SimeaseKitten
Duke Fishron
Hysteria Revamped
Note:
I got permission to continue the Role-play Hysteria from Huzbubber recently. As of now, Huz is working on the game Hysteria, so I will be the mod for now. However, if he wants to jump in and add something or such, he is welcome to do whatever he wants. Ok, onto the good stuff!
Backstory
Between the fight of light and dark, a mysterious force intervened and stopped the war between so. However, ending a war is not always good. This force hurt all of the universe, spawning evil forces everywhere in desperation to take over the weak galaxies along with changing planets permanently. In order to stop this force, light and dark have teamed up to take down this evil force creating new and old hero to take this force down.
Here are some guides that you should read before joining.
Between the fight of light and dark, a mysterious force intervened and stopped the war between so. However, ending a war is not always good. This force hurt all of the universe, spawning evil forces everywhere in desperation to take over the weak galaxies along with changing planets permanently. In order to stop this force, light and dark have teamed up to take down this evil force creating new and old hero to take this force down.
Here are some guides that you should read before joining.
This is an interaction/RPG based role-play.
Out of combat, you will be able to interact with obstacles and objects in order to continue your conquest. I will give a description of the area/room with certain words highlighted. GREEN means that its an interact-able object, but the way you can interact with it is up too you. YELLOW is a save point, and its best to save any chance you get. If your character dies, it will be brought to the last save point. Touching it will restore your character fully. RED is an entry point. This could lead to a new area but sometimes can’t be reached or seen without doing a certain task or activating something. You are also able to do more than interact with the others, and if you have the option, you have a chance of skipping some enemies and obstacles.
Out of combat, you will be able to interact with obstacles and objects in order to continue your conquest. I will give a description of the area/room with certain words highlighted. GREEN means that its an interact-able object, but the way you can interact with it is up too you. YELLOW is a save point, and its best to save any chance you get. If your character dies, it will be brought to the last save point. Touching it will restore your character fully. RED is an entry point. This could lead to a new area but sometimes can’t be reached or seen without doing a certain task or activating something. You are also able to do more than interact with the others, and if you have the option, you have a chance of skipping some enemies and obstacles.
Inventory spaces, oh god. Remeber, that you can stack the same item up to infinte (prone to change defintely later on.) Things you can put in your inventory must be logical and should be a rather small size (I will be lenient on this but putting a village or house in your inventory will not work. You know who you are.) Your inventory space can be expanded with backpacks, pouches, and other carry on stuff. That item will take up an inventory space and will add more space. HOWEVER, you CAN’T put a inventory expander inside another inventory expander.
In combat is where stuff gets heated. The outcome is decided by how you and other characters play out. To enter combat, say you want to battle whatever it is and you will be able to battle it. You are able to enter battle with more characters (teaming up and such) as long as your character and theater decide to do so. Another character can’t enter character(s) that are already in combat (unless something allows you to do so, which is rare).
Combat is turned based and is mostly decided by stats. Who goes first will be decided by me. You are given the options of attacking, using a skill, skipping your turn, interact, item, or flee (Some things give more options but these are the normal ones).
Most attacks from your character are based from your weapons but some attacks originate from the character without the weapon (Make sure to choose the target is your attack doesn’t target everything).
Skills are something that doesn’t do damage directly or doesn’t do damage at all, but most of the time benefits the user in some way (a healing skill or buffing skill for example.
Interacting in battle is something that doesn’t involve attacking or buffing, but interacts with something in some way, shape, or form (like talking).
Items can be used in battle in order to benefit your character(s).
Fleeing allows you to run away from battle, but right always not work, and if it doesn’t work, your turn will be skipped.
Combat is turned based and is mostly decided by stats. Who goes first will be decided by me. You are given the options of attacking, using a skill, skipping your turn, interact, item, or flee (Some things give more options but these are the normal ones).
Most attacks from your character are based from your weapons but some attacks originate from the character without the weapon (Make sure to choose the target is your attack doesn’t target everything).
Skills are something that doesn’t do damage directly or doesn’t do damage at all, but most of the time benefits the user in some way (a healing skill or buffing skill for example.
Interacting in battle is something that doesn’t involve attacking or buffing, but interacts with something in some way, shape, or form (like talking).
Items can be used in battle in order to benefit your character(s).
Fleeing allows you to run away from battle, but right always not work, and if it doesn’t work, your turn will be skipped.
Basic stats and stuff you will need to know:
HP- Health Points (If this reaches zero, your character falls and will re-spawn at last save point.)
ATK- Attack (The damage this thing or attack does when landing or something. The number of attack can be altered by many things such as element match up, defense, etc…)
DEF- Defense (The resistance you have against some attacks. Formula: ATK-DEF=Overall Damage. Some attacks may ignore armor.)
ATTACKS- Attacks (The attacks that you are able to preform during battle. These attacks are from the tool in your main hand, offhand, and attacks that your character is able to pull off without tools and such.)
