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Dan

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  1. It seems that my quest is not interesting enough. Can you please provide the reason why you are not parcitipating? This is my first quest, and that would help me alot for making quests in the furture. Thank you all.
  2. [log='Background Story'] "Aren't dreams fascinating entities? They are the only places where we are genuinely in the presence. Indeed... the past and the future don't exist in dreams. One minute you are minding your quotidian business - lying on your bed for exemple - then the next minute, you are here. Don't you agree?" The man's rant draws your attention. You looked at him, observing. He resembles somebody you know, but you can't remember who. Who don't care about it at all for that matters. His words make you realize you are in an unfamiliar place. You seem to develop a funny habit of being taken to random places. You ask the man who he is, if he can take you home, what this place is, and what he wants to do with you. The man simply smiles at you. Then he tells you the name of this palace. About the other questions, he invites you to ask the Master directly. He shows you to a door on his left. At that time, you become aware of the endless corridor where you are in. Afterwards, he returns to his desk next to the door, and sleeps. You leave the man and go through the door. You enter an immense hall where a lots of people are gathering around a large figure. As you approach, you hear it tells the story of how and why Master builds this place, his research and his findings... Afterwards, it looks at the crowded and points to a large pit of clay. It asks us to prove ourselves, in return for the stories. Most of us remain still, a few adventurous ones move forwards. As they pick up a handful of clay, it begins to change shape. Small characters are made, each and every one of them are unique. And then, the clay pit itself begins to change shape. High regions become mountains and hills. Low regions become lakes and plains. As people put their character into the landscape, they come to life. You can see through your characters eyes, move its hands as if they are your own. The common and strangeness stunt you for a moment. The strange thing begins to speak again, it explains the rules and rewards to you , then it points towards the lobby for those who seek rest, discussion or alliance. Thus, the game commences... [/log] [log='Rules']This game/quest is called D.O.M., or D-oh-M or D. of M., or Dofm[color=#ffffff], or whatever...[/color] [color=#a9a9a9]-Edited- M. by no mean stand for or related to Mur.[/color] [color=#a9a9a9]-Edited- The game will be played only on the forum[/color] [hr] Dom has 4 [b]stages[/b]: [u][b]FIRST STAGE[/b][/u]: Character's creation[list] [*]Each player will create 1 his own [b]character[/b] by adding 3 modifications ([b]mod[/b]) to a basic character, and will incarnate that character till then end of [b]stage4[/b]. [*]When every player has his [b]character[/b] ready, each will choose secretly a location ([b]scene[/b]) to begin in, then every [b]character[/b] will be teleported to their chosen scene, and [b]stage2[/b] begins. [/list] [u][b]SECOND STAGE[/b][/u]: Elimination[list] [*]Each and every character will carry out any [acronym='option a character is allowed to choose to do in a turn. There are 4 types of action, listed in order of priority: melee, range, magic, and move.'][color=#ff0000][b]action[/b][/color][/acronym] they want, all according to the rule. [*]This [b]stage[/b] ends when there are 5 living [b]characters[/b] left. [/list] [u][b]THIRD STAGE[/b][/u]: Boss fighting[list] [*]The [b]boss[/b] must be defeated in order for the remaining [b]characters[/b] to pass to [b]stage4[/b] [/list] [u][b]FOURTH STAGE[/b][/u]: Reward[list] [*]This [b]stage[/b] will only end when there is an agreement amongst all the living [b]characters[/b] on how to divide the reward. [/list] [color=#a9a9a9]-Edited- the game mechanism is still in effect in stage4. It would be a shame if an unfortunate accident happened to our heroes who have made it this far, for example: a stab in the back. -Edited- in stage4, each living character has a new [/color][color=#ff0000]action[/color][color=#a9a9a9] available, called [/color][color=#ff0000]decision[/color][color=#a9a9a9] (1 decision/turn, decision can only be made in phase1): until all the living characters make the same decision in the same turn, stage4 will not end.