Post subject: Mushroom Kingdom: Shadow of the Past (Forum RPG)
Posted: Fri Aug 28, 2015 7:39 pm
Resident Ninnyhammer
MUSHROOM KINGDOM\ Shadow of the Past
In modern times, the Mushroom Kingdom is mostly an idyllic nation, frequent kidnappings notwithstanding. But centuries into the feudalistic past, things were a bit more... complicated.
To the far north were the vile badlands which the Koopas called home. Despite its high latitude, the wasteland was hot and dry due to the region's high volcanic activity. Water and food were scarce, pressuring the Koopas into a living that would earn them the enmity and prejudice of surrounding nations.
Then one day, a Koopa sorcerer was crowned king of this nigh-uninhabitable wasteland. Wielding dark powers greater than any magician who had ever lived, and seeking vengeance against his kingdom's neighbors, he made armies out of his people, bent on world domination.
Years had passed. The kingdom had become an Empire of Shadows, with its emperor proclaiming himself the Great King of Shadows. The Mushroom Kingdom was one of the few nations still free (albeit stripped of land), serving as a place of refuge for those who had run from the advancing empire. Even so, imminent doom was on the horizon, the empire growing ever larger.
The Mushroom Kingdom inhabitants wished and prayed unto the stars, hoping for salvation.
Sages in the kingdom's court were given a prophecy: out of the citizens and refugees in the kingdom, no more than eight in the castle town would be gifted by the Star Spirits to repel the imperial forces and defeat the dark sorcerer. But since the prophecy did not reveal the chosen ones nor give a means for finding them, the king now had to discern the chosen ones on his own.
So a tournament was announced. Perhaps your character is a man like you and me, or a Toad, a Yoshi far away from home, or even a Koopa defector. Regardless of your personality or backstory, you're currently a resident of the Mushroom Kingdom castle town, and you've shown interest in joining the tournament...
This is a role-playing forum game. That is, you star in a great adventure to save the world, or whatever. In this case, you're in Mushroom Kingdom's past, hundreds of years before Mario, Peach, or Bowser were even born. It is an era of swords and sorcery, drawing some inspiration from games like Final Fantasy, Dungeons & Dragons, and Dwarf Fortress, but it mostly has to do with a war between the Mushroom Kingdom and the Empire of Shadows. It has been prophesied that a team of up to 8 heroes will save the kingdom, and you just might happen to be one of those people. Whether as a citizen, a traveler, a refugee, or a defector, you have taken residence in the castle town, and you show interest in entering the local tournament. But first, let's go over the basics. Please read the post in its entirety, as I don't want people trying to play without knowing what they're supposed to be doing.
Character stats Spoiler:
1) Level/Experience
You start off at Level 1. You gain experience by defeating (not necessarily killing) enemies, or fulfilling certain tasks. The XP required for your next level is a cubic function based on your current level. When your XP requirement is met, you will level up. Upon each level up, you will automatically gain stat increases, as well as one bonus stat package of your choice. But let's talk about the stats before we get to all that.
2) HP
You start off with 20 max Hit Points. This represents your health and well being. Enemy attacks will drain your HP. There are plenty of ways to restore your HP, though it usually won't go above maximum. Going below 25% of your maximum HP will apply the Danger status effect, which some skills take advantage of for great effect. Reaching 0 HP is instantly fatal and slightly inconvenient. Having everyone's HP at 0 is slightly more inconvenient, and generally results in time travel backwards to the previous checkpoint in the story. You will be told when these checkpoints happen.
3) FP
You start off with 10 max Flower Points. Flower Points are used to power your skills, whether they be physical or magical. Running out of this is ever so slightly less inconvenient.
4) ATK and MGK (offensive stats)
Attack is the stat that powers your physical attacks. Magick (yes, the stat uses the archaic spelling) is your base damage for magical attacks and other supernatural phenomena. Equipped items, particularly weapons, can increase your effective stats (which will be listed next to your base stats in parentheses).
