Vitrolic Medicine
Terrarian
[This forum game is based on Tappy Tap Adventures, thanks Pricey for inspiring me.]
Years after the Apocalypse, the world thrived again. The people were generally more focused on building society once more, having an unexpected help from every hero. Well, not everything will go well. One hundred years later, when the last of memories faded into nothing, and the society was built, the first signs of evil was sought. But it wasn't that people were prepared for it, after all, lots of them were not believing that evil will strike back. In this situation, new heroes have to be formed, from the common lands, or otherwise summoned by prayers. This is the New Era.
The Second Adventurer Era.
Note - this isn't a RP, this is a forum game. Still, if you like RPing, what is a trouble doing it there? Pretty sure none.
Fill me the character sheet first, though. You can use multiple, though, just in case, but you can't mix them.
Now, where are we?
Ah, yes, rules!
This is stat-o-pedia.
There are 10 types of items:
You can also make spells if you want to be a mage or a cleric. There's a cap of five for them.
And finally alignments:
So, here we go, the first EOTB, even though there's none. (And if you're wondering where's GMPC, there's none. Gotta stop the bias about GMPCs being common.)
EOTB:
Stage 1, Wave 0/10
Entities: None so far.
Years after the Apocalypse, the world thrived again. The people were generally more focused on building society once more, having an unexpected help from every hero. Well, not everything will go well. One hundred years later, when the last of memories faded into nothing, and the society was built, the first signs of evil was sought. But it wasn't that people were prepared for it, after all, lots of them were not believing that evil will strike back. In this situation, new heroes have to be formed, from the common lands, or otherwise summoned by prayers. This is the New Era.
The Second Adventurer Era.
Note - this isn't a RP, this is a forum game. Still, if you like RPing, what is a trouble doing it there? Pretty sure none.
Fill me the character sheet first, though. You can use multiple, though, just in case, but you can't mix them.
Raw Stats:
Name:
Title:
HP:
MP:
Mean Attack:
Defence:
Critical rate:
Limit Break:
Spells (start with up to five, needs to be balanced in mana cost, utility and stats):
Note: I have an example set up for that.
Name: Stat dummy
Title: Dummy
HP: 15
MP: 10
Mean Attack: 8
Defence: 3
Critical rate: 25%
Limit Break: Dummy confusion - dummies foes into punching themselves, dealing twice damage with no special effect. Activated by getting attacked thrice.
Spells:
Dummied out: Gives out 20% chance for unsuccessful attack for the foe for this turn. Uses 8 MP.
Traits:
Name:
Title:
Strengths: (As traits)
Weaknesses: (As traits)
Limit Break:
Spells (start with up to five, needs to be balanced in mana cost, utility and stats):
Preference:
Name:
Title:
Where do you think you fit the niche best?:
What would you use as an weapon if you had one?:
Limit Break:
Spells (start with up to five, needs to be balanced in mana cost, utility and stats):
Name:
Title:
HP:
MP:
Mean Attack:
Defence:
Critical rate:
Limit Break:
Spells (start with up to five, needs to be balanced in mana cost, utility and stats):
Note: I have an example set up for that.
Name: Stat dummy
Title: Dummy
HP: 15
MP: 10
Mean Attack: 8
Defence: 3
Critical rate: 25%
Limit Break: Dummy confusion - dummies foes into punching themselves, dealing twice damage with no special effect. Activated by getting attacked thrice.
Spells:
Dummied out: Gives out 20% chance for unsuccessful attack for the foe for this turn. Uses 8 MP.
Traits:
Name:
Title:
Strengths: (As traits)
Weaknesses: (As traits)
Limit Break:
Spells (start with up to five, needs to be balanced in mana cost, utility and stats):
Preference:
Name:
Title:
Where do you think you fit the niche best?:
What would you use as an weapon if you had one?:
Limit Break:
Spells (start with up to five, needs to be balanced in mana cost, utility and stats):
Now, where are we?
Ah, yes, rules!
1. Definitely you can attack however you want, but don't use power reserved for Godmodders like Richard from DTG (if you don't know who he is, he's a titular godmodder from DTG.)
2. No mixing your Title Sheets. Well, that'd not be a surprise if you detailed your posts!
3. Charging attacks, creating items and summoning entities take one slot, and you have three. Please note that you do have a upper limit of 50 CP per item/alchemy/summon, and bottom limit of
4. You can assist people. Of course, if someone did a 5 charge entity/alchemy/action, the maximum you can assist is 3 per alchemy/charge/summon (subject to multiplication or divide, round it up after a final result). Also, you can only assist +1 to two players.
a) Cumulative assist points are capped at 45, but only if there's 24 people or more. If there's less than 12, it's 15, and if it's in-between: 30. (Those are per 5, if you want to multiply or divide by number, you also have to multiply/divide the assist to be able to get granted.)