[/color] [hr] Basic [b]character[/b] has 100 [b]hp[/b], 0 [b]mp[/b], 3 defence ([b]def[/b]), 8 [acronym='a stat that determines the damage deals to target.']attack[/acronym] ([b]att[/b]), 1 movement ([b]mvt[/b]), 1 [acronym='number of actions a character can do in 1 turn. It also determines the priority of action of the same type.']agility[/acronym] ([b]agi[/b]), 0 range ([b]rg[/b]) All [b]action[/b] of range = 0 is melee. A basic [b]character[/b]’s [color=#ff0000][b]action[/b][/color] can be chosen amongst: [acronym='melee action that deals physical damage = (your_att) minus (target_def)'][color=#ff0000]strike[/color][/acronym], [color=#ff0000]intercept[/color], [color=#ff0000]ambush[/color], [color=#ff0000]guard[/color], [color=#ff0000]retrieve[/color], and [color=#ff0000]move[/color]. [hr] [u][b]GAME’s MECHANISM: [/b][/u] From [b]stage2[/b] to [b]stage4[/b], the game is divided into [b]turns[/b]. At the beginning of each [b]turn[/b], every living [b]character[/b] confirms all of their [color=#ff0000][b]actions[/b] [/color](in order that they will happen if there is more than one). Each [b]turn[/b] is divided into X [b]phases[/b], with X is the greatest [b]agi[/b] that a living [b]character[/b] has. In the [b]phase[/b] 1, the first [b]action[/b] of each [b]character[/b] is carried out, in order of [b]priority[/b]. If any [color=#ff0000][b]actions[/b] [/color]have the same [b]priority[/b], they all happen simultaneously. When all [color=#ff0000][b]action[/b] [/color]and [b]damage[/b] of a [b]phase[/b] takes effect, that [b]phase[/b] ends and the next [b]phase[/b] (if there is) begins. Each [b]character [/b]can only execute 1 [color=#ff0000][b]action[/b] [/color]in each [b]phase[/b]. Order of priority: [b]melee [/b]> [b]range [/b]> [b]magic [/b]> [b]move[/b] Amongst [b]actions[/b] of the same [b]type[/b] of the same [b]phase[/b], a[b]ction[/b] of the [b]character [/b]with higher [b]agi [/b]has [b]priority[/b]. [b]Weariness[/b]: if you lose [b]hp [/b]during any [b]turn[/b], add the following [b]damage[/b]: damage=for k from 1 to n do sum of〖5×(k^2-agi) 〗, with n is the last [b]phase [/b]that you do an [b]action[/b]. Any negative number results from calculation will take the value of zero. [b]Damage[/b]’s calculation has effect immediately when the [b]action [/b]is executed. Only the enteger part of the result of calculation will be taken into account. For exemple: 2.5 is 2; 1.3 is 1; 0.8 is 0. [b]Promotion[/b]: if you are (amongst) the last to deal a [b]hit [/b]that makes a [b]character [/b]lose his last [b]hp[/b], you gain an extra [b]mod[/b]. You can use it at the end of any [b]turns[/b]. When a [b]character [/b]dies, any [color=#8b4513][b]object [/b][/color]that [b]character [/b]has will belong to the [color=#800080][b]scene[/b][/color]. If a [b]mod [/b]contradicts a regular rule, follow the [b]mod[/b]. If a higher tier [b]mod [/b]contradicts another [b]mod[/b], follow the higher tier. If there is a specific rule for the specific situation, follow the specific rule. [hr] [u][b]GLOSSARY:[/b][/u] [color=#ff0000]Action[/color]: option a [b]character [/b]is allowed to choose to do in a [b]turn[/b]. There are 4 types of [b]action[/b], listed in order of [b]priority[/b]: [b]melee[/b], [b]range[/b], [b]magic[/b], and [b]move[/b]. [b]Agility[/b]: number of [b]actions [/b]a [b]character [/b]can do in 1 [b]turn[/b]. It also determines the [b]priority [/b]of [b]action [/b]of the same [b]type[/b]. [color=#ff0000]Ambush[/color]: use “ambush [character] at [[color=#800080]scene[/color]]” to become [color=#00ff00]hidden[/color], [color=#ff0000]move [/color]to [[color=#800080]scene[/color]] and [color=#ff0000]strike [/color][character] when he enters [[color=#8b4513]scene[/color]], with [b]damage[/b]=(your_att)*2 - target_def. You will lose [color=#00ff00]hidden[/color] then or when you do any other [color=#ff0000][b]action[/b][/color]. Omit [character] to use [color=#ff0000]ambush [/color]on the first [b]character [/b]enters [[color=#800080]scene[/color]]. [b]Attack[/b]: a [b]character[/b]’s stat that determines the [b]damage [/b]deals to target. [color=#00ff00]Condition[/color]: temporal change applied to a [b]character[/b]. All [b]character[/b] starts