5) DEF and RES (protective stats)
Defense reduces damage taken from physical attacks, while Resistance reduces damage taken from magical attacks. Both of them also have a secondary effect in that they give protection from status effects. Usually, the accuracy of a status effect will be dependent on the user's offensive stats and the victim's defensive stats. Equipped items, particularly armor, can increase your defenses.
6) ACC and EVD
Accuracy is your base chance to hit your target, while Evasion is your base chance to avoid being hit. Besides the obvious, ACC also increases your chance to inflict a critical hit if you have over 80% more than the enemy's EVD.
7) Level Ups
Upon level up, your character will earn the following stats:
HP +4 FP +2 ATK +2 MGK +2 DEF +1 RES +1 ACC +1% EVD +1%
In addition to the above, the player may pick ONE of the following bonus packages:
Please note that anything here is subject to change if someone makes a convincing case for something being under/overpowered or broken.
1) Class
Your class is defined by the means of attack you specialize in (your class trait), as well as your choice of magic (your magic school). When both are chosen, your class title is written as "Class Trait/Magic School" next to your character's name. Once a trait and school are selected, they cannot be changed except by paying Chet Rippo.
Class traits: These passive abilities give you a class title and bonuses with particular equipment types (or lack of, in the case of the Monk). These traits do not limit your ability to learn certain skills or use certain weapons, but some skills require particular weapons and therefore synergize only with a particular class trait. Note that there are a few more exotic weapons that do not fit under the initially available class traits (e.g. whips).
Melee * Swordsman [Passive]: You gain +10% ACC when using swords, daggers, or knives. Swords are pretty well-rounded as weapons, and the shorter blades are more agile at the expense of power. If you're fond of things like Link's Spin Attack, go for swords. * Hammerman [Passive]: You gain +10% ACC when using maces, clubs, or hammers. Maces are ideal for magic knights as they boost both ATK and MGK. Clubs are as well-rounded as swords, and Hammers are a bit on the heavy side. Skills like Quake are only usable with these weapons. * Axeman [Passive]: You gain +10% ACC when using hatchets or axes. Hatchets are lighter weapons, while axes are heavier. Axe skills often involve damaging or destroying enemy equipment. * Spearman [Passive]: You gain +10% ACC when using spears or other polearms. Polearms are usually two-handed. They can be used to trip enemies or pierce their defenses. They're also very good for jump attacks.
Ranged * Marksman [Passive]: You gain +10% ACC when using bows or crossbows. * Thrower [Passive]: You gain +10% ACC when using thrown weapons or items.
Other * Magician [Passive]: You gain +10% ACC when using wands, rods, or staves, as well as when casting spells. As the name suggests, this trait is best for pure magicians. All of these weapons have poor to terrible ATK bonuses, but great MGK bonuses. * Tank [Passive]: You gain +10% EVD when wearing a shield. * Monk [Passive]: You gain +10% ACC if attacking unarmed, and your basic attack hits twice with no penalty.
Magic schools: This is your magic, separated into different schools. You can only choose one of them. * Healer: Obviously, this school specializes in healing and cure spells. Healers are also able to learn some Light elemental damage spells and a few buffs. Group healing, among other things, is exclusive to this school. * Evoker: This school specializes in offensive spells. Evokers are also able to learn some buffs, debuffs, and status effect spells. The biggest spells that make the people fall down are exclusive to this school. * Incantor: Master of enchantments, transmutations, and abjurations, the Incantor specializes in buffs, debuffs, and status effects, and minors in curing them. Spells that make certain effects permanent, among other things, are exclusive to this school. * Scholar: Studies all branches of magic without being a master of any of them. To combat this, they have their own exclusive Dualcast spell series. * In Final Fantasy terms: White Mage, Black Mage, Time Mage, and Red Mage respectively.
2) Race
You can play as any of four races: Human, Toad, Koopa, or Yoshi. The latter three have their own unique skills and roles they're especially good at, along with some weaknesses. Humans have no unique skillsets but make up for it with the ability to learn more combat skills and spells than the other races, and they have no glaring weaknesses.
