Idelac0
Terrarian
This game originates from the will-be-archived Minecraft Forums. Based off of "The Fort of Mystery" by Scaredhappyguy, both of which are also from the Minecraft Forums. Credits to him for the idea.
This is continued from the Minecraft Forums. If you want to read from the start, go to the Minecraft forums and look up "RNPG: Random Number Playing Game".
The following story content reflects in the game's current progress. As chapters are completed, more will appear.
Chapter 1 - Frostlands
The party members meet under the same vision, and they head out to start their quest. Their journey takes them to Flamesgrace, where they unintentionally eavesdrop on a conversation, which regards a "monster" who has supposedly been rampaging across the land, intending to protect a treasure. Assuming that this "monster" is guarding a relic the party needs, the party heads to its hideout, which is a cave. When the party reaches the end of the cave, they encounter the monster that they have heard of, who claims to be the "Relic Guardian". It assumes that the party is there to take the relic, which is actually the Relic of Bravery, for evil deeds. The party persuades the Relic Guardian that they are there to defeat the Dark Lord, and to do so, they must take the relic. The Relic Guardian agrees, under the condition that the party battles it. The party accepts, and emerges victorious. After taking the Relic of Bravery, the Relic Guardian becomes an ally for the party, and will tell them where the next relic is after they take another one. The next one, the Relic of Justice, is in the Flatlands, and using this info, the party returns to Flamesgrace. The townspeople recognize the party for their deeds, and as they are congratulating them, they decide to call their party the "Order of the Stone". With their first relic, and an official party name, the journey is just beginning.
Chapter 2 - Flatlands
The Order goes to the Flatlands to look for the Relic of Justice. They go to Atlasdam, a town filled with criminals running rampant, with nobody lifting a finger to stop them. The Order recognizes this as a result of the Relic of Justice being gone, and hunts for info at the library. After finding a book regarding the Relic of Justice's history, the Order heads off to a subterranean study, guarded by fierce monsters, under a scholar's rule, who is said to be the Relic of Justice's thief. The Order reaches the scholar just in time, who is currently finding a way to reverse the Relic of Justice's effects. The Order confronts him, who reveals himself to be Russel, a disciple of the Dark Lord. The party engages in combat with him. In the end, Russel is killed in combat, allowing the Order to take the Relic of Justice. The Relic Guardian tells the Order that the Relic of Kindness is in the Coastlands via telepathy. Now the Order has their second relic.
Chapter 3 - Coastlands
Remembering the Relic Guardian's information, the Order comes to Rippletide, a town by the sea. Surprisingly, its Relic of Kindness has not yet been stolen. Suddenly pirates land at the dock, and mercilessly attack the town. After winning a battle against some pirates, the party finds out that the Relic of Kindness has just been stolen. Video footage shows a battle between pirates and civilians, including two "captains", Mikk and Makk. The end of the video footage shows that during the Order's battle with the pirates, the captains were planning to run to their ship as soon as the Order left the docks. The Order rushes back there, and quickly destroys the pirate ship before the pirates can come on board. The pirates flee, taking the Relic of Kindness with them, and the town falls into chaos, as a result of the Relic of Kindness missing. The Order chases them, and reach the end of a cave in which the captains have decided to set up camp. The Order confronts the duo, and wins their battle, forcing the pirates to flee, and allowing the Order to take the relic back. The Relic Guardian telepathically informs the Order that the Relic of Patience is in the Highlands. And so, the Order sets off to find the fourth relic.
Chapter 4 - Highlands
The Order arrives at Cobbleston, where the Relic Guardian let them know that a boy named Philip will give them the relic. He reveals himself to be the headman's son, but just as he's about to give the relic, bandits attack the town. The Order successfully defends against a wave of bandits, but an unknown wave kidnaps Philip, who the Order swears to rescue. After a few encounters with bandits, the Order goes down the bandit hideout, which is a cave, and reaches their boss, Gaston. Gaston challenges the Order to a battle, in which the Order win. After the Order asks some questions, Gaston answers them, one of which is if he is a disciple of the Dark Lord. Gaston denies it, despite him knowing about the Dark Lord. Gaston also gives the Relic of Patience back, and the Order returns with their mission accomplished. The town reveres the Order for their exploits, and the headman tells them that the next relic, the Relic of Integrity, is in the Sunlands. And the party sets out in search of the next relic.
Chapter 5 - Sunlands
This chapter is going to begin soon. Its recap will appear when the chapter is finished.
Chapter 6 - ???
As this chapter has not yet been started, nothing is known about this chapter yet.
Chapter 7 - ???
As this chapter has not yet been started, nothing is known about this chapter yet.
Chapter 8 - ???
As this chapter has not yet been started, nothing is known about this chapter yet.
Chapter 9 - ???
As this chapter has not yet been started, nothing is known about this chapter yet.
Final Chapter - ???
As this chapter has not yet been started, nothing is known about this chapter yet.
0 = I DOOMED US ALL!!! - This is the worst possible outcome, because if you roll this, you get OHKO'd (One Hit KO'd), and all your mates take damage, too. You then must wait three turns to revive (or get revived by your mates).
1 = OH, GOD! GAHHHHHHHH!!! - This is the worst "vanilla" possible outcome. This has the potential to OHKO you, and it could hit your party, too. If this happens, a coin is flipped. HEADS: You survive, but you take damage equivalent to 75% of your Max HP stat. TAILS: Instant death. 'nuff said.
2 = Ow, crap! - Better than a 1, but you take damage equivalent to 25% of your Max HP stat.
3 = Uh... okay? - Absolutely nothing happens. Nothing bad, but nothing good, either.
4 = I landed a hit! - This is a good thing to get, as you landed a hit and deal some damage!
5 = CRITICAL HIT! - This is an even better thing to get! This deals x1.5 damage to your target!
6 = Oh, god, I went overboard! - This is the best "vanilla" possible outcome you can get. This deals x2 damage to your target, but you get recoil damage equivalent to 5% of your Max HP.
7+ = AND THIS, IS TO GO EVEN FURTHER BEYOND!!! - This is the best possible outcome. Your attack was so epic, you not only obliterate your enemy with a damage multiplier of x3, but you get OHKO'd as a result, and all those who helped you take 20% recoil damage. If more than one person helps you, your damage scales to x3.1. If another helps, x3.2, and so on.
Healing is done by saying "I heal [playername]". This heals them for 25%-30% of their Max HP. This also boosts their roll output by 1. (Roll boosting via healing was removed a little later after game launch)
When a player's HP hits 0, they die, rendering them unable to attack. To revive, you must either try to revive yourself, or get someone else to revive you. In any circumstance, a coin is flipped. Heads, you revive them for 50% of their Max HP. Tails, you fail to revive them.
However, Roll-Boosting items can nullify the roll penalty. So keep this in mind.
Enemies can't be debuffed, as they don't have stats, but they can't be buffed, either.
And that's it! Now, let's continue the adventure! (The adventure continues while we're in a battle, so let's jump right back into it)
Bandit A: 366/1602 HP, 11 EXP
Bandit B: 469/1602 HP, 11 EXP
Bandit C: 0/1602 HP, 11 EXP
The Order of the Stone
Idelac: LV 10 (71/92) 193/665 HP, 112.1% ATK, 112.6% DEF (Moved)
Player_Miner: LV 10 (71/92) 207/645 HP, 114.1% ATK, 112.3% DEF (Moved)
GDog_0: LV 10 (71/92) 287/638 HP, 113.5% ATK, 113.0% DEF (Moved)
algot120: LV 10 (58/92) 145/593 HP, 113.2% ATK, 113.6% DEF (Moved)
GoldHero101: LV 9 (69/80) 583/583 HP, 114.0% ATK, 114.2% DEF (In Vehicle [Giant Skell]) (Moved)
PepsiCola350: LV 9 (54/80) 474/569 HP, 113.3% ATK, 112.4% DEF (Moved)
LifeAsRoyalRanger: LV 6 (42/50) 316/406 HP, 107.0% ATK, 107.6% DEF
The Order's Allies
Fire Elemental: 195/250 HP
The Order's Buildings
Giant Skell: LV 3, 196/750 HP, 200.0% ATK, 75.0% DEF (Occupied [GoldHero101]) (Offensive)
Automated Spike Trap: 200/200 HP, 100.0% ATK, 60.0% DEF (In Use [Bandit B]) (Supportive)
This is continued from the Minecraft Forums. If you want to read from the start, go to the Minecraft forums and look up "RNPG: Random Number Playing Game".
Story
You have heard rumors of a Dark Lord who threatens the entire world. You set off on a quest to defeat him, but first, you must traverse eight lands and get eight holy relics. With each relic, your power will grow. Are you up to the task?The following story content reflects in the game's current progress. As chapters are completed, more will appear.
