cannot defend from incoming attacks.

*Poison : Deals 1d3 damage at the end of each round. Ignores defense.

*Acid : Deals 1d4 damage at the end of each round. Ignores defense.

*Bleeding : A severe status affliction that deals diminishing damage over time. Ignores defense. Curing spells only cure a single round of "Bleeding" for every status affliction that is cured. (E.g.: A curing spell that cures two status afflictions can cure up to two rounds of "Bleeding.") Bleeding does not tick down or begin taking effect until the round after it is applied.
**One round of "Bleeding" remaining causes one to lose 10% of their current health at the end of the current round.
**Two rounds of "Bleeding" remaining causes one to lose 19% of their current health at the end of the current round. ((1 - 0.10) ^ 2). This leads to ~27% of one's current health in total (from both rounds).
**Three rounds of "Bleeding" remaining causes one to lose 27% of their current health at the end of the current round. ((1 - 0.10) ^ 3). This leads to ~47% of one's current health in total (from all three rounds.)
**More rounds of "Bleeding" continue in a similar fashion dealing 10% of one's current health as damage multiplicative for each round of "Bleeding" left. You can calculate the percentage of one's current health that is lost by (1 - 0.10) ^ n where n is the number of rounds of "Bleeding" left.

*Double Damage : Means that a *2 multiplier is tacked on to the end of the roll.

*Two Attacks : Means that you roll separately for each attack. For players (and certain enemies), performing two attacks can allow you to kill the character in one action rather than two (provided their hitpoints are low enough, and the attack deals enough damage.)

*Quick Strike : Moves before other characters when resolving a round.
Last edited by Ircher on Thu Dec 19, 2019 1:37 pm, edited 6 times in total.
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Post Post #6  (ISO)  » Wed May 29, 2019 5:23 pm

Friendship System (Courtesy of James Brafin for the initial design pitch.)
Basic Description:
Friendship Points (FP) are acquired by aiding allies during battles. Whenever you aid an ally, your relationship with them gains 1 FP. When you reach certain FP thresholds, your relationship with that player will level up, and you'll be able to use special friendship skills and spells. Only skills or spells that affect an ally (such as Bless/Curse) grant Friendship Points; if in doubt, please ask me. Skills and spells that affect multiple allies (such as Minor Heal All) only grant a single Friendship Point to a single ally of your choice. Friendship skills and spells do not grant Friendship Points. Players are solely responsible for keeping track of Friendship Points (as having me do it all is way too much hassle for it to be worth it). (It is very unlikely I'll be checking heavily, so much of this relies on me trusting the players.)

Each time you use an action that grants a Friendship Point, you should strive to include in your post your current Friendship Points totals. (Ideally, you'll wrap it into spoiler tags.)

All friendship skills/spells, unless otherwise noted, count as one action towards the action threshold. Players may only use one friendship skill/spell each per round, and there may be a limit on the total number of friendship actions the party may use per round, dependent on the battle. You may not use a friendship action on/with a player that has already used a friendship action on/with you. Similar to normal active skills, all stated friendship skill cooldowns are global among the friendship skills.

Friendship Levels:
Level 1 (FP Needed: 0)
- Gain Friendship Skill "Aid" (3 FCD): Grants a +1 modifier to your friend's roll. This skill grants initiative.

Level 2 (FP Needed: 5)
- Gain Friendship Skill "Share" (2 FCD): Shares a normally non-transferable item with a friend.

Level 3 (FP Needed: 10)
- Gain Friendship Spell "Symbiosis" (Cast: 1 Mana | Uses: 1 + {Mana Transferred} Mana): Heals and restores your friend by transferring health and mana on a 1:1 ratio. You may choose how much health and mana to transfer. You cannot bring yourself below 1 HP using this spell.

Level 4 (FP Needed: 20)
- Gain Friendship Skill "Team Attack" (4 FCD): Attack an enemy together with your friend. (You should roll both for yourself and your friend.) Like "Double Slash", while this skill consists of two attacks, this skill only counts as one towards the penalty. Your friend cannot act separately after you use this skill. It still only counts as one action to the action threshold.
Last edited by Ircher on Tue Aug 06, 2019 11:09 am, edited 2 times in total.
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Post Post #7  (ISO)  » Wed May 29, 2019 5:25 pm

Monster Codex
Spoiler: Chapter 1: The Goblin King
*Bosses and Minibosses
**Gobel : Level = 3 | HP = 15 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Critical Hit": If this creature rolls a 4 on their attack, the target is critically hit and briefly stunned for one turn. Stunned enemies can only defend against incoming attacks; they cannot attack or use other actions.
- Active Skill "Double Slash" (4 CD): Slashes at an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage.
- Active Skill "Poison Slash" (4 CD): Slashes at an enemy for {Attack Dice} - 1 damage. If the attack deals damage, the target is also poisoned for 2 rounds. Poisoned enemies take 1d3 damage at the end of every round.