with no [color=#00ff00]condition[/color]. [b]Damage[/b]: amount of [b]hp [/b]subtracted from a [b]character[/b]’s current [b]hp[/b]. [b]Defence[/b]: a [b]character[/b]’s stat that reduces the [b]damage [/b]you take. [color=#ff0000]Guard[/color]: if target the [color=#800080]scene [/color]you are in, double your [b]def [/b]during the current turn, and you will make the first [b]character [/b]that travels through that [color=#800080]scene [/color]stop in it. If target another [b]character[/b], during this turn,double your [b]def[/b], and [color=#ff0000][b]action [/b][/color]targeting that character is directed to you instead. [color=#00ff00]Hidden[/color]: your current [color=#800080]scene [/color]won't be displayed.You have [color=#00ff00]vulnerable[/color] until you lose [color=#00ff00]hidden[/color] by doing any [color=#ff0000]action[/color]. Double your_att when you do. Hit: when you successfully does [b]damage [/b]to a [b]character[/b]. [b]Hp[/b]: it represents a [b]character[/b]’s health. The [b]character [/b]dies when their [b]hp [/b]is 0. [color=#ff0000]Intercept[/color]: use "[color=#ff0000]intercept [/color][character]" to [color=#ff0000]strike [/color][character] when they enter your [color=#800080]scene[/color], the [b]damage [/b]= (your_att)*2 – target_def. Omit [character] to use [color=#ff0000]intercept [/color]on the first [b]character [/b]enters your [color=#800080]scene[/color]. [color=#ff0000]Move[/color]:[list] [*]A character travels to a scene other than the one he starts the turn in, through all the scenes in between. [*]Distance between the starting scene and the destination can be any integer from 1 to X, with X is the character’s mvt. If the character chooses to move X scenes, with X being any number ends with .5, then, in the current turn, that character moves (X-0.5) scenes, in the following turn, that character moves (X+0.5) scenes. Those moves execute under normal move’s rule. [*]Move can only be executed in phase1 when the character has not taken any melee damage that turn. [/list] Range:[list] [*]The distance between the attacker and its target. [*]When they are in the same scene, the range is 0 and the attack is melee. [*]X range means the character can target any character in scene whose distance is less than or equal to X. [*]Range action’s damage is calculated by damage= (your attack) + (distance) - (defense) [/list] [color=#ff0000]Retrieve[/color]: use “[retrieve] + [[color=#8b4513]object[/color]’s name]” to get an available [color=#8b4513]object [/color]in the current [color=#800080]scene[/color]. You are [color=#00ff00]vulnerable [/color]until the end of that turn. You can get the [color=#8b4513]object[/color] only if you dont get any [b]hit[/b] that [b]turn[/b]. [color=#ff0000]Strike[/color]: melee [b]action [/b]that deals physical [b]damage [/b]= (your_att) – (target_def) [color=#00ff00]Vulnerable[/color]: double any damage you take. [/log] [log='Mods']Basic character: 100hp,0mp,3def,8att, 1mvt,1agi,0range when you are to choose a mod, any of the following can be choose, given that you have its lower tier. +[b]Spring[/b]:+1mvt->[b]Windwalk[/b]:+1mvt +1agi->Time stands still ([b]TTS[/b]):your first action or movement happens in phrase 0 +[b]Thick skinned[/b]:+2 def -> [b]Iron skin[/b]:+3def -> [b]action-reaction[/b]:you gain [acronym='courtesy of AmberRune. Thank you Amber :)'][color=#ff0000]The bump![/color][/acronym]:unearthly strength, be able to push a character 1 scene back , and [color=#00ff00]reflecting[/color]:each time a [b]character [/b]use [color=#ff0000]strike[/color] on you, you dealt to them [b]damage[/b]=your_[b]def [/b]- their_[b]def[/b] +[color=#8b4513][b]bow[/b][/color]: you gain [color=#ff0000]shoot[/color]:rg=1, use "shoot [character] at [scene]" to deal range damage to target> [color=#8b4513][b]upgraded bow[/b][/color]:you gain [color=#ff0000]shoot[/color]:rg=2, use "shoot [character] at [scene]" to deal range damage to targe > hawkeye:+1[b]rg[/b] your range attack ignores target's defence +[b]precision[/b]:+3[b]att[/b] > [b]deadly blow[/b]:+4[b]att[/b] >[b]break-point[/b]:+1[b]agi[/b], +2[b]att[/b], and each [color=#ff0000]strike [/color]do {effect:-1[b]def[/b]} +[b]poison[/b]: each hit adds [color=#00ff00]poisoned[/color]{1} to your target>[b]toxic[/b]: each hit adds [color=#00ff00]poisoned[/color]{2} to your target >[b] virus[/b]:[color=#00ff00]immune[/color]{[color=#00ff00]poisoned[/color]}, and each hit adds [color=#00ff00]infected[/color]{5} to your target [color=#696969]-Edited- [/color][color=#00ff00]Poisoned [/color][color=#696969]is stackable. [/color][color=#00ff00]Poisoned[/color][color=#696969]{X} means at the end of each [b]turn[/b], [b]character [/b]loses X [b]hp[/b].