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Gauntlet of Champions | Cancelled. 2.0 coming soon

Started by: Hewitt | Replies: 370 | Views: 36,493

Hewitt

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Jan 19, 2016 7:01 AM #1431713
Sorry for not including the 80. I'll add it in the choices next time.


The Party Attacks!

Shadow attacks for 50...halved to 25
Ai attacks for 35 with the Strike of Destiny!
Hash attacks for 50...halved to 25
Nyar attacks for a beefy 80

Gluttonous Slime...falls The slayer is...Nyarlalothep the Unready!!!

Nyarly gets 4 Glory!
Nyarly gets 4 XP!

Wyz does not get to attack. He instead receives:
Flame Gems (Click to Show)


Ipman does not get to attack. He instead receives:
Soulstone (Click to Show)


Ai, Hash, ipman, Shadow, and Wyz get 1 XP!



Level Up!
New perks and items have appeared! They're bolded in green...

1 XP:
Item: Healing Potion - Rejuvenates your HP before the start of an encounter. Usable Once only.
Item: Stone Potion - Damage is halved for the entire encounter. Usable Once only.
Ability: Knife Twist - Additional 15 damage to the monster after everyone else has damaged the monster. Activate by posting alongside your attack. Multiple Knife Twists are decided by Initiative.
Ability: Troll Bait - Push your teammate in harm's way. In an event where you would be attacked, your chosen target is attacked instead. Activate by posting after you are attacked.
Stat Increase Level 1 - Unlocks more possible Attack values: 15, 30, 45, 60, and a single-use 80.
Ability: Finger Poke Of Doom - Post as an Attack. Does 0 damage, but if the guy before you slays the monster, you take the credit and the Glory for "technically" dealing the last hit.
Ability: Quick Attack - Invoked by posting. Deals 2 random attacks from whatever Attack commands you have.
Ability: Charge Up - Must be declared by posting. You wind back for a powerful strike; you deal no damage this turn but the next turn your Attack is doubled.

2 XP:
Counter: Trip - Nullifies a fellow warrior's attack and makes him miss the next round. Usable Once per Round. Invoked via PM.
Counter: Critical Miss - Nullifies a fellow warrior's attack and causes a quarter of his attack to attack himself. Usable Once per Round. Invoked via PM.
Item: Resurrection Scroll - If you were to die this turn, you will not. HP remains the same however. One use only. Passive.
Ability: False Signal - Shout in confusion and switch around two warrior's Initiative Orders. Must be declared by post at the start of every Round.
Stat Increase Level 2 - Unlocks more possible Attack values: 5, 25, 55, 65, and a single-use 90. Stat Increase Level 1 is required.
Item: Boots of Speed - During the first round of any encounter, you may post (alongside your attack) to invoke these boots to swap places with anyone in front or behind you in Initiative.

3 XP:
Ability: Poison Dagger - Hits the monster for 25 damage, but deals 10 damage after every other attack after you. If the poison kills the monster, the glory goes to you.
Increase Critical Rate - Critical Chance is now 30% instead of 10%
Item: Jeweled Dagger - Passive item. If responsible for killing a monster, either a) Gain +1 Glory or b) Heal yourself by 10 HP. You must pick one.
Ability: Humility - Passive. If your attack is unique during a Round, you gain +1 Glory. The max Glory you can acquire this way is 2.
Ability: Dash and Grab - One-use per Room, in addition to your default attack, you may also Steal one item or Relic from another Warrior. To activate, post while attacking.

4 XP:
Ability: Strike of Destiny - An unblockable, uninterruptible attack for 35 damage. Activate by posting.
Item: Embryonic Husk - Before the Last Room, you can sacrifice this Item to revive 1 Monster already fought in this dungeon. It will be encountered after the Final Room with stronger stats and whoever previously defeated it will lose the same amount of Glory he gained defeating it. Otherwise, this item is worth 2 Glory if remained unused.

***Abilities are things you post as additional commands. Counters are things you PM to me in response to another attack or action.




Party:
1) SHADOVV the Clueless 1XP 0GP - 72 HP
Has: Stat+1
Skill: Finger Poke

2) Ai the Unlucky 1XP 7GP - 55 HP
Relics: Protection Charm (2GP) - This Item is worth 2 GP if carried all the way to the end of the dungeon. At any time during the game, you may sacrifice this Relic to prevent the use of an ability or maneuver against you.
Items: Healing Potion, Stone Potion
Skill: Critical Miss, Charge Up, Strike of Destiny

3) Hash the High 2XP 0GP - 95 HP
Skill: Troll Bait

4) Nyarlalothep the Unready 4XP 4GP - 75 HP
Has: Stat+1
Skill: Finger Poke

5) WyzDM the Worthy 1XP 0GP - 95 HP
Has: Stat+1, Flame Gems (3GP) - This Item is worth 3 Glory; 1 per Ruby. During your turn while attacking, you may sacrifice one of your Rubies to deal 25 damage at the expense of losing 1 Glory. You may still attack after using Gems.
Skill: Knife Twist

6) ipman the Invincible 1XP 0GP - 80 HP
Has: Stat+1, Soulstone (?GP) - At the end of every Room, you may use this item to deal 15 damage to any 2 Warriors. This damage cannot be blocked or redirected no matter what. At the end of the game, this relic is worth 3 GP times the amount of dead Warriors.


You may purchase your new skills now.

Good luck!
Ipman
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Jan 19, 2016 8:01 AM #1431727
Hey Hewitt, i think i should have 2XP now.

And buy nothing.
Drizzle
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Jan 19, 2016 8:03 AM #1431728
Quote from Ipman
Hey Hewitt, i think i should have 2XP now.

And buy nothing.


Better save up for dat dash and grab.
Nyarlathotep

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Jan 19, 2016 8:10 AM #1431731
Nyarlathotep* not "Nyarlalothep"
Hewitt

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Jan 19, 2016 8:15 AM #1431733
Wow. I've been playing Arkham Horror for YEARS and I've always pronounced that name that way. I guess I just got used to it.

I'm an idiot.
Nyarlathotep

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Jan 19, 2016 8:39 AM #1431736
I have a question about charge. If you are to use it and then not attack on the subsequent turn will you still be "charged" the third turn?
WyzDM
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Jan 19, 2016 8:48 AM #1431740
I'll save my exp.
Hewitt

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Jan 19, 2016 8:56 AM #1431742
Quote from Nyarlathotep
I have a question about charge. If you are to use it and then not attack on the subsequent turn will you still be "charged" the third turn?


No. Using Charge means that its a 2-part attack manuever. It's the equivalent of winding back for a strike.

Also, il get your name right next time
_Ai_
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Jan 19, 2016 9:13 AM #1431746
Stat Increase please.
Nyarlathotep

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Jan 19, 2016 9:59 AM #1431753
Quote from Hewitt
No. Using Charge means that its a 2-part attack manuever.


Can you use Charge Up in addition to Quick attack?


StatUp 2 and Trip

Also question about humility! The maximum of 2 glory gained, is that per-round or total?
HashBrownTrials
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Jan 19, 2016 2:23 PM #1431777
Saving xp.

Btw, it's fine Hewitt. I understand that you're a busy man. (About mafia)
Hewitt

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Jan 19, 2016 4:02 PM #1431800
Quote from Nyarlathotep
Can you use Charge Up in addition to Quick attack?


StatUp 2 and Trip

Also question about humility! The maximum of 2 glory gained, is that per-round or total?


No, the Charge Up then Attack is considered using Charge Up. You are guaranteed to deal times 2, at the expense of letting everyone see you are coming. Thats the tradeoff. Good if the monster is tough. Bad if you want to KS. I guess.


Maximum 2 glory gained, per Room. So if you get unique attacks consistently (because you have Stat +2 now I suppose), you can only gain a max of 2 per room.
Dazzy

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Jan 19, 2016 8:57 PM #1431835
Quote from Hewitt
I'm on the fence on this. I'm kinda sick of running Maf games around here right now because frankly people just don't know how to play. I've run 9 games and not including the casual unbalanced setups, the Town always loses because they're too nice, selfish, and conservative. If you want me to expound on that I will, but basically it's clear to me that people here want a different kind of experience than the one I'm providing and I can understand that so rather than argue about it, I'll just take it elsewhere for awhile.

I need some downtime before I can run another; and even at that I want people who can actually listen to advice and not play the same old thing 9 times in a row. Balanced setups are balanced for a reason: there's a 50:50 win chance for either faction. But if the killers always win it gets boring real quick.



Anyways, sorry for the delay. I suddenly got swamped by work and got a little stressed over at my Maf thread. I'll get back to this later. I've also been thinking about it and maybe running 2 consecutive dungeon runs isn't such a good idea. I'm already slow as it is, I don't want a headache on my hands. Please, just sit till this first one is over; they're halfway there. I just didn't expect alot of people would be into this.


As much as I love it, gonna tell you right now NOT to do it. I've been active in FGF for in excess of 3/4 years (on and off), and without a developed community you're going to have a mess of a mafia because no one knows what the hell they're doing. Even worse if it's Resistance. As well as that, there's a shitload of esoteric abbreviations people always use (in the forum gaming/mafia community) as well as bullshit techniques - crumbing, baiting, whatever crap that can get thrown. Mafia without the layer of subtleties on a forum feels fruitless.
Hewitt

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Jan 20, 2016 12:47 AM #1431877
Quote from Dazzy
As much as I love it, gonna tell you right now NOT to do it. I've been active in FGF for in excess of 3/4 years (on and off), and without a developed community you're going to have a mess of a mafia because no one knows what the hell they're doing. Even worse if it's Resistance. As well as that, there's a shitload of esoteric abbreviations people always use (in the forum gaming/mafia community) as well as bullshit techniques - crumbing, baiting, whatever crap that can get thrown. Mafia without the layer of subtleties on a forum feels fruitless.


Exactly. I tried to cultivate somethign like that here. But I guess its not working so the one I'm running now; its going to be my last game indefinitely. The only way I'd be convinced is if a set of veterans who know their way come to me for a private match
Drizzle
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Jan 20, 2016 2:55 AM #1431908
Honestly, the true nature of a mafia games always are in the favor of of the killing roles, specifically the mafias themselves. Unless the town knows what they are doing, which is most unlikely, they are always in the losing side, and that kills away the game easily. A little bit of baiting or misleading shit can throw the game off instantly. I mean, if you want to play mafia just play town of salem anyway.
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