SKILLS- Skills (These are an action that are used to do something indirectly to a foe or benefit the user or help other characters or etc… Some skill examples are [Precise Lining = Next hit does 3 more damage and doesn’t miss.] and [Healing Wish = Has a 50% to heal all HP of yourself].)
ELM- Element (This shows the element of whatever it is talking about {Attacks, Creatures Main Element, etc…}. Different elements do more damage or less damage to other elements like fire does double damage against grass. Some elements are immune to others as Lightning has no effect on earth or ground.)
PHS, RAN, MAG- Physical, Ranged, Magical (This displays how the attack was inflicted in order to display its accuracy and other factors.)
HP- Health Points (If this reaches zero, your character falls and will re-spawn at last save point.)
ATK- Attack (The damage this thing or attack does when landing or something. The number of attack can be altered by many things such as element match up, defense, etc…)
DEF- Defense (The resistance you have against some attacks. Formula: ATK-DEF=Overall Damage. Some attacks may ignore armor.)
ATTACKS- Attacks (The attacks that you are able to preform during battle. These attacks are from the tool in your main hand, offhand, and attacks that your character is able to pull off without tools and such.)
SKILLS- Skills (These are an action that are used to do something indirectly to a foe or benefit the user or help other characters or etc… Some skill examples are [Precise Lining = Next hit does 3 more damage and doesn’t miss.] and [Healing Wish = Has a 50% to heal all HP of yourself].)
ELM- Element (This shows the element of whatever it is talking about {Attacks, Creatures Main Element, etc…}. Different elements do more damage or less damage to other elements like fire does double damage against grass. Some elements are immune to others as Lightning has no effect on earth or ground.)
PHS, RAN, MAG- Physical, Ranged, Magical (This displays how the attack was inflicted in order to display its accuracy and other factors.)
Speed: Everyone has a presumed speed, but there speed value always remains at 0, unless something effects it. Certain attacks like ones that go first have a speed of 5 and there is some attacks like a constriction kind of attack that will lower speed by -1. Some attacks have a speed of them self. If an unit has a speed of 5 or more than the foes, they can do an action two times in row.
Bonus Evasion and Evasion in General: Evasion is the stat that gives a chance to dodge the attack depending on how high it gets. An evasion stat of 2 is 2% chance to dodge an attack. An evasion stat of 27 is 25% chance to dodge as 26 and higher will be no greater than having an evasion stat of 25 as 25% is the limit. In hard or a higher difficulty, there is something called bonus evasion. Foes get bonus evasion if the character uses the same attack again and again. Using a skill of some sort that uses the weapon that has been being used will still count to giving the foe an evasion bonus (This can be avoided if your weapon has a physical and ranged/magical way of attacking, as switching between those will confuse the foe. They will eventually get bonus evasion though.) It goes up by 5 after the weapon has been used two times in a row. This also counts for origin attacks. Evasion bonus can be given to other foes instead of just the targeted foe of the attack if they saw the attack. Not using a certain attack for two turns will reset the evasion bonus turn count on that attack
Elemental Matchup: There is something called elements and elemental attributes. They will be unknown which one are strong against which ones. Some are immune to others while some do insane amounts of damage to another. Figuring it out is an adventure! However, try to remember them as even if you attack is completely negated by a foes immunity to it, it will still count as your turn.
Bonus Evasion and Evasion in General: Evasion is the stat that gives a chance to dodge the attack depending on how high it gets. An evasion stat of 2 is 2% chance to dodge an attack. An evasion stat of 27 is 25% chance to dodge as 26 and higher will be no greater than having an evasion stat of 25 as 25% is the limit. In hard or a higher difficulty, there is something called bonus evasion. Foes get bonus evasion if the character uses the same attack again and again. Using a skill of some sort that uses the weapon that has been being used will still count to giving the foe an evasion bonus (This can be avoided if your weapon has a physical and ranged/magical way of attacking, as switching between those will confuse the foe. They will eventually get bonus evasion though.) It goes up by 5 after the weapon has been used two times in a row. This also counts for origin attacks. Evasion bonus can be given to other foes instead of just the targeted foe of the attack if they saw the attack. Not using a certain attack for two turns will reset the evasion bonus turn count on that attack
Elemental Matchup: There is something called elements and elemental attributes. They will be unknown which one are strong against which ones. Some are immune to others while some do insane amounts of damage to another. Figuring it out is an adventure! However, try to remember them as even if you attack is completely negated by a foes immunity to it, it will still count as your turn.
Character Creation:
If you already have a character, then tell me so and I will recover it.
Name:
(Self Explanatory)
HP:
(100-91 HP allows you to have 3 starting items. 90-71 HP allows you to have 4 starting items. 70 HP allows you to have 5 starting items. Max Hp someone can have is 100 and lowest is 1 {I suggest you don’t do one})
Personality:
(How your character acts. If you don’t want to write a lot, give three words you can describe your character with.)
