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 DTG: CoN BETA (Intention not Tracked), brains...
King_Fuffy
 Posted: Oct 9 2019, 03:13 PM
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Across Fiction, there has been a recent uptake of a special kind of curse: the Vamprobabilitant Curse! People have been having their luck drained, and have started seeing a strange figure nearby when this act is perpetrated. On top of this, people with their luck drained are slowly turning into vamprobabilitants themselves! If this keeps happening, the entirety of Fiction could suffer a luck shortage! You have traced the perpetrator of these crimes to a recently created area of Fiction called Probabilivania. You have found his castle and prepare to venture forth.

-------------------
Hello there and welcome to...
user posted image
This is only a beta that is planned to end sometime... eventually... This game follows a roguelike structure with a couple of twists: CP is a currency that is used to create items and upgrade them, all items created end up in the item pool at the end of the run, and entities live forever, but when their HP reaches zero, the person who summoned them starts taking the damage they take. This will be refined as the game goes on, so I'd love your feedback!

GAMEDOC IS HERE: Curse of Nolucferu Doc
-------------------
Item Rules

Items work in a very specific way; they can be used to augment attacks and actions with more abilities for a power boost! If you use the item creatively, it will give your action a boost corresponding to the amount of CP put into the item. You can also combine items for more power! You can only use an item once per post, but you can use multiple items in a post.

There are myths of a mechanism created by ancient Vamprobabilitants that uses Resources to build items, and a conflict of this scale could draw it into the light...

Leveling and Combo Rules

The castle of Nolucferu has an odd effect on any who enter: each person who enters gains some sort of "XP Bar". Filling the XP Bar increases their "Level", which gives them "Skill Points". Expending Skill Points gives them passive abilities that increase their capabilities (for instance, the ability to do short ranged attacks with a melee weapon). When you level up, you gain skill points equal to your new level minus 1 (for example, leveling up to level 7 would give you 6 skill points to spend). The level cap is Level 35.

A Combo can be started with the expenditure of one action alongside attack action(s). A specific theme for the combo is picked (for example, “fire” or “magic”,) along with a purpose (for example, summoning a powerful enemy or casting a powerful attack with the theme,) and then the Combo will start.

While a Combo is ongoing, attacks with the theme specified will gain a multiplier, which is additive with the creativity multiplier. This can currently stack up to 5x, meaning with full creativity you get an 8x boost!

When a Combo finishes, it unleashes its purpose, and then no Combos can be started until the combo cools down for the length of the combo.

If a Combo does not have at least one attack over consecutive rounds, it resets, and its purpose and theme are wiped.

Action Power and Entity Rules

Each action has 5 points of base power. You can gain more points of action power through the use of items (see Item Rules). If your attack is creative, it can get a creativity bonus! The maximum creativity bonus is 3x your combined action + item power.

HP: Entity health! How long they can go without their damage soaking back into your own healthbar. 1CP= 5 points in this stat. When an entity hits 0 HP, the damage they take will start rolling over to you.

ATK: Attack. How much damage your entity can do. 1CP= 1 point in this stat.

Speed: How far the entity can go in a single turn. 1CP= 2 stat.

Range: How far the attack can go. 1CP=2 stat.

Mana: Used for casting spells! One action/CP can net you 5 max mana if you don't also attempt to learn spells.
Learning a spell and establishing mana with the same action/CP nets you 3 mana.

Accuracy: How easy it is to hit entities. The accuracy level is how you hit entities with Dodge, and it scales in the same fashion as Dodge: the first accuracy level is 1 CP, the next is 2 CP, the third is 4 CP, etc. The base Accuracy level is 0.

Dodge: How hard an entity is to hit. The cost for the first dodge level is 1 CP, the next is 2 CP, the third is 4 CP, etc. The base Dodge level is 0.

Mind Control: In order to mind-control an entity, you have to augment an entity with 5 CP per unit of ATK in order to make it have mind-control damage. Mind-control damage is done via a Resistance bar, which is the same as HP. When the Resistance bar reaches 0, the entity has been successfully mind-controlled, and the bar resets to its original value.

Charging and Resources Rules

There are no passive charges in this game- instead there are Charge Pools. Charging a Charge Pool as a free action puts 1 CP in that pool. You can charge them more by inputting CP, Actions, or relevant Resources, or ordering your Entities to charge them in relevant ways.


Resources are a different thing altogether. You can collect Resources from the area around you or from defeating enemies. Resources can be used for charging. Resources are worth 2CP each.

Spoils of War and Boons

Spoils of War:
The Gilderoy: (Owner: Splashcat)
A small, infinitely replenishing tub of molten gold. Can be used to upgrade an entity by 3 CP. One use per entity.
Cooldown: III

Boons:
The Boon of Terezi^2: (Blessed: JOEbob)
+5 damage to Justice-based attacks.
Cooldown: III

-------------------
Changelog:

0.2.7- Major rules overhaul.
0.2.0- Added charging rules!
0.1.6 - Added the leveling rules to the OP, as well as item rules.
0.1.7 - Clarification edits and minor rule reworks.
0.1.6 - A major rule rework. Too many changes to name.
0.0.6 - Added entity rules to the OP.
0.0.5 - Entities now have a dedicated Speed and Range stat. Pouring CP into these stats allows for faster movement/longer range- following the 1 CP= 2 points matrix.
0.0.3 - Entity changes: once they hit zero, instead of dying any damage they take afterwards will damage the player character.
0.0.2 - Three actions instead of one.
0.0.1 - First Release!
-------------------
You have entered the first hall of the castle. There are two of those treelike sconces with candles in them in the hall. What are those even called anyway. Wall chandeliers? Whatever, that's not important right now. You gotta find that guy stealing people's luck!

What will you do?

You have three actions, with charging allowed.

--------------------
Carcinizing into God. All things become me eventually. Meta bullshit found contagious. Chuck E Cheese is an arcade not a restaurant. FANCY SANTAS!

GO DESTROY THE GODMODDER!

Face down a malevolent tyrant and cement yourself as part of vamprobabilitant history in DTG: Wizardry in Shellestokar!
PMWebsite
^
SirNatureWriter
 Posted: Oct 9 2019, 03:33 PM
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I walk over to the right wall sconce, investigate it, and either pull it down or take the torch, whichever seems to want to happen.

--------------------
I feel like I know what I'm doing the exact half of the time I don't need to.
PM
^
King_Fuffy
 Posted: Oct 13 2019, 09:33 AM
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QUOTE (SirNatureWriter @ Oct 9 2019, 08:33 PM)
I walk over to the right wall sconce, investigate it, and either pull it down or take the torch, whichever seems to want to happen.


You take the torch. The TORCH is added to the inventory. You also find two Charge Poins on the floor.


There are five torches remaining in the room, with two WALL SCONCE THINGIES and one FAMCY RUG.

You have discovered a new room of the mansion. The MAIN HALL was added to this run’s map.

There is ONE door left unexplored.

Remember, you have three actions.

--------------------
Carcinizing into God. All things become me eventually. Meta bullshit found contagious. Chuck E Cheese is an arcade not a restaurant. FANCY SANTAS!

GO DESTROY THE GODMODDER!

Face down a malevolent tyrant and cement yourself as part of vamprobabilitant history in DTG: Wizardry in Shellestokar!
PMWebsite
^
SirNatureWriter
 Posted: Oct 15 2019, 09:27 AM
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I take the FANCY RUG and equip it as a cloak. Stylish!
I then equip my TORCH as a weapon and open the unexplored DOOR.

--------------------
I feel like I know what I'm doing the exact half of the time I don't need to.
PM
^
Splashcat
 Posted: Oct 15 2019, 03:54 PM
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Action 1: I take one of the remaining TORCHES and equip it.

Action 2: I travel to the Main Hall.

Action 3: I charge 1 CP.
PM
^
King_Fuffy
 Posted: Oct 16 2019, 02:09 PM
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QUOTE (Splashcat @ Oct 15 2019, 08:54 PM)
Action 1: I take one of the remaining TORCHES and equip it.

Action 2: I travel to the Main Hall.

Action 3: I charge 1 CP.

You’re already in the main hall, it’s the first room. You do that.

QUOTE (SirNatureWriter @ Oct 15 2019, 02:27 PM)
I take the FANCY RUG and equip it as a cloak. Stylish!
I then equip my TORCH as a weapon and open the unexplored DOOR.

You get the FAMCY RUG and use it as a cloak. You open the door to the next area.

You discovered the PORTRAIT HALL. Various PAINTINGS and PORTRAITS line the walls. There is an ORNAPE CARPET on the floor. More TORCHES are in here. One of the paintings is slightly crooked. There are two doors at opposite ends of the room.

The PORTRAIT HALL was added to the map.

--------------------
Carcinizing into God. All things become me eventually. Meta bullshit found contagious. Chuck E Cheese is an arcade not a restaurant. FANCY SANTAS!

GO DESTROY THE GODMODDER!

Face down a malevolent tyrant and cement yourself as part of vamprobabilitant history in DTG: Wizardry in Shellestokar!
PMWebsite
^
Splashcat
 Posted: Oct 18 2019, 12:18 PM
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Action 1: I travel to the Portrait Hall, or, if that does not take an action, I charge a second CP.

Action 2: I inspect the crooked portrait.

Action 3: I extract a TRAP from the ORNAPE CARPET, setting it to guard the entrance. A pile of E-APE CORN, the favoured food of electronic monkeys, is left behind on the floor.
PM
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SirNatureWriter
 Posted: Oct 31 2019, 01:14 PM
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I rip the portrait directly to the right of the crooked portrait down!
I then do the same to the left.
After properly vandalizing the chamber, I exit through the door at the other end of the hall.

--------------------
I feel like I know what I'm doing the exact half of the time I don't need to.
PM
^
King_Fuffy
 Posted: Nov 1 2019, 02:30 PM
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QUOTE (Splashcat @ Oct 18 2019, 05:18 PM)
Action 1: I travel to the Portrait Hall, or, if that does not take an action, I charge a second CP.

Action 2: I inspect the crooked portrait.

Action 3: I extract a TRAP from the ORNAPE CARPET, setting it to guard the entrance. A pile of E-APE CORN, the favoured food of electronic monkeys, is left behind on the floor.

You head into the Portrait Hall.

When you start inspecting the portrait, however, all the doors slam shut and lock themselves. It’s not immediately apparent why, until the portrait leans out of its frame and bites you on the nose! You free your nose from the portrait, no damage incurred, and stumble back. The MONSTROUS PORTRAIT leaps off the wall and starts snarling at you.

You create both a TRAP and some E-APE CORN. They will be added to the ITEM POOL next round.

QUOTE (SirNatureWriter @ Oct 31 2019, 06:14 PM)
I rip the portrait directly to the right of the crooked portrait down!
I then do the same to the left.
After properly vandalizing the chamber, I exit through the door at the other end of the hall.


You are bitten by both of those portraits, for a total of two damage out of twenty hit points! Those portraits also leap off the wall and start snarling. Great job! You’re now outnumbered.

To specify, there are three doors into this room: the one you came from, and two more on the left and the right walls. All three need a red, blue and yellow key to unlock!

>>>Battlestats<<<
(AN:Anti Nolucferu
PN: Pro Nolucferu)
Monstrous Portrait [PN](x3) HP: 3/3
Splashcat [AN] HP: 20/20 (Equipped: Torch)
SirNatureWriter [AN] HP: 18/20 (Equipped: Torch, Famcy Cloak)

--------------------
Carcinizing into God. All things become me eventually. Meta bullshit found contagious. Chuck E Cheese is an arcade not a restaurant. FANCY SANTAS!

GO DESTROY THE GODMODDER!

Face down a malevolent tyrant and cement yourself as part of vamprobabilitant history in DTG: Wizardry in Shellestokar!
PMWebsite
^
Splashcat
 Posted: Nov 1 2019, 03:11 PM
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FOCUS: I conjure a staircase leading down into the floor, then neglect to warn the portrains about the stairs. They accidentally tumble down them as a chorus of comedic sound effects play. But as they reach the bottom, they realize that they have looped back around to fall out of the ceiling of the room, dropping them back on the top of the original stairs. The next time they emerge, they shoot out of a wall and fall sideways across the room. The time after that, gravity pulls each of them in different directions and down/up/across different staircases, and upon emergence, they all collide in the middle, tangling into a fascinatingly incomprehensible ball of paint and staircase falling down itself forever. I sign the resulting tessellated tesseract "M.C. Bro and Hella Escher" in JPEG'd Comic Sans and sell it at an auction for one billion dollars.

CP: 1
PM
^
SirNatureWriter
 Posted: Nov 4 2019, 08:38 AM
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I don't believe in infinite staircases and comic sans.
I rely on the power...
OF FIRE!!!
I swing furiously at the paintings, scorching them in the heat of the inferno!

--------------------
I feel like I know what I'm doing the exact half of the time I don't need to.
PM
^
King_Fuffy
 Posted: Nov 9 2019, 02:00 PM
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Harbinger of the Crabpocalypse
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QUOTE (Splashcat @ Nov 1 2019, 08:11 PM)
FOCUS: I conjure a staircase leading down into the floor, then neglect to warn the portrains about the stairs. They accidentally tumble down them as a chorus of comedic sound effects play. But as they reach the bottom, they realize that they have looped back around to fall out of the ceiling of the room, dropping them back on the top of the original stairs. The next time they emerge, they shoot out of a wall and fall sideways across the room. The time after that, gravity pulls each of them in different directions and down/up/across different staircases, and upon emergence, they all collide in the middle, tangling into a fascinatingly incomprehensible ball of paint and staircase falling down itself forever. I sign the resulting tessellated tesseract "M.C. Bro and Hella Escher" in JPEG'd Comic Sans and sell it at an auction for one billion dollars.

CP: 1


...
Oooooookay then.

You make M.C. BRO AND HELLA ESCHER'S TESSELLATED TESSERACT STAIR BOMB. You then sell it for a billion dollars, which is equivalent to... lessee here... 6 CP.

All the monstrous portraits are dead. Two KEYS pop out of the bomb: a RED KEY and a BLUE KEY.

M.C. BRO AND HELLA ESCHER'S TESSELLATED TESSERACT STAIR BOMB is added to the item pool.

QUOTE (SirNatureWriter @ Nov 4 2019, 01:38 PM)
I don't believe in infinite staircases and comic sans.
I rely on the power...
OF FIRE!!!
I swing furiously at the paintings, scorching them in the heat of the inferno!


You burn down the paintings on the walls. A YELLOW KEY pops out of one.

You found all the keys! The DOORS pop open.

--------------------
Carcinizing into God. All things become me eventually. Meta bullshit found contagious. Chuck E Cheese is an arcade not a restaurant. FANCY SANTAS!

GO DESTROY THE GODMODDER!

Face down a malevolent tyrant and cement yourself as part of vamprobabilitant history in DTG: Wizardry in Shellestokar!
PMWebsite
^
JOEbob
 Posted: Nov 9 2019, 02:29 PM
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I possess the doors. every door in existance. at once.
PMEmail
^
SirNatureWriter
 Posted: Nov 11 2019, 01:18 PM
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I go through the door to the right, setting it on fire on my way through.
I then look around for... hidden things, I guess.

--------------------
I feel like I know what I'm doing the exact half of the time I don't need to.
PM
^
Splashcat
 Posted: Nov 14 2019, 09:47 PM
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(I'm confused. If I sold the item for CP, how is it also in our inventory?)

(Also, is summoning a thing in this game?)

The door to the right is taken, so I'll go through the door to the left. I also conjure a wizard's staff for use in later attacks. If I have any actions left, I charge another CP.

CP: 7 (maybe 8, maybe 2, who knows?)
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King_Fuffy
 Posted: Nov 16 2019, 11:12 AM
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QUOTE (SirNatureWriter @ Nov 11 2019, 06:18 PM)
I go through the door to the right, setting it on fire on my way through.
I then look around for... hidden things, I guess.


You try to set the door on fire. It’s super effective.
You are now in the RIGHTSIDE COURTYARD. It is dark, and you can only see a couple of feet in front of you. There is a FULL MOON.
You search for hidden things but find nothing.

QUOTE (JOEbob @ Nov 9 2019, 07:29 PM)
I possess the doors. every door in existance. at once.

Welcome to the game, JOEbob!
In your attempt to own every door in existence, you fall through the burning door leading to the RIGHTSIDE COURTYARD.

You receive the TRANSDOORTALIZER. It can lead to any door you have discovered in the castle. You can also enter into the room you place it in from any door in the castle. This would be useful to set up a home base you can escape to if things get too hot to handle in the castle.