Chapter 1 - Frostlands
The party members meet under the same vision, and they head out to start their quest. Their journey takes them to Flamesgrace, where they unintentionally eavesdrop on a conversation, which regards a "monster" who has supposedly been rampaging across the land, intending to protect a treasure. Assuming that this "monster" is guarding a relic the party needs, the party heads to its hideout, which is a cave. When the party reaches the end of the cave, they encounter the monster that they have heard of, who claims to be the "Relic Guardian". It assumes that the party is there to take the relic, which is actually the Relic of Bravery, for evil deeds. The party persuades the Relic Guardian that they are there to defeat the Dark Lord, and to do so, they must take the relic. The Relic Guardian agrees, under the condition that the party battles it. The party accepts, and emerges victorious. After taking the Relic of Bravery, the Relic Guardian becomes an ally for the party, and will tell them where the next relic is after they take another one. The next one, the Relic of Justice, is in the Flatlands, and using this info, the party returns to Flamesgrace. The townspeople recognize the party for their deeds, and as they are congratulating them, they decide to call their party the "Order of the Stone". With their first relic, and an official party name, the journey is just beginning.
Chapter 2 - Flatlands
The Order goes to the Flatlands to look for the Relic of Justice. They go to Atlasdam, a town filled with criminals running rampant, with nobody lifting a finger to stop them. The Order recognizes this as a result of the Relic of Justice being gone, and hunts for info at the library. After finding a book regarding the Relic of Justice's history, the Order heads off to a subterranean study, guarded by fierce monsters, under a scholar's rule, who is said to be the Relic of Justice's thief. The Order reaches the scholar just in time, who is currently finding a way to reverse the Relic of Justice's effects. The Order confronts him, who reveals himself to be Russel, a disciple of the Dark Lord. The party engages in combat with him. In the end, Russel is killed in combat, allowing the Order to take the Relic of Justice. The Relic Guardian tells the Order that the Relic of Kindness is in the Coastlands via telepathy. Now the Order has their second relic.
Chapter 3 - Coastlands
Remembering the Relic Guardian's information, the Order comes to Rippletide, a town by the sea. Surprisingly, its Relic of Kindness has not yet been stolen. Suddenly pirates land at the dock, and mercilessly attack the town. After winning a battle against some pirates, the party finds out that the Relic of Kindness has just been stolen. Video footage shows a battle between pirates and civilians, including two "captains", Mikk and Makk. The end of the video footage shows that during the Order's battle with the pirates, the captains were planning to run to their ship as soon as the Order left the docks. The Order rushes back there, and quickly destroys the pirate ship before the pirates can come on board. The pirates flee, taking the Relic of Kindness with them, and the town falls into chaos, as a result of the Relic of Kindness missing. The Order chases them, and reach the end of a cave in which the captains have decided to set up camp. The Order confronts the duo, and wins their battle, forcing the pirates to flee, and allowing the Order to take the relic back. The Relic Guardian telepathically informs the Order that the Relic of Patience is in the Highlands. And so, the Order sets off to find the fourth relic.
Chapter 4 - Highlands
The Order arrives at Cobbleston, where the Relic Guardian let them know that a boy named Philip will give them the relic. He reveals himself to be the headman's son, but just as he's about to give the relic, bandits attack the town. The Order successfully defends against a wave of bandits, but an unknown wave kidnaps Philip, who the Order swears to rescue. After a few encounters with bandits, the Order goes down the bandit hideout, which is a cave, and reaches their boss, Gaston. Gaston challenges the Order to a battle, in which the Order win. After the Order asks some questions, Gaston answers them, one of which is if he is a disciple of the Dark Lord. Gaston denies it, despite him knowing about the Dark Lord. Gaston also gives the Relic of Patience back, and the Order returns with their mission accomplished. The town reveres the Order for their exploits, and the headman tells them that the next relic, the Relic of Integrity, is in the Sunlands. And the party sets out in search of the next relic.
Chapter 5 - Sunlands
This chapter is going to begin soon. Its recap will appear when the chapter is finished.
Chapter 6 - ???
As this chapter has not yet been started, nothing is known about this chapter yet.
Chapter 7 - ???
As this chapter has not yet been started, nothing is known about this chapter yet.
Chapter 8 - ???
As this chapter has not yet been started, nothing is known about this chapter yet.
Chapter 9 - ???
As this chapter has not yet been started, nothing is known about this chapter yet.
Final Chapter - ???
As this chapter has not yet been started, nothing is known about this chapter yet.
Rolling
The following chart determines the strength of your attack. Your attacks can go the way as they are intended, hit critically, or backfire.0 = I DOOMED US ALL!!! - This is the worst possible outcome, because if you roll this, you get OHKO'd (One Hit KO'd), and all your mates take damage, too. You then must wait three turns to revive (or get revived by your mates).
1 = OH, GOD! GAHHHHHHHH!!! - This is the worst "vanilla" possible outcome. This has the potential to OHKO you, and it could hit your party, too. If this happens, a coin is flipped. HEADS: You survive, but you take damage equivalent to 75% of your Max HP stat. TAILS: Instant death. 'nuff said.