Backstory:
(Optional)
Appearance:
(Pictures are recommended but descriptions will work)
Skills and Character Origin Attacks:
(These are actions that don’t require tools or items to be used. You can have up to 4 (+2 that don't require an inventory space) of both combine but having one will take one inventory space for each one. As far to how much damage it does, keep direct damage character origin attacks below 15 damage. Since I am so nice, you can have two skills or character origin attacks for free without taking an inventory space. )
Starting items:
(Look at HP section. For the amount of items are listed to have, create up to that many. It can range from weapons, tools, armor, food, etc…)
Inventory Space: (Keep it how it is and add your starting items along with replacing inventory space for each skill and character origin attack you have.) (MAKE SURE TO UPDATE THIS IF YOU GET SOMETHING AND YOUR SAVE POINT)
1.)
2.)
3.)
4.)
5.)
6.)
7.)
8.)
9.)
10.)
11.)
12.)
Save Point:
Special ability:
(This is a powerful ability that can be used after five turns and once during the battle. This should be powerful and a minimum damage base of 60. Keep in mind, it doesn’t have to do damage, as it could do such as healing and buffing.)
-Character Application-
Name:
HP:
Personality:
Backstory:
Appearance:
Skills and Character Origin Attacks:
Starting items:
Inventory Space: UPDATE INVENTORY AND SAVE POINTS OFTEN
1.)
2.)
3.)
4.)
5.)
6.)
7.)
8.)
9.)
10.)
11.)
12.)
Save Point:
Special ability:
Name:
HP:
Personality:
Backstory:
Appearance:
Skills and Character Origin Attacks:
Starting items:
Inventory Space: UPDATE INVENTORY AND SAVE POINTS OFTEN
1.)
2.)
3.)
4.)
5.)
6.)
7.)
8.)
9.)
10.)
11.)
12.)
Save Point:
Special ability:
Big Example:
Name: Hap Natur
HP: 70
Personality: Exciting, Cheerful, and Helpful
Appearance: A blue cat that stands up on both of its legs. The end of its tail has a huge flower on it where most of its character origin attacks come from. The appearance of the flower changes depending on the skill or origin attack it is using.
Skills and Character Origin Attacks:
Skill- Sweet Pollen > Single Target, Grass, Ranged, Makes target fall asleep for two turns. Can be targeted at a teammate, which will have a bonus effect for restoring all of there health. Can't be used for four turns afterwards.
Origin Attack- Ivy Whip > 6 Damage, Single Target, Grass, Ranged, has a 25% chance to end target's next turn. Won’t stack with status effects.
Skill- Venom Spit > Single Target, Poison, Ranged, Inflicts target with TOXIC (Does 1+X damage this turn. The formula is X=2{Amount of turns this been active}.
Skill- Planted Bloom > Self, Grass, User can’t flee, move, or do physical attacks until deciding to cancel this state. During this state, the user heals 10 HP at the end of your turn. This can be canceled during the users turn and will end the turn.
Skill- Natural Gift >Allies and Self, Nature, do one of the three ; remove status conditions from all teammates and the user, heal all teammates and the user for 12 HP, or all teammates and the user use a item despite not being their turn. One turn cool down.
Starting items:
1) Grape Fruit {Item} {1} - Heals 25 HP.
2) Leaf Blades {Weapon}
- Blade of Grass Slash > 9 Physical, Grass, Single Target, has a 25% to land a critical hit
3) Blooming Pic {Tool} - A simple pick-axe make of powerful compressed vines to mine and chop.
4) Spore Powder {Item} -A sac of spores that has infinite spores but knowing which ones come out is the hard part.
- Spore Throw > Does one of the following ; Makes target asleep (one turn), makes target trip from powerful sneeze (target goes last before the user and its allies), poisons target (2 damage each turn), make target scared (Target is nervous, lowering its attack by 2), or emit sweet scent (attacks towards the target can’t miss.)
5) Green Carry-On Sac - Allows 3 extra inventory spaces
Inventory Space:
[1.] Ivy Whip [Locked : Origin Attack]
[2.] Planted Bloom [Locked : Skill]
[3.] Natural Gift [Locked : Skill]
4.) Grape Fruit {Item} {1} - Heals 25 HP.
5.) Leaf Blades {Weapon}
- Blade of Grass Slash > 9 Physical, Grass, Single Target, has a 25% to land a critical hit
6.) Blooming Pic {Tool} - A simple pick-axe make of powerful compressed vines to mine and chop.
7.) Spore Powder {Item} -A sac of spores that has infinite spores but knowing which ones come out is the hard part.
- Spore Throw > Does one of the following ; Makes target asleep (one turn), makes target trip from powerful sneeze (target goes last before the user and its allies), poisons target (2 damage each turn), make target scared (Target is nervous, lowering its attack by 2), or emit sweet scent (attacks towards the target can’t miss.)
8.) Picnic Party {Item} - Heals 5 HP to the user and all allies. Infinite uses.
9.) Green Carry-On Sac
1a.)
2a.)
3a.)
10.)
11.)
12.)
Save Point:
Special ability:
Happy emits a strong sweet scent from its tail, making all foes use ones of its attack over and over for the rest of battle. All foes go last in speed wise.
Last edited: