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Old 05-30-2005   #1
PKS LeeTupper
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Thumbs up COMING THIS SUMMER! A New Game, with a Globally Friendly Schedule!

M'kay, this is a game that I and my friends have had running for a while. It mixes Role Playing elements with a very addictive battle system. Basically, it has interludes of RPing at declared moments, while battles are resolved on a chessboard with a set battle system.

Plot: A group of civilians has learned that the government is trying to cover up an alien invasion that is on its way. They try to seek more information, only to learn that the problem runs deeper than aliens...

Characters: Let's put it this way. Characters are only supposed to be like those of real life. No magicians, no demigods, no summoners. These are normal people, for the most part. I'll put this in another way:
The group of my friends and I had: A television repairman, a marine biologist, a schoolgirl, a goverment agent, a princess of a small nation, her bodyguard, and a schoolgirl.

If you join, it would be best to be on at least once a day, or you'll be missing a lot of the action in matches, and people will have to be auto'd.

If interested, say so. I'll bring in the rules and all tomorrow.
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Old 05-30-2005   #2
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I'm in Lee. It sounds good. I'm really wanting to read the rules now. Hook me up!
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Old 05-30-2005   #3
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Each player fills out a form, and that is the character they begin with.

We shall try to avoid all forms of magic and religion for this game, and try to generally keep it fantasy free until the plot gives the cue.

This game is played on an eight by eight chess/checker board for all standard games, though it may also be played on other varieties of boards in certain matches. I'll keep track of movement and positions on the fly. Each character starts out facing across the board from a selected row, on a selected square.

To move forwards one square in the direction they are facing, the character pays one speed. To turn to face another direction, the character pays one speed. A character may only face towards an edge of the board, not diagonally. A character may pay two speed to move in a direction it is not facing, but not diagonally.

At any point during their turn, a character may make one attack. An attack may only be made if it has a creature or character to target. A character may not attack team members. An attack is deducted from the target's HP.

When a character has zero HP left, they are KOed. They remain on the square they were on, but can not move, attack, be the target of attacks, use abilities, be the target of healing items, or have their HP changed in any other way.

That'd be all the rules you need to know right now. My other hints for creating characters? Average speed is three, average attack damage is around 15, average HP is around 32. These'll give you a baseline to work from.

Maximum HP at Level One: 88 (though EVERY other stat you have'd suck)
Maximum Speed at Level One: 19 (A tad excessive, since seven'll allow you to charge all the way across the board)
Maximum Normal Damage at Level One: 69 (A kidney punch... but, on the other hand... You aren't gonna land that very easily.
Maximum HP at level 50: 240 (You really want miserable stats, don't you?)
Maximum Speed at Level Fifty: 57 (oh god... 57? You could virtually do two laps around the board!)
Maximum Normal Damage at Level 50: 221 (Enough to kill almost ANYTHING, but also enough to kill yourself eleven times over. Did a mention a speed of two?)
-----------
Each character starts at level one, with 100 points to use on setting their initial stats.

BASIC STATISTICS

HP: Costs one point per HP. (Minimum HP: 20)
Speed: Costs four points per point of speed. (Minimum speed: 2)
Travel: Each Travel variation costs a set ammount: Walk (1), Swim (2), Fly (5) (Needs to have walk)

ATTACKS

Each character may have either one or two attacks. An attack must not cost less than zero points. If a character has only one attack starting out, as is reccomended, they may learn a second attack once they earn more points by leveling up.

Attacks may have a range between zero and eight. (Since the board is eight by eight, an eight range is as good as any higher than it. Thus, an eight range may as well be infinite.) They may hit in front of a character, behind the character, or to their right or left. If an attack has a range of zero, it is treated as having one hit zone, directly below the character. Attacks must have a damage above zero, though a damage above ten is reccomended in most cases.

Attack Point Cost Formula: ((Number of hitzones * Damage) + Range * 2)

Attacks may have additional effects that add to their cost and may help in certain scenarios. The listed names are to make suggestions on why the attack would have such effects, though there are other ways to explain it.

*Effectiveness: An attack may have increased/reduced damage against certain types of creature or characters with a certain Travel.
(Number of types of creatures that receive additional damage * Damage bonus)/2 (Round this afterwards. Treat damage reduction as a negative number.)

*Armor Cleaving: An attack may penetrate damage reducing modifiers. This does not add damage if the creature already has no damage reducing abilities.
(Defenses Penetrated)/2 (Round this number.)

*Slow Down/Speed Increase: An attack may slow down or speed up a foe, making it harder or easier for them to get into an ideal spot in combat.
(2*[Ammount that speed is cut by+1]*[Number of turns the speed change lasts+1]) (If a value becomes zero, treat it as a one in this formula. If the ammount that the speed is cut by is -1, do not add 1.)

*Repel/Draw In: An attack may manuever an opponent to prevent retaliation, to help bring them in for the kill, or even to send them after an especially annoying ally. It costs a set ammount to move an opponent in a direction, that is multiplied by the number of squares that they are moved.
Forwards (3) Backwards (3) Right (2) Left (2) Selected (Any direction may be chosen, even diagonally) (10)

*Charge/Fade/Feint: An attack may move a character to help ensure a follow up attack, or make retaliation more difficult. The costing system is identical to the above effect, but the directions cost different to the ones above.
Forwards (1) Backwards (3) Right (2) Left (2) Selected (10)

*Recoil: An attack may take a toll on its user's health to make it less costly. The attack's cost has the recoil damage subtracted from it. A recoil may not be higher than an attack's point cost.

*Healing/ Power Boost: An attack may heal wounds, or even increase one's HP beyond normal limits.
Healing only to maximum HP: (HP restored*2) Gaining HP beyond the Maximum: (HP gained*3)

*Random Increase: An attack may have a bonus chance at doing extra damage to opponents.
(damage bonus* % of time that the attack bonus will occur)

CHARACTER EFFECTS

A character may have extra attributes added into their stats to make them harder to take down, or more beneficial to the party that they are in. Remember, the names are just a suggestion. A character with damage reduction could have it just because they are too foolish to feel pain, or is too determined to let the damage phase them.

*HP Share: This character may take up to (13+(2*character's level)) damage from their allies per turn. It is reccomended that it is combined with some form of healing. 10

*Feedback Damage: Characters may deal a set retaliatory damage to anybody who attacks them.
(recoil damage*3)

*Counterblow: If a character is in range to make an attack against a character that attacked them, they have a chance to make a return attack. They may only use this ability with one of their attacks.
(attack's cost* % chance of retaliating against an attacker)

*Regeneration: A character may gain the ability to slowly remove all damage done to them. HP is regenerated at the begining of the character's turn.
HP Healed: (ammount regenerated*2) HP Gained: (ammount gained*4)

*Flexible Movement: Normally, a character must pay extra speed for moving any direction other than the one that they are facing. With this ability, moving in the paid for directions only costs one speed.
Left/Right/Backwards/Each Diagonal (5 points each) All (30)

*Stamina: A character may make it so that they are immune to enemy attempts to cut their speed and/or damage. If a character has more than one attack, the one with greater damage is used for calculating the cost.
Uncuttable Speed: (Speed*2) Uncuttable Damage: (Damage+5) Both: (Speed+Damage+6)

*Shields: Usually, characters take the full brunt of attacks. Damage reduction can make any wound much less grievous. Watch out for those people who slapped on some defense penetrating attacks, though!
(ammount that incoming damage is reduced by*3)

*Final Push: A character may be given the ability to pay HP for speed to help them get out of sticky situations. (The character pays X HP, and gains one speed, as many times as they want to in a turn. The minimum for X is 5, and the maximum is 20, and the boost last until the begining of their next turn.) (25-damage taken)

*Evasion: Most characters would normally just stand still and take their punishment, but it is possible to get the ability to dodge attacks completely.
(HP* % chance of dodging) (Chance may not exceed 50%)

*Alliance Shift: A character can switch their status between unalligned and part of the party at the end of each turn, allowing their team-mates to make attacks on them. This ability seems pointless, but actually becomes enormously useful in the right parties. 5

*Unwanted Gift: A character can be made to be able to give away damage (level+3) per each of their turns to other allied character on the field. (.25*HP)

*Revival: A character can revive an adjacent KOed character, with 5 HP. The character who revives the KOed character takes 5 damage. This takes their turn. 20

*Planning: This character may re-perform one coinflip/ dice roll directly related to them per each turn. (either for an attack by them, or against them) 20
--------

Next Post: Statistic templates and registry forms!
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"He still believes that everybody has some good in their hearts... He's wrong."