**Gobaza : Level = 3 | HP = 11 | MP = 5 | Attack = 1d3 | Defense = 1d2 | XP @ 3 = 4
- Passive Skill "Healing Grace": If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Magic Spell "Curse" (2 MP): Curses an enemy granting them a -1 modifier on all rolls for 2 rounds.
- Magic Spell "Fire" (1 MP): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Symbiosis" (1 MP): Heals an ally by taking damage. You cannot give more HP than half what you currently possess, and you cannot die by using this spell. To determine the amount given, roll a 1d4. You will take this much damage, and you will heal an ally by half this amount (rounded up).

**Goblomancer : Summoner : Level = 4 | HP = 17 | MP = 19 | Attack = 1d3 | Defense = 1d3
- Passive Skill "Healing Grace": If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Stun Immunity": This creature is immune to stuns.
- Passive Skill "Summoning Mastery" (level 2): Can summon a maximum of two creatures at a time.
- Special Skill "Siphon Soul" (Maximum Three Times): Siphons the soul of an ally. The ally dies, but you regain health equal to twice the creature's remaining health. Note: After using this skill, your health cannot exceed your maximum hitpoints.
- Summoning Spell "Summon Goblin" (1 MP): Summons a level 3 goblin. (Note: Summons do not grant experience. Summons cannot attack on the round they are summoned.)
- Summoning Spell "Summon Goblin Flinger" (2 MP): Summons a level 3 goblin flinger.
- Summoning Spell "Summon Goblin Warrior" (3 MP): Summons a level 3 goblin warrior.
- Summoning Spell "Summon Goblin Priest" (3 MP): Summons a level 3 goblin priest.
- Magic Spell "Minor Heal" (2 MP): Heals 1d3 hitpoints of an ally.
- Magic Spell "Symbiosis" (1 MP): Heals an ally by taking damage. You cannot give more HP than half what you currently possess, and you cannot die by using this spell. To determine the amount given, roll a 1d6. You will take this much damage, and you will heal an ally by half this amount (rounded up).
- Magic Spell "Bless" (2 MP): Blesses an ally granting them a +1 modifier on all rolls for 2 rounds.
- Magic Spell "Curse" (2 MP): Curses an enemy granting them a -1 modifier on all rolls for 2 rounds.

**King Goblo : Goblin : Level = 4 | HP = 22 | Attack = 1d6 | Defense = 1d4
- Passive Skill "Healing Grace" : If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Critical Hit" : If King Goblo rolls a 6 on their attack, the target is critically hit and briefly stunned for two rounds. Stunned enemies can only defend against incoming attacks; they cannot attack or use other actions.
- Active Skill "Poison Weapon" (3 CD) : The next attack that this creature makes with their weapon (if it applies damage) will coat the target in poison for 2 rounds. The poison deals 1d3 damage each turn.
- Active Skill "Speed Slash" (3 CD) : Slashes an enemy quickly for {Attack Dice} - 2 damage and grants Goblo initiative.


Spoiler: Chapter 2: The Mystical Slimes
*Level 3 Monsters
**Slime : HP = 13 | Attack = 1d6 | Defense = 0d2

*Level 4 Monsters
**White Slime : HP = 10 | MP = 10 | Attack = 1d4 | Defense = 0d2
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Minor Heal" (1 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Cure" (1 Mana): Cures a target of a single negative status affliction.
- Magic Spell "Tornado" (2 Mana): Deals 1d6 damage to two enemies. If an enemy takes damage from this spell, they are stunned for two rounds.

*Level 5 Monsters
**Silver Slime : HP = 15 | Attack = 1d6 | Defense = 1d2
- Active Skill "Spit Coin" (3 CD): Spits a silver coin at the player for {Attack Dice} + 1 damage. The coin then enters the party's inventory.