5. If you're not sure what does specific spell/skill do, just PM me.
6. Charging and summoning you can do once per turn, but attacking you can do twice (once per separate post, please). Of course, you can attack while summoning. Oh, and don't double-post to get around it either.
7. Item upgrades need to consume an sacrifice or raw materials or gold. Whatever you want, really.
8. Most importantly, have fun!
2. No mixing your Title Sheets. Well, that'd not be a surprise if you detailed your posts!
3. Charging attacks, creating items and summoning entities take one slot, and you have three. Please note that you do have a upper limit of 50 CP per item/alchemy/summon, and bottom limit of
4. You can assist people. Of course, if someone did a 5 charge entity/alchemy/action, the maximum you can assist is 3 per alchemy/charge/summon (subject to multiplication or divide, round it up after a final result). Also, you can only assist +1 to two players.
a) Cumulative assist points are capped at 45, but only if there's 24 people or more. If there's less than 12, it's 15, and if it's in-between: 30. (Those are per 5, if you want to multiply or divide by number, you also have to multiply/divide the assist to be able to get granted.)
5. If you're not sure what does specific spell/skill do, just PM me.
6. Charging and summoning you can do once per turn, but attacking you can do twice (once per separate post, please). Of course, you can attack while summoning. Oh, and don't double-post to get around it either.
7. Item upgrades need to consume an sacrifice or raw materials or gold. Whatever you want, really.
8. Most importantly, have fun!
This is stat-o-pedia.
HP - Hitpoints. If it gets to 0, you get knocked out, and you need to wait 2 turns to knock yourself out of fainting with 50% HP. If it reaches -50%, you die and have to wait until someone performs CPR (50% chance of reviving you to 20% HP, can be done instead of an attack, only doable twice) or till the end of a stage.
MP - Mana Points. Most spells use mana.
ATT (Formerly ATK mostly) - Attack. Damage dealt against enemy, mean damage is 100% of ATT stat, which means Min/Max ATT are 80%/125%, respectively.
CRIT - Critical chance. Those deal 150% damage, at least for now. The cap is 50%.
DEF - Defence. It reduces damage by 1 point each, but can't reduce more than 90% damage, rounded to nearest number. By example, if you get 20 defence and the foe hits you with 20 attack strength, you still take 2 damage. And if you have 10 defence, and foe tries to hit you with 6 damage attack? It still connects.
Dodge rate gives you a chance of dodging attacks (MAX: 20%)
MP - Mana Points. Most spells use mana.
ATT (Formerly ATK mostly) - Attack. Damage dealt against enemy, mean damage is 100% of ATT stat, which means Min/Max ATT are 80%/125%, respectively.
CRIT - Critical chance. Those deal 150% damage, at least for now. The cap is 50%.
DEF - Defence. It reduces damage by 1 point each, but can't reduce more than 90% damage, rounded to nearest number. By example, if you get 20 defence and the foe hits you with 20 attack strength, you still take 2 damage. And if you have 10 defence, and foe tries to hit you with 6 damage attack? It still connects.
Dodge rate gives you a chance of dodging attacks (MAX: 20%)
There are 10 types of items:
Main weapon
Off-hand weapon/shield (can't be used with 2-handed weapons)
Helmets
Breastplates (Capes can be worn alongside armour).
Gloves
Leggings
Boots
Trinket (Can be offensively used, it then uses an offhand weapon/shield slot)
Ring (You can wear two)
Amulet
Off-hand weapon/shield (can't be used with 2-handed weapons)
Helmets
Breastplates (Capes can be worn alongside armour).
Gloves
Leggings
Boots
Trinket (Can be offensively used, it then uses an offhand weapon/shield slot)
Ring (You can wear two)
Amulet
You can also make spells if you want to be a mage or a cleric. There's a cap of five for them.
And finally alignments:
[A] - Adventurers, reserved for players.
[E] - Enemies
- Support, basically your ally alignment.
[N] - Neutral, like shopkeepers or buildings.
- Bosses, reserved for NPCs.
[E] - Enemies
[N] - Neutral, like shopkeepers or buildings.
- Bosses, reserved for NPCs.
So, here we go, the first EOTB, even though there's none. (And if you're wondering where's GMPC, there's none. Gotta stop the bias about GMPCs being common.)
EOTB:
Stage 1, Wave 0/10
Entities: None so far.
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