The Testing (Forum RP/Battle Game)

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Alphaeus
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Oct 31, 2016 11:14 PM #1465554
The Testing
Credit for creation of this idea goes to 969_DoomsDruid_969.
Credit for "fleshing out"...me, obviously.
Credit for helping with the Mod-Battle-Calc 3000 -- Skeletonxf.[/I]



***Registration is fully open -- a few last details need to be put into place to finish this writer-up (maps, the Mod-Battle-Calc 3000, etc).

Intro: No one knows much about Hollowell. Some say he is The Great One, God of Chaos. Other say he is one of those mischievous sprites of old faerie tales. What they DO know is that he spends his entire existence performing seemingly pointless tests on seemingly random souls.

His powers seem to be unlimited, because this tests always run to the extreme. His victims suddenly find themselves within a pocket realm of his creation, operating according to his laws. The realm cannot be escaped except by following through with his tests, which always involve some sort of challenge.

Unfortunately for you, it appears that YOU have become one of his most recent batch of victims. In fact, it seems that you and all of the others involved in this particular set of tests come from Espy City.

Just what is THIS test about? Well, thankfully Hollowell occasionally has the forethought to tell his victims how things work in his tests, and this time it seems you got lucky.

BASIC GAMEPLAY:
Spoiler (Click to Show)
round the goal is to grab the Amulet of Keys [NOTE: There will be TWO of these if there are more than five players] – yes, it MUST be worn around your neck…Hollowell’s rules are Hollowell’s rules -- and be the first to reach one of two gates.

The Amulet easy to find – it’s starting location is always nicely marked on the maps by Hollowell. Problem is, only one person can get the Amulet to the gate. So, if you don’t have it and want to still get it from someone else, you have to kill them for it.

While you can team up, in the end it is everyone for themselves to get the most Gold Tattoos to win the entire game.

After a round has been finished by a player with an Amulet reaching a Gate, you instantly begin the next round.

Points work like this: Losing both lives = 0 points. Surviving with 1 life = 1 point. Surviving with 2 lives = 2 points. Getting the Amulet to the Gate successfully = 3 points.
[/spoiler]
Spoiler (Click to Show)
to be perfect replications of certain small and medium sized towns. Even the residents and the birds seem to be perfect replicas…in fact, they don’t seem to KNOW they are replicas.

The maps of the towns have been graciously provided courtesy of Hollowell, and he has announced where the Amulet(s) will be each time, as well as the Gates: ***COMING SOON***
Round One Town (Click to Show)

Round Two Town (Click to Show)

Round Three Town (Click to Show)

Round Four Town (Click to Show)

Show-Down Town (Click to Show)


Player movement is done by intersection. Each turn everyone gets to move from one intersection to another, and afterwards they can (potentially) launch an attack.

Player starting locations on each map are chosen by the players, but they must be on the OUTSIDE EDGES of the maps.
[/spoiler]
Spoiler (Click to Show)
e general format is:

Name:
Alignment/Class:
Age and Gender:
Bio/Background:
Weapons:
1{Ranged Weapon: Description; Category; Enhancements (if applicable)
1{Melee Weapon: Description; Category; Enhancements (if applicable)
Personal Magic: Just Description – PM details to game mod (Alphaeus), who will handle things from there (see MAGIC section)

You can add sections if you like, and make the Bio as long as you like (well, within moderation). Your complete char sheet will go into a complete player character list created by game mod (Alphaeus) added to the front page of this game for easy reference.
[/spoiler]
Spoiler (Click to Show)
ires a certain amount of “flavor text.” This doesn’t have to be much (four-five lines is the minium), but enough to give the idea of an actual storyline here.

Regulations on Posts:
1)The main regulation is that NONE of your posts be dependent upon another player’s response (battles excluded). Filler posts just for conversation, in other words, are not allowed unless you intend your “move” than turn to be just simply standing still.

2)Also, you may NOT post your next move until each player has moved (or chosen NOT to move) that turn.

3)There is a 24 hour time limit on turns…if you wait more than 24 hours from the beginning (first post) of the turn to post, you will just loose that turn and be considered to have randomly dozed off right where you last stood.

4)Battles (no matter how long) are considered to automatically last three turns. In complicated cases (ones involving a lot of decisions on the part of the players, usually in later rounds), a MODERATOR may extend this up to five turns. During this time the players NOT involved may continue handling their turns as normal…yes, ambushing the people involved in the battle IS legal.

5)At the end of each post you HAVE to include a Status Summary:

STARTING LOCATION (where your char is at beginning of post): ABC Street.
ENDING LOCATION (where your char is now that you finished this post): XYZ Street.
AMULET HELD: (Yes/No)
ATTACKS MADE: (Yes/No – if Yes, then on whom).

6)If you do launch an attack, the ACTUAL will be handled via the handy-dandy Mod-Battle-Calc 3000, as well as a set of posts (see BATTLES section).

Though the Battles section details the factual requirements of battle-related posts so that the MBC3000 will actually work, you made add in as much flavor text as you wish (just make sure we mods can actually see those important facts, so bold them please).