2 = Ow, crap! - Better than a 1, but you take damage equivalent to 25% of your Max HP stat.
3 = Uh... okay? - Absolutely nothing happens. Nothing bad, but nothing good, either.
4 = I landed a hit! - This is a good thing to get, as you landed a hit and deal some damage!
5 = CRITICAL HIT! - This is an even better thing to get! This deals x1.5 damage to your target!
6 = Oh, god, I went overboard! - This is the best "vanilla" possible outcome you can get. This deals x2 damage to your target, but you get recoil damage equivalent to 5% of your Max HP.
7+ = AND THIS, IS TO GO EVEN FURTHER BEYOND!!! - This is the best possible outcome. Your attack was so epic, you not only obliterate your enemy with a damage multiplier of x3, but you get OHKO'd as a result, and all those who helped you take 20% recoil damage. If more than one person helps you, your damage scales to x3.1. If another helps, x3.2, and so on.
Stats and Reviving
All players begin at LV 1 and 300 HP. Once you win enough battles, your LV will increase, increasing your Max HP, how much damage you can deal, and lessens the damage you take. Also, getting one relic will automatically level you up.Healing is done by saying "I heal [playername]". This heals them for 25%-30% of their Max HP. This also boosts their roll output by 1. (Roll boosting via healing was removed a little later after game launch)
When a player's HP hits 0, they die, rendering them unable to attack. To revive, you must either try to revive yourself, or get someone else to revive you. In any circumstance, a coin is flipped. Heads, you revive them for 50% of their Max HP. Tails, you fail to revive them.
Roll Boosting
By just saying you assist them, you can boost an ally's roll. This gives them the chance to roll higher numbers, even the dastardly 7+. Ally Turn/Enemy Turn
Once all players move, your allies (If you have any) attack. The coin is flipped. Heads, they attack. Tails, they miss. Enemies then move, but in reverse. Heads, they miss. Tails, they attack.Multi-Action
You can take multiple actions at once, with a drawback. You'll either have your roll decreased, or lose HP. You can decide which one happens. If you take 2 actions, you get -1 to your roll (Or damage equivalent to 10% of your Max HP). 3 actions, -2 to your roll (Or damage equivalent to 20% of your Max HP). 4 actions, -3 to your roll (Or damage equivalent to 30% of your Max HP).However, Roll-Boosting items can nullify the roll penalty. So keep this in mind.
Buffing/Getting Debuffed
You can attempt to buff an ally's stats, be it ATK or DEF. In any case, if you roll a 4 or higher, you buff their stats by 5.0%-10.0%. Watch out, as some enemies can use skills that debuff your stats.Enemies can't be debuffed, as they don't have stats, but they can't be buffed, either.
Build Assist
If an ally is making a building, you can attempt to speed up the building process. If you roll a 4 or higher, you boost the building process by 1 turn.Super-Effective Hits
If you attack a foe that's weak to a certain weapon or element, you'll get a natural Roll Boost of 1. Keep these in mind, and you'll nail those fights!And that's it! Now, let's continue the adventure! (The adventure continues while we're in a battle, so let's jump right back into it)
Bandit A: 366/1602 HP, 11 EXP
Bandit B: 469/1602 HP, 11 EXP
Bandit C: 0/1602 HP, 11 EXP
The Order of the Stone
Idelac: LV 10 (71/92) 193/665 HP, 112.1% ATK, 112.6% DEF (Moved)
Player_Miner: LV 10 (71/92) 207/645 HP, 114.1% ATK, 112.3% DEF (Moved)
GDog_0: LV 10 (71/92) 287/638 HP, 113.5% ATK, 113.0% DEF (Moved)
algot120: LV 10 (58/92) 145/593 HP, 113.2% ATK, 113.6% DEF (Moved)
GoldHero101: LV 9 (69/80) 583/583 HP, 114.0% ATK, 114.2% DEF (In Vehicle [Giant Skell]) (Moved)
PepsiCola350: LV 9 (54/80) 474/569 HP, 113.3% ATK, 112.4% DEF (Moved)
LifeAsRoyalRanger: LV 6 (42/50) 316/406 HP, 107.0% ATK, 107.6% DEF
The Order's Allies
Fire Elemental: 195/250 HP
The Order's Buildings
Giant Skell: LV 3, 196/750 HP, 200.0% ATK, 75.0% DEF (Occupied [GoldHero101]) (Offensive)
Automated Spike Trap: 200/200 HP, 100.0% ATK, 60.0% DEF (In Use [Bandit B]) (Supportive)
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