*Level 6 Monsters
**Giant Lizard : HP = 13 | Morale = 5 | Attack1 = 1d3 | Attack2 = 1d2 | Attack3 = 1d2 | Defense = 1d3
- Active Skill "Bite" (4 CD): Attacks an enemy for {Attack Dice} + 1 damage.
- Active Skill "Deep Scratch" (6 CD): Scratches an enemy and digs deep into their skin for {Attack Dice} damage. If the target takes damage, the target receives the "Bleeding" status for two rounds. For each round of "Bleeding" left, a character loses 10% of their current health (multiplicatively) (health is rounded up--bleeding cannot kill a character). (For instance, a bleed with three rounds left causes a character to lose ~27% of their current health. On the next round, the bleed will cause the character to lose ~14% of their current health (~41% cumulatively).) Each round of bleeding counts a separate status affliction for the purpose of spells. (A spell that cures two status afflictions will only remove two rounds of bleeding.) Bleeding does not begin taking effect until the next round. (This allows characters a chance to cure it ahead of time. Just to be clear, the timer does not tick down the first round.)

*Bosses and Minibosses
**Gamma Slime : Slime : Level = 5 | HP = 28 | Attack = 1d3 + 1d2 | Defense = 0d2
- Passive Skill "Leader": While this creature is alive, this creature's allies follow its orders. (The specifics of this effect are hidden. This skill may be beneficial to its enemies... or it may be harmful, who knows?)
- Passive Skill "Healing Grace": If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Stun Immunity": This creature is immune to stuns.
- Active Skill "Quick Slime" (3 CD): Coats an enemy in slime quickly for {Attack Dice} - 2 damage. This skill also grants initiative.
- Active Skill "Slime Ball" (2 CD): Spits a ball of slime at an enemy for {Attack Dice} + 1 damage.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.

**Cultist Szyme : Cultist Sharpshooter : Level = 5 | HP = 12 | Attack = 1d6 | Defense = 1d4 | XP @ 5 = 10
- Passive Skill "Immortality": This creature cannot be killed by any means. Any attack that would bring this creature below 1 HP will leave this creature at 1 HP.
- Passive Skill "White Flag": The battle ends when this creature possesses 1 HP.
- Passive Skill "Fire Resistance": This creature can defend against the "Fire" spell.
- Passive Skill "Fast on Feet": This creature always possesses initiative. (Counteracts initiative from the players.)
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Hasted": This creature can act twice in one round.
- Active Skill "Power Shot" (2 CD): Fires an arrow that deals {Attack Dice} + 1 damage to an enemy.
- Active Skill "Binding Shot" (3 CD): Fires an arrow that binds an enemy in place for {Attack Dice} damage. If the arrow deals any damage, the target is bound for 2 rounds: any actions that require large movements (which includes all spells) are disallowed. Bound targets can still defend against attacks, and they can still perform actions that require very little movement. These skills are marked with a ^ in the ability guide.
- Consumable Item "Lesser Healing Potion" (x2): Restores 1d4 hitpoints.
- Consumable Item "Weak Weapon Poison": Grants the "Poisoned Weapon" status. If the user's next attack applies damage, the target is coated in poison for two rounds.

**Cultist Szyme : Cultist Sharpshooter : Level = 6 | HP = 45 | MP = 15 | Morale = 75 | Attack = 1d6 | Defense = 1d4
- Passive Skill "Healing Grace": If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it dies.
- Passive Skill "Fire Immunity": This creature is immune to the "Fire" spell.
- Passive Skill "First Strike": At the beginning of the battle, all characters with first strike get one extra action before everyone else.
- Passive Skill "Fast on Feet": This creature always possesses initiative. (Counteracts initiative from the players.)
- Passive Skill "In Control": Crowd control effects last for one less round than normal on this creature.
- Passive Skill "Hasted": This creature can act twice in one round.
- Passive Skill "Energizing": While this creature is alive, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Active Skill "Power Shot" (2 CD): Fires an arrow that deals {Attack Dice} + 1 damage to an enemy.
- Active Skill "Double Shot" (3 CD): Fires two arrows that deals {Attack Dice} and {Attack Dice} - 1 damage to an enemy.
- Active Skill "Arrow Volley" (3 CD): Fires an arrow at two different enemies for {Attack Dice} - 1 damage.
- Active Skill "Binding Shot" (3 CD): Fires an arrow that binds an enemy in place for {Attack Dice} damage. If the arrow deals any damage, the target is bound for 2 rounds: any actions that require large movements (which includes all spells) are disallowed. Bound targets can still defend against attacks, and they can still perform actions that require very little movement. These skills are marked with a ^ in the ability guide.
- Magic Spell "Minor Heal" (1 Mana): Heals an ally by 1d4 hitpoints.
- Magic Spell "Heal" (2 Mana): Heals an ally by 2d3 hitpoints.
- Magic Spell "Major Heal" (4 Mana): Heals an ally by 2d6 hitpoints.
- Magic Spell "Revive" (8 Mana): Fully restores an ally's health (provided that ally is not dead.)
- Magic Spell "Raise Dead" (9 Mana): Heals a dead ally by 50% of their hitpoints. This spell has a 17% chance of failing (roll a 1d6; the ally stays dead if a 1 is rolled).
- Magic Spell "Cure" (1 Mana): Cures an ally of two status afflictions.
- Magic Spell "Cure All" (3 Mana): Cures all allies of a single status affliction.
- Consumable Item "Healing Potion" (x2): Restores 1d6 hitpoints to an ally.
- Consumable Item "Lesser Mana Potion": Restores 1d2 mana to an ally.
- Consumable Item "Weapon Poison" (x2): Grants the "Poisoned Weapon" status to an ally. If the user's next attack applies damage, the target is coated in poison for three rounds.

