How to play:
Two characters take turns dueling it out in traditional RPG style combat using their abilities. Before you begin a fight, both players must roll for their stats: (this help keep things fair, but there’s still a bit of a strategy involved no matter what your stats, so keep that in mind)
How to roll for HP: Roll one 100-sided dice. If this number is less than 50, your HP will automatically be 50. If both players roll a number less than 50, whoever gets the highest can add 10 HP total.
How to roll for MP: Roll two 20-sided dice. The combined total is your MP. You automatically get 20 MP in a battle.
Every player starts off with a base Defense statistic of 3.
Please note both players must roll one 20-sided die to see who goes first!!! This is important when considreing certain spells/abilities such as Backstab.
How to attack: You must roll four 6-sided die during your turn while describing what you are trying to do in your post. The first number represents if your attack will hit or not. (the number must be equal or larger than your opponent’s defense) The middle two numbers represent how much damage you will inflict if your spell or attack does hit. The last number represents whether or not you score a critical hit. You must roll a 6 to score a critical hit but if you have certain abilities you can crit if you roll a 5 as well.
Critical attacks do double the damage or double the healing.
Each character starts off with just one special attack of their choice but they can learn more (very slowly) after time. You won’t know exactly when you’re gonna learn a new ability, which is half the fun, but you will be rewarded the more you play the game. There’s only fifteen special powers for now, but we might add some more later.
NOTE: Spell names are subjected to change. We might also adjust the MP cost of spells for balance as we learn more about the game.
MELEE:
Empowered Strength: Increases the power of your physical attacks by +2 for one turn. Casting Empowered Strength does not waste a turn. MP cost: 5
Upgrade: +3 to your physical attacks instead of +2.
Primal Rage (Passive): Increases the chance to score a critical strike with physical attacks by approximately 3%.
Quick Hit: Allows you to use two physical attacks in a single turn! This can only be used twice per battle.
Upgrade: Can use three times per battle.
Fortitude (Passive): Increases maximum HP by 10 every fight. (whatever you roll add an extra plus 10 to your HP)
Backstab: Grants you an 100% chance to crit, ignores your enemy’s defense, and stuns your opponent for one turn allowing you to get an exta turn. This move can only be used once per battle and only if you get the first turn.
Upgrade: Can use this once more in battle.
Shield of Vigor: Raises your Defense stat by +2 for two turns. MP cost: 5 Cannot be upgraded. Casting Shield of Vigor does not waste a turn, but you may not cast both Shield of Vigor and Empowered Strength in the same turn.
BLACK MAGIC:
Fireball: +3 attack power. This spell will automatically add an extra 3 points worth of damage everytime you cast it. (so let’s say you roll a 2 and 3…which is a combined total of 5. But when using Fireball, this makes the damage become 8 instead of 5!) Assuming your Fireball successfully hits, of course. MP cost: 3
Upgrade: +4 attack power instead of +3.
Bio: This spell will Poison your target for five turns. They'll automatically lose 1 HP at the beginning of their turn. However, they can try to remove Poison themselves by rolling one six sided-die. If they roll a 1 or a 6, Poison will be removed from them. There will be future gear that improves the chance of a player curing Poison. MP cost: 4
Upgrade: Improves the Duration of your Bio ability for one turn.
Toad: Turns your opponent into a toad! While they’re a toad, they can’t do anything for one turn, granting you an extra turn. A Toad does NOT have a chance to cure itself from Poison! MP cost: 10
Ultima: Always inflicts 15 HP worth of magic attack damage on the target, but has a very high MP cost. Ultima is incapable of a critical hit. MP cost: 20
Mental Strength (Passive): Increases maximum MP by 10 every fight. (whatever you roll add an extra plus 10 to your MP)
Curse of the Magi: Makes your opponent vulnerable to Magic spells for two turns. While CoTM is on your target, you'll be able to add an extra +damage dice roll to your attack when casting any Fire spell. (must roll 5 6-sided die in one turn) MP cost: 5
WHITE MAGIC:
Heal: This spell will heal exactly 5 hit points and will also cure Poison effects from you. Healing spells always hits the ally, but the MP cost is fairly high. You must still roll one 6-sided die to see if the spell crits, however. New: Casting heal spells does not waste a turn, so you can also attack your enemy in the same turn. MP cost: 5
Upgrade: New Spell: Greater Heal. Heals 10 HP for 10 MP.
