Level Up: Game Over!

For completed/abandoned Mish Mash Games.
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Ircher
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Level Up: Game Over!

Post Post #0 (ISO) » Tue Jul 24, 2018 4:06 pm

Post by Ircher »

Objective:
To reach as high of a level as you can without perishing!

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. To kill monsters, you must use the dice tag in accordance with the next section.
3) As you gain levels, you may gain new ways to play.
4) This isn't a game where people rules-lawyer. I have the right to make exceptions to the rules, provided they are within reason.
5)
Official
Level Up Site Chat Room:

Code: Select all

[room]Level up: Dice-Rolling Fighting Game[/room]

(Just copy-paste this into the lobby and then click on the link. Alternatively, you can copy-paste the text in-between the room tags and join the room by pasting that into the "Enter Channel Name" field of Site Chat.)
6)
Official
Level Up Discord: https://discord.gg/gQkR2Nv

Quick Links:

: Current player statuses.
: Current monster statuses.
: Level-up information.
: Spells and skills list.
: Glossary.
: Heroic Feats.

Defeating Monsters:

1) All players start at level one.
2) Your level determines how many attack dice you have, how many defense dice you have, and how many hitpoints you have.
3) 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'm no expert at balancing.
4) All dice are either 3-sided, 4-sided, 6-sided, or 8-sided.
5) At level one, players start with 10 HP and 1d6 attack dice. They possess no defense dice.
6) When a group of monsters is defeated, all players that participated in attacking split the total XP of the group.
7) If there are currently multiple monsters, players may choose which monster to attack. Likewise, I get to choose who the monsters attack (though they will prioritize targets that attack them first).
8. (To attack, just roll the dice as appropriate. If there are multiple enemies, you need to name specifically what you are targeting.)

Damage and Death:

1) 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.
2) If a monster's hitpoints reaches zero or less, the monster dies and experience is awarded.
3) If a player's hitpoints that was above 1 HP before the attack drops to 1 HP or lower after an attack, they are left with 1 HP.
4) If a player sustains damage at 1 HP, they die. If they reached a checkpoint level, they can re /in at that level. Otherwise, they must re-/in as a level one character.
5) Spells require a separate defense roll from normal attacks (if applicable).
6) At the end of a battle (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.
7) 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.

Teamwork Mechanic and Other Timing Issues:

1) 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.
2) For players, a minimum of three players must make actions before a round ends. A single player (unless otherwise specified) cannot make more than one action each round. After the third player makes an action, there is approximately a 30-minute delay from that time in which additional players can make actions. After that, I begin to resolve actions.
3) 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).
4) 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.
5) 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.
6) You may not specify actions in advance. Be sure to coordinate with your fellow players before attacking!
7) Initiative for players works by extending your 30 minutes to 24 hours temporarily. It basically grants the players a guarantee of one more action before the round ending. As soon as another player uses an action (that does not give initiative), the 30 minute timer starts again. (Obviously, initiative will have no effect if you are the first or second person to attack an enemy.)
8) Initiative for monsters negates the effects of initiative for players.
9) 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.

Special Rules:

Level 21) 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.

Level 31) 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 skills, but you can still cast magic (if you have the MP). 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 41) You now possess a passive skill! Passive skills have their effects occur automatically!

Level 51) You now possess stat points (SP)! Stat points can grant either 1 extra mana or 1 hitpoints, and you must use them as soon as you get them. You can reallocate them after each level (or if you die and respawn at a level with them.)
2)
If you didn't notice, spells and skills have levels. It will help me a lot if you specify the level of the spell/skill you are using. Please note however that you CANNOT use a lower-level spell or skill.
Last edited by Ircher on Tue Aug 21, 2018 11:20 am, edited 38 times in total.
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Post Post #1 (ISO) » Tue Jul 24, 2018 4:06 pm

Post by Ircher »

Current Players:

MP restored in: 5 battles.

Cerberus v666Level 5 | XP = 31 | Scared (3 Rounds) (3 CD)
HP = 8/20 | MP = 5/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Spoiler: Inventory
Medal of Leadership (Special)

Checkpoint @ Level 3.