Interested in RPing? Beginners welcome! We won't bite!
http://forum.tcgplayer.com/forumdisplay.php?f=196

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Story Weaver: W:8 L:1 T:5, Master Weaver
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Old 05-30-2005   #4
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Great, I can't be active that much. Well, good for you since summer is coming but our school vacation's over now! And we have to start our classes 2 weeks by now, huhuhuh
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Old 05-30-2005   #5
PKS LeeTupper
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Here's an example of the form I'll be using to keep track of the stats. Olaf is level 2, so some attributes may be different from a level one.
(You may name your techniques and abilities anything you want, within reason)

Olaf Hamilton
Level: 2
Experience: 167, 38 to level up
HP: 40
Speed: ||||
Travel: Walk

Abilities:
*Blue Collar: Olaf receives 5 less damage from all attacks.

*Reflexes: Olaf dodges 25% of attacks.

Attacks:
Loaded Swing: Forwards, 2 Range. Olaf moves one square to the left after this attack. Olaf receives four damage in recoil. 16
--------

M'kay. To register, simply give your stats, a character description, and when you're online (and your time zone).
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"He still believes that everybody has some good in their hearts... He's wrong."

Interested in RPing? Beginners welcome! We won't bite!
http://forum.tcgplayer.com/forumdisplay.php?f=196

RP RADIO:
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Story Weaver: W:8 L:1 T:5, Master Weaver
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Old 05-30-2005   #6
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8-9 WHO'S time?

About half the active members here are American (with at least 3 timezones) and the other half is made up of UK, Australian and European(in the minority) members. Having a clear idea of what exact times you mean would be helpful. ^^
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Old 05-31-2005   #7
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I will be in on it as long as you allow people to play that will not be on at those times(Australian time)
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Old 06-01-2005   #8
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Red face

Sure, in fact, I think I'll just run a lot looser of a schedule. We'll have everybody try to post on a daily basis, but other than that, all times will be fine. I figure that for the forums I'll have to do away with speed-order of actions, but I can work around that.

New Rule I forgot to mention: When playing, whomever posts first gets the first action, and so on and so forth. If, when I come on for the night, somebody hasn't posted, I will perform their action for them. All actions in my post go in order, with fastest going first, slowest going last. If there's a tie, the person with the most types of movement goes first. If it's still a tie, whichever one has less HP remaining goes first.
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"He still believes that everybody has some good in their hearts... He's wrong."

Interested in RPing? Beginners welcome! We won't bite!
http://forum.tcgplayer.com/forumdisplay.php?f=196

RP RADIO:
http://archipelagoradio.atspace.com/

Story Weaver: W:8 L:1 T:5, Master Weaver

Last edited by PKS LeeTupper; 06-01-2005 at 04:22 AM.
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Old 06-04-2005   #9
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I'll play, even though I can't understand long direction posts. J/k. But I'll read them soon.
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Old 06-04-2005   #10
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Actually, due to a very early registry, Sera is level two through weekly experience bonuses.

Seraphina Tamarajii
Level: 2
Experience: 136, 69 to level up
HP: 32
Speed: |||||
Travel: Walk, Flight

Abilities:
*Unbreakable: Seraphina heals five HP after every one of her turns.

*Sidestep: Seraphina dodges 25% of attacks.

Attacks:
Low Strike: Forwards, one range. This attack, on a coin flip of heads, deals 20 additional damage to human creatures. 11

2 points left.
Yes, Sera has the groin kick of death.
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"He still believes that everybody has some good in their hearts... He's wrong."

Interested in RPing? Beginners welcome! We won't bite!
http://forum.tcgplayer.com/forumdisplay.php?f=196

RP RADIO:
http://archipelagoradio.atspace.com/

Story Weaver: W:8 L:1 T:5, Master Weaver
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