[/color] [color=#696969]-Edited- [/color][color=#00ff00]Infected[/color][color=#696969]{X} means that [b]character [/b]and everyone share the same [/color][color=#800080]scene[/color][color=#696969] with him have [/color][color=#00ff00]poisoned[/color][color=#696969]{max(1,X/n)}, with n the total number of [b]character [/b]in that [/color][color=#800080]scene[/color][color=#696969].[/color] [color=#696969]-Edited- [b]characters [/b]will lose [/color][color=#00ff00]poisoned [/color][color=#696969]when they move away from the [/color][color=#00ff00]infected [/color][color=#696969][b]character[/b].[/color] +healthy: +50hp > giant:+100hp > Gaia's blessing: IF you have been at the same scene for X turns, have: [regeneration:+X hp/turn] +pole-arme: sweep attack: deals damage divided evenly to each character in the same scene as you > upgraded pole-arm: deals (your attack) to each character in the same scene as you > Skillful pikeman: choose X characters in the same scene as you, deal (your attack) to each of them. +[b]sneaky[/b]: your move takes priority before attacks > [b]cunning[/b]: +2attack +1def > [b]backstabbing[/b]: your melee attack ignores defence +[b]skinny[/b]: +1agi,+1mvt,-50Hp +[b]obese[/b]: +2def,+50Hp, -0.5mvt +[b][color=#8b4513]Mup the war-ax[/color][/b]: {effect:+6attack to melee attack} +jerk: "[color=#696969]inexplicably, other people seem to hate you[/color]" +20hp +1def + 1 attack + 5mp +chivalry: when use guard on another character, the damage dealt to you this way is calculated by damage= (attack)-(your defence)*3 +religious: +10mp,+1mp-regeneration/turns > devoted:+15mp,+1mp-regen/turn > awaken: restrain against doing any melee action, + 20mp,+5mp-regen/turn , and have [color=#00ff00]faith[/color]: any damage dealt to you is subtracted from your mp before your hp +spell: [color=#0000ff]fireball[/color]: range=1, damage=5, cost=5. Use "[i]throw fireball at [character] at [[color=#800080]scene[/color]][/i]" to cast +spell: [color=#0000ff]trap hole[/color]: range=1, cost=5, effect= target unable to move, upkeep=1mp/turn +agile:+1agi > athletic:+1agi +20hp > champion: +1agi, +1def +[color=#8b4513]throwing-net[/color]: you gain [color=#ff0000]throw net[/color]:[b] rg[/b]=1,use "[i]throw net on [character] at [[color=#800080]scene[/color]][/i]" to add [color=#00ff00]disable [/color]to [character], the [color=#8b4513]throwing-net[/color] will belong to [[color=#800080]scene[/color]], [character] remains [color=#00ff00]disable[/color] as long as the throwing-net belongs to [[color=#800080]scene[/color]] +[b]creative[/b]: +5mp,+1mp-regen/turn, have [color=#ff0000]build Moving-Armour[/color]:cost 5mp, Moving-Armour has: 3hp,7def,5att,mvt=1,agi=3,rg=0, and all the common actions. Each Moving-Armour's actions will cost its controller 1mp. > [b]innovative[/b]: +5mp,+1mp-regen/turn, have [color=#ff0000]build Type-A[/color]:cost 10mp, Type-A has:1hp, [color=#ff0000]explode[/color], rg=1, when die, every character in range loses 20hp. +spell: [color=#0000ff]devilish pact[/color]: for 10[b]mp[/b], chose 1 living character, any damage you take is divided between you and him, and vice versa. +[color=#00ff00]leadership[/color]: +50hp, +5mp, +3att, +3def, +1mvt, +1agi, +1rg. At the beginning of each turn, choose some characters beside yourself, those characters get [color=#00ff00]inspired[/color] during that turn : +2att,+2def, +1mtv, +agi, +1rg. Killing you gives an extra mod. [/log] [log='Map'][url="http://www.flickr.com/photos/10091522@N04/8638704924/"][img]http://farm9.staticflickr.com/8260/8638704924_164f0abd4e_b.jpg[/img][/url] [color=#696969]-edited- you can travel from scene 49 to scene 27. BUT you cannot travel from scene 27 to scene 49. It is a one-way route.[/color] [/log] [i]To participate, please contact Dan Planewalker[/i]
  3. Name:Dan Planewalker Age:30 a.d. Sex:male Association:none Affiliation:none Greatest Strength: collected Greatest Weakness: unexperienced
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