The worstLevel 5 | XP = 26 (3 CD)
HP = 20/20 | MP = 3/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


NotAJumbleOfNumbersLevel 2 | XP = 3
HP = 11/15 | MP = 3/3 | Attack = 1d6 | Defense = 0d3
Spoiler: Spells
Level 1 "Fire" (1 MP)


Gamma EmeraldLevel 5 | XP = 20 (3 CD)
HP = 20/20 | MP = 3/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


Irrelephant11Level 5 | XP = 28
HP = 20/20 | MP = 4/4 | Attack = 1d8 | Defense = 1d3 | 1 SP
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


McMennoLevel 5 | XP = 27
HP = 19/23 | MP = 4/4 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 3 HP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


Inferno390Level 5 | XP = 25 | Stunned (1 Round) (2 CD)
HP = 23/23 | MP = 4/4 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 3 HP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


Charles510Level 5 | XP = 26 | Stunned (1 Round) (2 CD)
HP = 20/20 | MP = 5/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


FelissanLevel 5 | XP = 25
HP = 18/20 | MP = 4/4 | Attack = 1d8 | Defense = 1d3 | 1 SP
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


ErrantparabolaLevel 3 | XP = 5
HP = 15/15 | MP = 3/3 | Attack = 1d8 | Defense = 0d3
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 1 "Minor Heal" (2 MP)

Spoiler: Skills
Level 1 "Scry Monster" (A) (0 CD)

Checkpoint @ Level 3.


SkygazerLevel 5 | XP = 25
HP = 20/20 | MP = 3/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


DraynthLevel 4 | XP = 10
HP = 15/15 | MP = 4/4 | Attack = 1d8 | Defense = 1d3
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 1 "Minor Heal" (2 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)

Spoiler: Skills
Level 1 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)

Checkpoint @ Level 3.


InvisibilityLevel 5 | XP = 21 | Scared (3 Rounds)
HP = 14/20 | MP = 5/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


James BrafinLevel 5 | XP = 21
HP = 20/20 | MP = 5/5 | Attack = 1d8 | Defense = 1d3 | 1 SP used for 1 MP.
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 2 "Minor Heal" (1 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)
Level 1 "Tornado" (2 MP)

Spoiler: Skills
Level 2 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)
Level 1 "Berserk Lunge" (A) (3 CD)
Level 1 "Guard" (A) (0 CD)

Checkpoint @ Level 3.


TehBrawlGuyLevel 1 | XP = 0
HP = 10/10 | Attack = 1d6 | Defense = 0d3


2 718281828459Level 4 | XP = 19 | Scared (3 Rounds)
HP = 15/15 | MP = 4/4 | Attack = 1d8 | Defense = 1d3
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 1 "Minor Heal" (2 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)

Spoiler: Skills
Level 1 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)

Checkpoint @ Level 3.


Agent SparklesLevel 4 | XP = 19
HP = 15/15 | MP = 4/4 | Attack = 1d8 | Defense = 1d3
Spoiler: Spells
Level 1 "Fire" (1 MP)
Level 1 "Minor Heal" (2 MP)
Level 1 "Cure" (1 MP)
Level 1 "Curse" (2 MP)

Spoiler: Skills
Level 1 "Scry Monster" (A) (0 CD)
Level 1 "Adrenaline Rush" (P)
Level 1 "Speed Slash" (A) (2 CD)
Level 1 "Double Slash" (A) (4 CD)

Checkpoint @ Level 3.
Last edited by Ircher on Tue Aug 14, 2018 10:25 am, edited 86 times in total.
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Post Post #2 (ISO) » Tue Jul 24, 2018 4:06 pm

Post by Ircher »

The Cultist Leader:

1. (CT22) Cultist Qwzyrkjyv : Cultist : Level = 8 | HP = 14 | Morale = 25 | Attack = 2d6 | Defense = 1d8 (Stunned: 1 Round | Cursed (-1): 1 Round)

Group B:

1. (6) Alpha : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
2. (6) Beta : Cultist : HP = 15 | Morale = 10 | Attack = 1d6 | Defense = 1d6
3. (6) Charlie : Cultist Magician : HP = 2 | MP = 3 | Attack = 1d4 | Defense = 1d3
4. (6) Delta : Cultist Magician : HP = 8 | MP = 3 | Attack = 1d4 | Defense = 1d3

Group C:

1. (7) Echo : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
2. (PW) (7) Foxtrot : Cultist : HP = 15 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6 (1 CD)
3. (7) Golf : Cultist : HP = 19 | Morale = 12 | Attack = 1d4 + 1d3 | Defense = 1d6
4. (7) Hotel : Cultist Magician : HP = 11 | MP = 5 | Attack = 1d4 | Defense = 1d3
Last edited by Ircher on Tue Aug 14, 2018 10:25 am, edited 64 times in total.
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Post Post #3 (ISO) » Tue Jul 24, 2018 4:07 pm

Post by Ircher »

Level 1
(XP Needed: 0):
- Hitpoints = 10 | Attack = 1d6 | Defense = 0d3

Level 2
(XP Needed: 2):
-
Hitpoints = 15
| Attack = 1d6 | Defense = 0d3
- Gain magic spell "Fire" : Deals 1d3 damage and ignores the enemy's defenses. (1 Mana)
- Mana Points = 3 (Restored when a player levels up or after 5 battles, whichever comes first.)

Level 3
(XP Needed: 5):
- Hitpoints = 15 | Mana Points = 3 |
Attack = 1d8
| Defense = 0d3
- Gain active skill "Scry Monster" : Tells you the special skills, spells, and other abilities a monster possesses. (0 CD)
- Gain magic spell "Minor Heal" : Heals a target by 1d3 HP (up to their maximum hitpoints). (2 Mana)
- 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.)
- Checkpoint level (If you die, you respawn at level 3.)

Level 4
(XP Needed: 10):
- Hitpoints = 15 |
Mana Points = 4
| Attack = 1d8 |
Defense = 1d3

- 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 "Speed Slash" : Slashes an enemy quickly for {Attack Dice} - 3 damage (minimum of 1 damage before defenses). After performing this action, you have initiative: the deadline for resolution is delayed by 24 hours OR when another player uses an action that does not have initiative and the five minute window passes (whichever comes first). (2 CD)
- Gain active skill "Double Slash" : Slashes an enemy twice for {Attack Dice} and {Attack Dice} - 2 damage (i.e.: perform 2 rolls). (4 CD)
- Gain magic spell "Cure" : Cures a target of one negative status affliction such as poison or stun. You may choose which affliction is cured. (1 Mana)
- Gain magic spell "Curse" : Curses a target giving their dice rolls a -1 modifier for 2 rounds. (2 Mana)

Level 5
(XP Needed: 20):
-
Hitpoints = 20
| Mana Points = 4 | Attack = 1d8 | Defense = 1d3
- Gain active skill "Berserk Lunge" : Lunges at an enemy for {Attack Dice} damage. If the target takes damage, they are stunned for 3 rounds. After using this skill, you are stunned for 1 round. (3 CD)
- Gain active skill "Guard" : Instead of attacking, you can guard and halve the damage of the next attack made against you. (0 CD)
- Gain magic spell "Tornado" : Damages two enemies (of your choice) by 1d6 damage (before defenses) and stuns them for one turn if damage is taken. (2 Mana)
- Upgrade active skill "Scry Monster" to level 2: Tells you the special skills, spells, and other abilities a monster possesses. You also gain initiative with this ability (see the description for Speed Slash). (0 CD)
- Upgrade magic spell "Minor Heal" to level 2: Heals a target by 1d3 HP (up to their maximum hitpoints). (1 Mana)
- Gain one stat point (SP). Stat points can be exchanged for one of two things: a) 3 HP or b) 1 MP. *You must apply them as soon as you get them, but you can reallocate them at every level.*
Last edited by Ircher on Wed Aug 01, 2018 11:10 am, edited 9 times in total.
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Post Post #4 (ISO) » Tue Jul 24, 2018 4:09 pm

Post by 2 718281828459 »

Hmm, perhaps post a bit more of the mechanics and I will decide if I want to or not.
That's part of the game. Leveling up so you can experience some more fun than simply using the dice tag. Its purposefully kept simple at level 1.
(Comment editted into this post as I'm using my other post for another purpose.)
~Ircher
Last edited by Ircher on Wed Jul 25, 2018 3:31 pm, edited 1 time in total.
Retired Account
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After 2 years (almost exactly!) of inactivity I am giving MafiaScum a second chance...