QUOTE (Splashcat @ Nov 15 2019, 02:47 AM)
(I'm confused. If I sold the item for CP, how is it also in our inventory?)

(Also, is summoning a thing in this game?)

The door to the right is taken, so I'll go through the door to the left. I also conjure a wizard's staff for use in later attacks. If I have any actions left, I charge another CP.

CP: 7 (maybe 8, maybe 2, who knows?)


You sold it for CP, but you sold it to an agent of Nolucferu without knowing it! So M.C. BRO AND HELLA ESCHER’S TESSELLATED TESSERACT STAIR BOMB will be somewhere in the mansion.

Yes, summoning is a thing in this game.

You enter the LEFTSIDE COURTYARD. You conjure a WIZARD’S STAFF.

That’s 3 CP, actually.

--------------------
Carcinizing into God. All things become me eventually. Meta bullshit found contagious. Chuck E Cheese is an arcade not a restaurant. FANCY SANTAS!

GO DESTROY THE GODMODDER!

Face down a malevolent tyrant and cement yourself as part of vamprobabilitant history in DTG: Wizardry in Shellestokar!
PMWebsite
^
King_Fuffy
 Posted: Nov 20 2019, 03:32 PM
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Harbinger of the Crabpocalypse
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STORYPOST: Creatures from the Bluck Lagoon

Just then, torches light themselves, illuminating both courtyards.
Part of the wall has been destroyed. There is some mucky water past the busted wall.

Splashcat, you hear a splashing noise.

OH GOD IT’S COMING CLOSER.

OH GOD- wait.

user posted image

THAT’S ADORABLE! Surely it can’t be a monster.

And then it bites you on the nose. Two of its friends pop out of the water...

SirNatureWriter and JOEbob, you hear considerably farther away splashing noises...

~~~~~~~~
Alright: Splashcat has three 5/5 HP Bog Monsters attacking him.
SirNatureWriter and JOEbob, you’ll have some in a turn or so...

--------------------
Carcinizing into God. All things become me eventually. Meta bullshit found contagious. Chuck E Cheese is an arcade not a restaurant. FANCY SANTAS!

GO DESTROY THE GODMODDER!

Face down a malevolent tyrant and cement yourself as part of vamprobabilitant history in DTG: Wizardry in Shellestokar!
PMWebsite
^
Splashcat
 Posted: Nov 25 2019, 05:44 PM
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Actions 1, 2 and 3 + 2 CP: I summon a Dog Mobster to fight the Bog Monsters. They're going to sleep with more fishes than usual tonight. The Dog Mobster has 2 CP invested in Attack, 2 in HP, and if I can buy Dodge I'll put the last one in there but if not I'll just put a third one in HP.

CP: 1
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SirNatureWriter
 Posted: Nov 26 2019, 08:42 AM
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I spend my actions charging my XP.

--------------------
I feel like I know what I'm doing the exact half of the time I don't need to.
PM
^
King_Fuffy
 Posted: Dec 12 2019, 11:30 AM
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QUOTE (Splashcat @ Nov 25 2019, 10:44 PM)
Actions 1, 2 and 3 + 2 CP: I summon a Dog Mobster to fight the Bog Monsters. They're going to sleep with more fishes than usual tonight. The Dog Mobster has 2 CP invested in Attack, 2 in HP, and if I can buy Dodge I'll put the last one in there but if not I'll just put a third one in HP.

CP: 1


Okay then! Dodge is not a thing right now, so that's... 6 Attack (OwO) and 9 HP.

QUOTE (SirNatureWriter @ Nov 26 2019, 01:42 PM)
I spend my actions charging my XP.


Your CP is now 3.

BATTLESTATS

Leftside Courtyard:
Bog Monsters [PN] (x3) 5/5 HP
Dog Mobster [AN] 9/9 HP
Splashcat [AN] 20/20



1 round before the Bog Monsters get to the Rightside Courtyard!

--------------------
Carcinizing into God. All things become me eventually. Meta bullshit found contagious. Chuck E Cheese is an arcade not a restaurant. FANCY SANTAS!

GO DESTROY THE GODMODDER!

Face down a malevolent tyrant and cement yourself as part of vamprobabilitant history in DTG: Wizardry in Shellestokar!
PMWebsite
^
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