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| Glorious Undertakings | |
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| Tweet Topic Started: Feb 26 2013, 03:10 PM (64 Views) | |
| Master4sword | Feb 26 2013, 03:10 PM Post #1 |
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-Glorious Undertakings- Like many pseudo-generic fantasy worlds, not all is well in the world. Many wrongs need righted, many evils need thwarted, and many treasures need liberated from their current owners. And in a small mining town in the country of Terral, the adventures begin, the adventurers not knowing the scale of the events they will soon be involved in... -A NOTE- This RPG is less like D&D and more like an old NES/SNES RPG. Actually, Pokemon would be a reasonable comparison, as far as number of stats are concerned. The combat system is intentionally simple, and noncombat stuff isn't exactly the focus. That said, there's no enforced grouping - you can team up with other players as you feel the need, and you can tackle things on your own when the desire strikes. -STATS- HP: Hitpoints. If these hit 0 you die, losing half your Exp. If it's a full party kill, you also lose half of your money. AP: Ability points. Use these to activate spells and abilities. Also used to determine how many skills and spells you can possess. Att: Attack power. Also used to determine the highest Ability Level the character can use. Def: Defense. If your defense >= enemy's attack, you take no damage, unless attacked by something with a minimum damage above 0. Mag: Magic power; the attack stat of magic. Also used to determine the highest Spell Level the character can use. Res: Magic resistance; defense against magic. Equipment can be used to boost your stats. -SIGNUPS- You're some human who, for whatever reason, is doing what he or she is doing. Name: Character name HP: AP: Att: Def: Mag: Res: Level: 1 Exp: 0/20 Silver Coins: 20 Inventory: Skills: Distribute 25 points among your stats. You must have at least 1 HP. HP and AP cost 1/2 a stat point; Def and Res cost 1.5 stat points -Status Conditions- These will be posted here as they are discovered. Beware! -Keywords- Power: The strength of a spell. This plus the caster's Magic is the damage dealt. Two-handed: Takes two hands to wield. (Obvious, I know.) Range: Anyone with a ranged weapon or skill may attack or use that skill the round before the battle starts. Ammo: Required to use certain weapons. Never runs out - think of these as infinite quivers that you can't share with friends. Minimum Damage: If the target's defense/resistance would reduce the damage from this weapon/spell/ability below the Minimum Damage, it deals the Minimum Damage instead. Spell Level/Ability Level: Determines the required Magic or Attack stat requirement to use, as well as how many "skill slots" it takes. You can use spells/abilities of a level if the Spell/Ability Level squared is less than or equal to your Magic/Attack. You have three skill slots plus one extra skill slot for every 10 AP you have, and a spell/ability takes one slot per level. Level 0 skills take 1 slot but don't have a Magic/Attack requirement. Enemy-only spells and abilities may or may not have levels. More keywords will be listed as they are found. -Combat- This game does not use any sort of grid for combat. It is also light on dice use - certain skills, spells, and status conditions will likely use them, but basic combat is dice-free. In battle, you have a few options as to the actions you can perform: Attack: Deals damage to one target equal to your total modified Att minus their total modified Def. Skill: Cast a spell or use an ability. AP cost is in parenthises after the skill name and before the description. Item: Use an item. Not much to say about that. Run: Flee the battle. Only the person who runs escapes the battle; everyone must run individually. If you have no weapon equipped, you are considered to be using a +0 Att single-handed weapon with nothing in the other hand. If you are wielding two weapons, your base Att and Mag are halved. However, dual-wielding has perks that make up for this. If you're using two physical weapons, if you attack, you get two attacks instead of one, and they can divided among two targets or both hit the same guy. If you're using two magical weapons (such as wands), you can cast two spells per turn instead of only one. If you're equipped with a physical weapon and a magical weapon, you can attack and cast a spell in the same turn. Exp gained on kill is not split - any living members of the party at the time of the kill gain the exp. Levelups occur at the end of the battle, so it is possible to die and drop below the levelup threshold mid-battle, so beware! Silver drops are not dropped per player, however, and will need divided up as the players see fit. |
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| Master4sword | Feb 26 2013, 03:11 PM Post #2 |
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-Characters- -Bradanuva- Gollor HP: 12/24 AP: 14/22 Att: 2 Def: 1 Mag: 17 -> 19 Res: 1 Level: 5 Exp: 1/60 Silver Coins: 18 Inventory: -Simple Wand: +2 Mag (E) Skills: -Fireball (2): The most basic Fire spell. Power 4. Spell Level 1. -Canimia- Jade HP: 9/24 AP: 10/10 Att: 13 -> 15 Def: 5 Mag: 0 Res: 5 Level: 5 Exp: 1/60 Silver Coins: 15 Inventory: -Bronze Short Sword, +2 Att (E) Skills: -Examine: Reveals information about a single enemy. Ability Level 0. -Offensive Stance (3): Boosts Att by 3 and increases minimum physical damage by 1 until the next time you don't attack on your turn. Ability Level 1. -SilentWisdom- Jonathan "Reverend" Neal HP: 4/12 AP: 2/12 Att: 2 Def: 1 Mag: 13 Res: 1 Level: 4 Exp: 15/50 (10 SP) Silver Coins: 19 Inventory: Skills: -First Aid (5): A basic healing spell that heals HP equal to user's Mag or half the target's max HP (rounded up), whichever is lower. Spell Level 2. -GamerTehness- Name: Gamer Tehness HP: 6/6 AP: 6/6 Att: 7 -> 9 Def: 4 Mag: 3 Res: 2 Level: 1 Exp: 0/20 Silver Coins: 0 Inventory: -Bronze Shortsword: +2 Att (E) Skills: -Examine: Reveals information about a single enemy. Ability Level 0. Edited by Master4sword, Mar 1 2013, 10:35 PM.