Nah. I'm gone. Again.
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Post Post #5 (ISO) » Tue Jul 24, 2018 4:11 pm

Post by Ircher »

Spells:

*Fire - Sears an enemy and ignores enemy defenses.
**Level 1: 1d3 damage (1 Mana) (Level 2)

*Minor Heal - Heals a target a small amount of hitpoints (up to their maximum hitpoints).
**Level 1: 1d3 hitpoints (2 Mana) (Level 3)
**Level 2: 1d3 hitpoints (1 Mana) (Level 5)

*Cure - Cures a target of negative status afflictions; the player can choose which affliction to heal.
**Level 1: 1 affliction (1 Mana) (Level 4)

*Curse - Adds a negative modifier to an enemy's dice rolls for 2 rounds (including the casting round).
**Level 1: -1 modifier (2 Mana) (Level 4)

*Tornado - Damages multiple enemies (of one's choice), and each one that takes damage (after defenses) is stunned for one turn.
**Level 1: 2 enemies, 1d6 damage (2 Mana) (Level 5)

Active Skills:

*Scry Monster - Tells you the special skills, spells, and other abilities a monster possesses.
**Level 1 - None (0 CD) (Level 3)
**Level 2: Grants initiative. (0 CD) (Level 5)

*Speed Slash - Slashes an enemy quickly and grants initiative. Initiative allows action resolution to be delayed until another player performs an action (and 5 minutes pass) or 24 hours go by.
**Level 1: {Attack Dice} - 3 damage (2 CD) (Level 4)

*Double Slash - Slashes an enemy twice.
**Level 1: Second attack deals {Attack Dice} - 2 damage (4 CD) (Level 4)

*Berserk Lunge - Lunges at an enemy and stuns them. The user is stunned for one turn after using this skill.
**Level 1: Successful attacks stun for 3 rounds. Failed attacks do not stun. (3 CD) (Level 5)

*Guard - Reduces damage for some time.
**Level 1: Halves damage from 1 attack. (0 CD) (Level 5)

Passive Skills:

*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.
**Level 1: 1 HP threshold (Level 4)
Last edited by Ircher on Wed Aug 01, 2018 11:10 am, edited 5 times in total.
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Post Post #6 (ISO) » Tue Jul 24, 2018 4:13 pm

Post by Cerberus v666 »

/in!

Edit: A goblin approaches...
Stats: HP = 3 HP ; Attack Dice = 1d4 ; Defense Dice = None
I'm editting this into here because I'm also repurposing my other post as well (which formerly had this.)
~Ircher
Last edited by Ircher on Fri Jul 27, 2018 7:10 am, edited 1 time in total.
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Post Post #7 (ISO) » Tue Jul 24, 2018 4:15 pm

Post by Ircher »

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.

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

*Initiative
: See below. More information can be found in .
**Players : Delays the enemies' turn by either 24 hours or by thirty minutes after another player attacks, whichever comes first.
**Monsters : Negates any initiative advantage the players possess. Only monsters that currently have initiative will attack this round.

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

*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.

*Bound
: Cannot perform any actions that requires freedom of movement (including spells).

*Double Time
: See slow.

*Slow
: Can perform only half the normal amount of actions.
Last edited by Ircher on Sat Aug 04, 2018 6:47 am, edited 9 times in total.
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Post Post #8 (ISO) » Tue Jul 24, 2018 4:16 pm

Post by Cerberus v666 »

I attempt to chop the goblin into many pieces!

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
GTK a me, currently live, this may be your only chance!
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Post Post #9 (ISO) » Tue Jul 24, 2018 4:18 pm

Post by Ircher »

Heroic Feats:


What are these?
These are titles and other cosmetic stuff that is awarded to you when you do certain heroic deeds.


Do these serve any purpose?
You do get some experience if you accomplish one of these feats, but for the most part, these feats are simply for bragging rights and for fun.


*
Medal of Courage
: Awarded to players that are always willing to act even when their life is in danger.
(Worth 3 XP.)

**Recipients: None!

*
Medal of Honor
: Awarded to players that value their teammates lives just as much as their own life.
(Worth 3 XP.)

**Recipients: None!

*
Medal of Leadership
: Awarded to players that actively lead battles, both in planning and execution.
(Worth 3 XP.)