White Wind: This spell will cut all damage in half against you for three turns. (However the number is rounded high so you'll still take a bit more than half damage if you're hit with an odd number. Like if a player inflicts 5 damage on you, you'll take 3. Effective only once per battle.
Blessing of Kings (Passive): Increases maximum HP and MP by 5 every fight. (whatever you roll add add plus 5 to both your HP and MP)
Smite: A basic Holy spell attack that adds two extra damage points to your dice roll. MP cost: 2
Upgrade: Smite will do +3 damage instead of +2.
Concentration (Passive): Increases your chance to score a critical hit with spells by approximately 3%. Even healing spells can crit.
Shield: Prevents against all damage and negative status effects (Stun/Toad/Stop) for one turn. Instant cast/reactive ability. Casting Shield does not waste a turn. You can only use Shield twice per battle. Shield does not protect against 'Backstab' and 'Ambush.'
Upgrade: Can use this ability three times instead of twice.
THIEF
Copycat: Copies any one ability from your opponent. (Your choice) You can now use that ability yourself in battle. Passive Abilities cannot be stolen. 'Toad', 'Backstab' and 'Borrowed Time' cannot be copied. Effective only once per battle. Using Copycat does not waste a turn.
Upgrade: Can now be used twice.
Borrowed Time: Stops the opponent, giving you an extra turn. Can only be used two times per battle. (You may not learn both Toad and Borrowed Time)
Luck: Allows you to re-roll any one stat (HP/MP) if you are unhappy with it. If you get a number even lower, it's no penalty, you must simply choose the highest one. You cannot use Luck more than once in a fight, and you must use it before the battle has begun.
Haste: Gives you an extra +damage dice roll when physically attacking. Casting Haste does not waste a turn. MP cost: 5
Shadow Stab: Adds +3 damage to your physical attacks. Also inflicts 'Shadow' damage on the target. MP cost: 3
Upgrade: +4 damage instead of +3.
Steal Magic: Steals 5 MP from your opponent, which you can now use yourself. You may not steal more MP than your maximum MP, so it's not wise to use this right away. Can only be used once per battle. Using Steal Magic does not waste a turn, but you may not use both Haste and Steal Magic in the same turn.
ARCHER
Precision Shot (Passive): You will always hit on your damage attack rolls, but you will inflict -2 HP less damage. However, Precision Shot will always do at least 2 HP worth of damage no matter what you roll. *All Archers automatically have Precision Shot when they first start out, you can't choose anything else for your starting ability.*
Piercing Shot: Increases the power of your Ranged attacks by +2 for one turn. Casting Piercing Shot does not waste a turn. MP cost: 6
Upgrade: Increases power by +3 instead of +2.
Multiple Arrows: Use two Ranged attacks in a single turn. Can only be used twice per battle.
Stat Shot: Permanently decreases an opponet's maximum HP or MP (your choice) by 5. Can only be used once per battle and must be used before the fight actually begins.
Arrow of Ambush: A Ranged attack that always hits, and allows you to roll three damage attack rolls instead of just two. In addition, Arrow of Ambush will stun your opponent for one turn, allowing to get an extra turn. You may only use Arrow of Ambush once per battle and only if you get the first turn. Arrow of Ambush is unaffected by the -2 debuff from 'Precison.'
Upgrade: Allows you to use Arrow of Ambush once per battle, or twice if you get the first roll.