Again, while this IS technically everyone for themselves, collaborations are certainly allowed and even encouraged between players. While arranging of collabs may be done in PMs, any actual execution of these MUST be done In Character (while Devour and Smile might want to create a trap for Exile, and plan this in PMs, their characters cannot just telepathically communicate between each other to plan this).
[/spoiler]

CLASSES/ALIGNMENTS:
Each Alignment has its own idiosyncrasies for their characters. Additionally, each one of the classes starts with 1) PREDISTRIBUTED 130 XP, a general base HP of 500, 60 STAT points; and 2) 60 XP and 40 STAT points for player distribution. Each round after the starting round, each player gets an additional 60 XP and 40 STAT points to distribute as they choose.
All classes also get to choose one and only one personal magic/magical enhancement unless otherwise specified.
Order Felicis (Click to Show)

Grey Knights (Click to Show)

Survivors (Click to Show)

Fracture (Click to Show)

Tempestus Scions (Click to Show)




SKILLS:
There are six basic skills: Strength (Str), Agility (Agil), Dexterity (Dex), Intelligence (Intel), Power (Pow), Focus (Foc). For the basix skills, 1 Skill Point Increase requires 1 XP and there is no skill cap.
There are two additional specialty skills: Wisdom (Wis) and Luck. For these 1 Skill Point Increase requires 4 XP. These cap at 15.
Skill Categories (Click to Show)


STATS:
Some of these are modified by certain skills – overall, however, they are determined by STAT points (yes, all caps to make sure they are not confused with Skill Points). These always function on a 1-to-1 ratio.
Stat categories (Click to Show)


WEAPON CATEGORIES:
NOTE: Only LIGHT weapons can be used as Duel Wield. Each player only gets to start with one Ranged and one Melee weapon (except for Survivors).
RANGED (Click to Show)

MELEE (Click to Show)


MAGIC:
Spoiler (Click to Show)
e-by-case basis. This includes magically enhanced weapons. When you pick a char that has a magic/Archaotech, PM me (Alphaeus) and I will review it and either suggest modifications or add it to your char sheet.

There are two types of magic (and/or technology for some classes) – passive and active. These may be further divided into personal magic and enhancements

Passive magics have a single defined effect that is permanent at 0 mana cost. Passive magics are relatively weak compared to active magics due to the benefit of permanence and costlessness.

Active magics are far more powerful than their passive counterparts, but are always accompanied by a Mana cost, and have a specified duration (1 turn, 5 turns, for duration of battle, etc.) and cooldown (Notes: 1}per attack turn – fraction recharge times such as “1/3 turn recharge” are legal, 2}recharges are counted from beginning of magic usage, not from end of magic usage).

Personal Magic is magic that is tied to the player char, and not to an item. These have a broader range of effects (anything from freezing nearby players to getting two moves in one turn), but cannot directly boost/adjust your weapon (you cannot have a personal magic make you fire your weapon at 3x speed). These may be active or passive.

Enhancements are always applied to a weapon (and one weapon only – for enhancements to multiple weapons you must enhance EACH weapon). These must involve ONLY the weapon, ammo, or the player being attacked with said weapon (your weapon can have increased stability resulting in an Intel boost, or your ammo
Alphaeus
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Oct 31, 2016 11:14 PM #1465555
PLACEHOLDER FOR CHARACTER LIST
Alphaeus
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Oct 31, 2016 11:15 PM #1465556
JUST IN CASE I NEED A SECOND PLACE HOLDER FOR A TON OF PEOPLE (otherwise will delete this post)
Person McPerson

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Nov 1, 2016 1:04 AM #1465563
You can just edit your first post.
Alphaeus
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Nov 1, 2016 1:10 AM #1465565
Quote from Person McPerson
You can just edit your first post.


Yes, I know, but there is a word count per post limit...and I don't remember what it is. So, to avoid that, I created some "stickies." The second one will probably get deleted.
Person McPerson

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Nov 1, 2016 4:34 AM #1465572
Hey, so I added up the Starting skills and starting stats, it seems like Grey Nights have the best stats overall, maybe you should have all the classes' stats equal?
Felicious has 1140, Grey Nights has 1175, Survivors has 980, Fracture has 1075, and Scions have 840. 840 and 1175 is a big difference...
Alphaeus
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Nov 1, 2016 8:33 PM #1465605
Quote from Person McPerson
Hey, so I added up the Starting skills and starting stats, it seems like Grey Nights have the best stats overall, maybe you should have all the classes' stats equal?
Felicious has 1140, Grey Nights has 1175, Survivors has 980, Fracture has 1075, and Scions have 840. 840 and 1175 is a big difference...


Well, The stats and skills function off of a different system, as do the Basic Skills and Specialty Skills.

Quote from Me
Additionally, each one of the classes starts with 1) PREDISTRIBUTED 130 XP, a general base HP of 500, 60 STAT points


All in all, everyone is the same. The above is precisely what they have, no more, no less/ Each class has its own individual boost, but each one of these is designed to give an equal advantage as any other.

See, STATs have nothing to do with Skills, except that Starting HP = Base (500) + (STR x 10) and Mana = (Focus x 10).

Additionally, the Specialty Skills (wisdom and luck) run off of a 4-to-1 XP basis (4 XP = 1 Skill Point in a Specialty Skill). This can also mess up just a simple calculation if you don't take that ratio into account.
969_DoomsDruid_969
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Nov 7, 2016 10:10 AM #1466147
Have people signed up by PM yet? I would sign up, but there are... problems I have when I try and make a character. I will be really disappointed if this goes to waster though, because it seems like a great idea in theory.