**Recipients: None!
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Post Post #10 (ISO) » Tue Jul 24, 2018 4:20 pm

Post by the worst »

You manage to chop the goblin into many pieces.
You gain 1 XP!


Another goblin approaches....

Stats: HP = 3 HP ; Attack Dice = 1d4 ; Defense Dice = 1d3
(Editted in to the start of this post because I need yet another post...)
~Ircher

/in!!!
Last edited by Ircher on Mon Jul 30, 2018 2:54 pm, edited 1 time in total.
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Post Post #11 (ISO) » Tue Jul 24, 2018 4:21 pm

Post by Cerberus v666 »

/me scoffs at the puny goblin, and attempts to end this one with a single blow.

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
GTK a me, currently live, this may be your only chance!
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Post Post #12 (ISO) » Tue Jul 24, 2018 4:21 pm

Post by NotAJumbleOfNumbers »

/iiiiiiiiin
Last edited by NotAJumbleOfNumbers on Tue Jul 24, 2018 4:23 pm, edited 1 time in total.
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Post Post #13 (ISO) » Tue Jul 24, 2018 4:22 pm

Post by Ircher »

Hmmm.... Nice roll......

The goblin raises it shield to defend against the upcoming flurry....
Original Roll String: 1d3
1 3-Sided Dice: (1) = 1

(Defense.)
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Post Post #14 (ISO) » Tue Jul 24, 2018 4:22 pm

Post by Ircher »

The goblin counterattacks....

Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
(Against Cerb)
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Post Post #15 (ISO) » Tue Jul 24, 2018 4:22 pm

Post by the worst »

Jumble hi!! I'll be expecting your dice rolling skills are as awesome as your jailkeeping skills. :)
who's scum? i haven't read up yet but like, it's me
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Post Post #16 (ISO) » Tue Jul 24, 2018 4:23 pm

Post by Ircher »

Cerberus gots smashed by the Goblin's club. They haave 6 HP left.
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Post Post #17 (ISO) » Tue Jul 24, 2018 4:24 pm

Post by the worst »

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


prepare to die goblin douchebag!!
Last edited by the worst on Tue Jul 24, 2018 4:25 pm, edited 1 time in total.
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Post Post #18 (ISO) » Tue Jul 24, 2018 4:24 pm

Post by NotAJumbleOfNumbers »

In post 15, the worst wrote:Jumble hi!! I'll be expecting your dice rolling skills are as awesome as your jailkeeping skills. :)
I’ve been practicing in Race to 1500 so I think I’m pretty good. Also, am I going to be remembered by my
only
completed forum mafia game?
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Post Post #19 (ISO) » Tue Jul 24, 2018 4:25 pm

Post by the worst »

In post 18, NotAJumbleOfNumbers wrote:
In post 15, the worst wrote:Jumble hi!! I'll be expecting your dice rolling skills are as awesome as your jailkeeping skills. :)
I’ve been practicing in Race to 1500 so I think I’m pretty good. Also, am I going to be remembered by my
only
completed forum mafia game?
I'll definitely remember it! :)
it was pretty impressive.
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Post Post #20 (ISO) » Tue Jul 24, 2018 4:25 pm

Post by Ircher »

The worst rushes forward to hack at the goblin....

Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #21 (ISO) » Tue Jul 24, 2018 4:26 pm

Post by NotAJumbleOfNumbers »

In post 17, the worst wrote:
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (3) = 3


prepare to die goblin douchebag!!
you can’t edit in dice, or edit anything with dice
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Post Post #22 (ISO) » Tue Jul 24, 2018 4:26 pm

Post by the worst »

I know, I stuffed up the tag so edited it in v.v won't happen again, LMK if I need to reroll (I will gladly :P)
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Post Post #23 (ISO) » Tue Jul 24, 2018 4:26 pm

Post by Ircher »

The goblin, feeling mischevious, decides to attack Cerb again....

Original Roll String: 1d4
1 4-Sided Dice: (1) = 1

Pedit: Shush Jumble, I let it be this time.
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Post Post #24 (ISO) » Tue Jul 24, 2018 4:27 pm

Post by Ircher »

Cerb takes another 1 HP of damage.
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