**Alpha Slime : White Slime : Level = 6 | HP = 43 | MP = 28 | Morale = 75 | Attack = 1d6 | Defense = 0d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 5 or a 6 is rolled, this creature will avoid being stunned.
- Magic Spell "Fire" (1 Mana): Sears an enemy for 1d3 damage and ignores defenses.
- Magic Spell "Minor Heal" (1 Mana): Heals 1d4 hitpoints of an ally.
- Magic Spell "Cure" (1 Mana): Cures a target of a single negative status affliction.
- Magic Spell "Tornado" (2 Mana): Deals 1d8 damage to two enemies. If an enemy takes damage from this spell, they are stunned for two rounds.
- Magic Spell "Lightning" (3 Mana): Deals 2d4 damage to a single enemy. Excess damage is split off to another enemy (chosen by the caster in advanced). This process continues until there are no enemies left or all the damage is used. This spell will not reduce an enemy with healing grace below 1 HP unless the targeted player began with 1 HP or less.
- Magic Spell "Flaming Arrows" (Cast: 2 Mana | Uses: 1 + {Number of Targets} Mana): Sears a number of targets not to exceed {Remaining Mana} - 1 with fiery magic-laden arrows. Each arrow deals 1d3 damage and ignores defenses.
- Magic Spell "Kill" (5 Mana): Sends a powerful electrical attack at an enemy for 2d6 damage.

**Beta Slime : Green Slime : Level = 6 | HP = 47 | Morale = 75 | Attack = 1d4 + 1d3 | Defense = 1d2
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 6 is rolled, this creature will avoid being stunned.
- Passive Skill "Poisonous Touch": Enemies that take damage from this creature are covered in poison for one round and take 1d3 damage (after defenses) at the end of every round.
- Passive Skill "Critical Hit": If this creature makes a perfect attack roll, this creature's target is stunned for two rounds.
- Active Skill "Slime Field" (4 CD): Increases everyone's cooldowns (both friendly and hostile, but excluding this creature) by two rounds. This skill deals no damage.
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 2 damage to every enemy attacking this creature this round. This creature takes 1d3 damage in the process.
- Active Skill "Spit Poison" (2 CD): Coats a target in poison for three rounds causing them to lose 1d3 health at the end of every round.
- Special Ability "Field Cleanser" (Unlimited use; lose turn): Decreases everyone's cooldowns (both friendly and hostile, including this creature) by two rounds.

**Delta Slime : Purple Slime : Level = 6 | HP = 31 | MP = 12 | Morale = 75 | Attack = 2d2 | Defense = 1d3
- Passive Skill "Fear Touch": Enemies that take damage from this creature lose 1d6 morale. (If a creature's morale drops below 0, they receive the Scared status until their morale is at or above 0 again. Scared players are unable to act and unable to defend. Creatures that do not possess morale suffer the "Scared" status for 3 rounds if they take morale damage.)
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 1 damage to every enemy attacking this creature this round. This creature takes 1d3 damage in the process.
- Magic Spell "Fear" (3 Mana): Fills an enemy with fear for 1d8 morale damage.