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| Master4sword | Feb 26 2013, 03:11 PM Post #3 |
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~Country of Terral~![]() Southwest Terral Spoiler: click to toggle Minton Village Spoiler: click to toggle Igneon Mine Spoiler: click to toggle Searidge City Spoiler: click to toggle Other areas will be posted as they are visited. Edited by Master4sword, Mar 7 2013, 03:54 PM.
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| Master4sword | Feb 26 2013, 03:11 PM Post #4 |
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[One last reserved post for future use.] |
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| Master4sword | Feb 26 2013, 03:13 PM Post #5 |
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Last time, on Glorious Undertakings...
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| GamerTehness | Feb 26 2013, 03:28 PM Post #6 |
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Name: Gamer Tehness HP: 6 AP: 6 Att: 7 Def: 4 Mag: 3 Res: 2 Level: 1 Exp: 0/20 Silver Coins: 20 Inventory: Skills: |
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| Master4sword | Feb 26 2013, 03:45 PM Post #7 |
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Welcome to the game! You're in the mining village of Minton. Shall you shop a bit before heading out, or do you want to jump right into adventure somewhere? |
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| GamerTehness | Feb 27 2013, 09:18 PM Post #8 |
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Yeah, I'm gonna shop a bit, see if there's anything worth buying. |
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| Master4sword | Feb 28 2013, 11:37 AM Post #9 |
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What you can find in any given town is listed in the third post. Here's what's in Minton. Armory: -Bronze Dagger: +1 Att (Cost: 5 Silver) -Bronze Shortsword: +2 Att (Cost: 15 Silver) -Wooden Shortbow: +2 Att, two-handed, ranged, requires bow ammo (Cost: 18 Silver) -Wooden Arrows: +1 Att, bow ammo (Cost: 4 Silver) -Magic Branch: Kind of like a wand. +1 Mag (Cost: 8 Silver) -Walking Stick: Almost a magic staff, but also good at bludgeoning. +1 Att, +1 Mag, two-handed (Cost: 10 Silver) -Wooden Shield: +1 Def (Cost: 20 Silver) General Store: -Basic Healing Potion: Restores 20 HP (Cost: 10 Silver) -Basic Skill Potion: Restores 20 AP (Cost: 10 Silver) -Smoke Bomb: Ends the battle, allowing the user's team to flee (Cost: 12 Silver) Magic Shop: -Fireball (2): The most basic Fire spell. Power 4. Spell Level 1. (Cost: 10 Silver) -Gust (2): The most basic Wind spell. Power 4. Spell Level 1. (Cost: 10 Silver) -Spout (2): The most basic Water spell. Power 4. Spell Level 1. (Cost: 10 Silver) -Boulder (2): The most basic Earth spell. Power 4. Spell Level 1. (Cost: 10 Silver) -First Aid (5): A basic healing spell that heals HP equal to user's Mag or half the target's max HP (rounded up), whichever is lower. Spell Level 2. (Cost: 15 Silver) Training Hall: -Examine: Reveals information about a single enemy. Ability Level 0. (Cost: 5 Silver) -Smash (2): A single-weapon melee attack that hits harder than normal. Power 4. Ability Level 1. (Cost: 10 Silver) -Flurry (3): A pair of physical dual-wielding attacks with greater-than-usual strength. Power 4 for the first attack, Power 2 for the second. Ability Level 1. (Cost: 10 Silver) -Snipe (2): A stronger-than-average attack that requires Range. Power 4. Ability Level 1. (Cost: 10 Silver) -Defensive Stance (3): Boosts Def and Res by 3 until the next time you attack, cast an offensive spell, or stop using a shield. Ability Level 0. (Costs 12 Silver) Inn: 10 Silver for full heal |
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| GamerTehness | Feb 28 2013, 11:37 PM Post #10 |
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Buy a Bronze Shortsword. Buy the Examine ability. |
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| GamerTehness | Feb 28 2013, 11:45 PM Post #11 |
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oh, and head out for an adventure |
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| Master4sword | Mar 1 2013, 10:38 PM Post #12 |
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After gearing up for adventure, you head out into the field and face... ...a rabbit. Name: Gamer Tehness HP: 6/6 AP: 6/6 Att: 7 -> 9 Def: 4 Mag: 3 Res: 2 Level: 1 Exp: 0/20 Silver Coins: 0 Inventory: -Bronze Shortsword: +2 Att (E) Skills: -Examine: Reveals information about a single enemy. Ability Level 0. Wererabbit HP: ??? AP: ??? Att: 5 Def: 2 Mag: ??? Res: 3 |
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| GamerTehness | Mar 5 2013, 09:32 PM Post #13 |
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Use Examine. |
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| Master4sword | Mar 7 2013, 03:57 PM Post #14 |
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It attacks. If you expeced a harmless bunny, you found yourself sorely mistaken. Emphasis on "sorely." Even if it only did 1 damage. That one hit was still 16% of your total lifespan. Name: Gamer Tehness HP: 5/6 AP: 6/6 Att: 7 -> 9 Def: 4 Mag: 3 Res: 2 Level: 1 Exp: 0/20 Silver Coins: 0 Inventory: -Bronze Shortsword: +2 Att (E) Skills: -Examine: Reveals information about a single enemy. Ability Level 0. Wererabbit HP: 13/13 AP: 0/0 Att: 5 Def: 2 Mag: 0 Res: 3 |
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| GamerTehness | Mar 7 2013, 08:12 PM Post #15 |
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Attack. |
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12:54 PM Jul 11