**Hydra Slime : Level = 7 | HP = 400 | Morale = 15 | Attack = 1d8 | Defense = 1d2
- Passive Skill "Split": When this enemy takes damage, it splits into two weaker slimes. Each weaker slime has half the HP of the original slime. If the amount of HP remaining is odd before the split, one of the slimes will get the extra hitpoint. An individual slime will stop splitting from damage when it has 5 HP or left. Only the original creature awards experience. (To be very clear, "taking damage" in this context means per attack. If two characters attack the slime in the same round, the slime may potentially take damage twice (and thus split twice). The defense roll is applied to the first 1-2 attacks; attacks that deal zero damage do not count as "taking damage".)
- Passive Skill "Fire Vulnerability": This creature is vulnerable to the "Fire" and "Flame Arrows" spell. Those spells deal 2 * {Dice Roll} + 1.
- Passive Skill "Stun Resistance": This creature has a natural resistance against stun. Roll a 1d6. If a 4, 5, or 6 is rolled, this creature will avoid being stunned.
- Active Skill "Explode" (3 CD): Creates an explosion that deals {Attack Dice} - 2 damage to every enemy attacking this creature this round. This creature takes 1d4 unblockable damage in the process.
Last edited by Ircher on Mon Dec 30, 2019 6:41 pm, edited 4 times in total.
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Post Post #8  (ISO)  » Wed May 29, 2019 9:21 pm

Edit: One last note: purple is my moderating color, but I probably won't be using it too much. I'll mainly be using it for edits.
Anyway, you may now post (and hopefully I've reserved enough posts for myself). (Previous post's contents moved here because I'm using that other post.)
~Ircher


:eyes:
Last edited by Ircher on Fri Dec 13, 2019 9:46 pm, edited 1 time in total.
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Post Post #9  (ISO)  » Wed May 29, 2019 9:36 pm

the worst is minding his own business while walking on the road when he is suddenly ambushed by a monster! He readies him and unsheathes his sword.

Battle #1 (Threshold: 1)
(1) Goblin : HP = 3 | Attack = 1d3 | Defense = 1d2
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Post Post #10  (ISO)  » Wed May 29, 2019 9:45 pm

die goblon die >:c
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #11  (ISO)  » Wed May 29, 2019 9:45 pm

uh oh
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Post Post #12  (ISO)  » Wed May 29, 2019 9:47 pm

The goblin cackles and easily sidesteps the worst's misplaced stab. It then raises its club and attempts to smack the worst with it.

Original Roll String: 1d3
1 3-Sided Dice: (2) = 2

Pedit: Uh-oh indeed!
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Post Post #13  (ISO)  » Wed May 29, 2019 9:47 pm

the worst is smacked deftly with the club and takes 2 damage. 8 HP left.
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Post Post #14  (ISO)  » Wed May 29, 2019 9:48 pm

I love the adjective "deftly" when talking about using a club <3 :lol:

ok let's peck its eyeballs out
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #15  (ISO)  » Wed May 29, 2019 9:52 pm

In post 14, the worst wrote:I love the adjective "deftly" when talking about using a club <3 :lol:

ok let's peck its eyeballs out
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (6) = 6

Shhh!!!!

the worst takes a step back and then lunges at the goblin's eye. It succeeds and the goblin is vanquished.

the worst gained 1 xp. the worst stays at level 1.
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Post Post #16  (ISO)  » Wed May 29, 2019 9:54 pm

the worst continues on his way only to be confronted by another goblin. "Die, human, die!" yells the goblin as it charges into battle.
Battle #2 (Threshold 1)
(1) Goblin : HP = 3/3 | Attack = 1d3 | Defense = 1d2
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Post Post #17  (ISO)  » Wed May 29, 2019 10:02 pm

Human? Ick. How rude. More eyeballs for the duck god.
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #18  (ISO)  » Wed May 29, 2019 10:04 pm

Once again, the worst clumsily lunges at the goblin only to miss completely (and nearly injure himself).

Meanwhile, the goblin gets ready to beat the worst into submission....

Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
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Post Post #19  (ISO)  » Wed May 29, 2019 10:05 pm

the worst, still confused from his failed attack, is unaware that the goblin's club is directly above his head. He is brutually smashed by the goblin's club. 5 HP left.
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Post Post #20  (ISO)  » Wed May 29, 2019 10:21 pm

"brutally" is a far cry from "deftly". I will call this NPC "Cretin Goblin". And then I will peck its eyeballs out.

Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #21  (ISO)  » Wed May 29, 2019 10:21 pm

..... :<
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Post Post #22  (ISO)  » Wed May 29, 2019 10:22 pm

the worst stumbles again and misses.

The goblin raises its club...
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #23  (ISO)  » Wed May 29, 2019 10:24 pm

the worst, a little more alert this time, steps back at the last moment and avoids absorbing the full force of the club. 3 HP left.
Man those rolls! I even made these goblins easier than the ones I had at the beginning of the other one.
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Post Post #24  (ISO)  » Wed May 29, 2019 10:25 pm

If I can't even defeat Cretin Goblin how can I smash superpower cultists later, right?

ONE LAST DESPERATE PECK

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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