Human (Homo sapiens, or maybe Homo nintendonus?)
A minority in the Mushroom World, and yet still a major player in world events. Plain, but dependable. Humans lack special advantages or skillsets that the other races have, but make up for that with sheer tenacity, and they don't have any glaring weaknesses.
* Type: Balanced/Versatile * Recommended Class: Any. * Equipment: Just about anything--will be marked with an [H] tag if compatible. * No unique skillset, but can learn more skills from trainers than other races.
The most common race in the Mushroom Kingdom. The Toads possess great knowledge of items and power-ups, allowing them to use items more efficiently. Despite their numbers, the Toads tend to be a frail and fearful people. Your would-be-hero has overcome the latter, but is nonetheless vulnerable to ailments of the body and mind.
* Type: Healer/Support * Recommended Class: Magician/Healer. * Equipment: Just about anything--will be marked with an [T] tag if compatible. * Has access to the Toad Skillset. * More likely to be hit with status effects, including things like instant death.
If desired, a Toad may sacrifice the last four skills on his skillset for two Skill Slots. This decision is made at the start of the game and can only be reversed by paying Chet Rippo.
Toad Skillset: * Race Trait: Toad (accesses Toad skillset, Total DEF & RES -20% against status effects) * Level 1: Efficiency [Passive]: Recovery items are 20% more effective. * Level 3: Freebie [Passive]: 20% chance to keep an item after using it. Darndest thing, really. * Level 6: Double Dip [5 FP]: Use two items in a turn. * Level 10: Surprise Spores [6 FP]: The next melee attack that hits you triggers a spore counterattack, inflicting your choice of Sleep, Poison, or Mushroom. (Power = ATK*3/2, Status chance: 50%*ATK/DEF). * Level 15: Lifebringer [Passive]: Healing spells restore 20% more HP. * Level 21: Triple Dip [15 FP]: Use three items in a turn. * Level 28: Spore Cloud [20 FP]: As Surprise Spores, but hits all enemies. (Power: ATK*3/2, Status chance: 50%*ATK/DEF). * Level 36: Sacrifice [ALL FP]: Revives the entire party to full HP, but is fatal to the user; user can't be revived by any means until the battle ends.
Items in parentheses apply only if the last four Toad skills were sacrificed.
Though many of this species has chosen to serve the King of Shadows, not all of them are necessarily evil. With a strong, durable shell, the Koopa boasts an excellent defense as well as a unique skillset. With some careful planning, the Koopa could turn out to be quite an effective tank. However, wearing a bulky shell gives the Koopa a potentially crippling weakness to anything that might topple or trip him over. The Koopa can also be a fine magician, at the expense of not learning the more advanced shell abilities.
* Type: Fighter/Tank (with Shell) or Mage (without Shell) * Class: Plenty of options here. * Equipment: Armor designed for humans and Toads are often incompatible, but shells are the best tank armor around and can only be equipped by Koopas. Compatible gear will be marked with [K]. * Able to use Shell Skills with a Shell equipped. Shell Skills only work against grounded enemies (unless you can fly). * Shell wearers can be flipped over by certain aerial attacks, and they can make it difficult to cast spells (reducing your MGK). Magicians should consider wearing robes instead.
If desired, a Koopa may sacrifice the last four skills on his skillset for four Spell Slots. This decision is made at the start of the game and can only be reversed by paying Chet Rippo.
* Race Trait: Koopa (accesses Koopa skillset and equipment, vulnerable to flipping over in Shells) * Level 1: Shell Guard [Passive]: Being in your shell protects you when taking a defensive stance. (Effect: DEF*1.5, RES*1.5) * Level 3: Shell Toss [1 FP]: Slam into one enemy with your shell. (Power: UnarmedATK+ShellATK+ShellDEF) * Level 6: Wind Up [6 FP]: Charge up for any shell attack on your next turn. (Power: ATK*1.5, ACC +20%). * Level 10: Power Shell [12 FP]: Slam into all grounded enemies with your shell. (Power: UnarmedATK+ShellATK+ShellDEF) * Level 15: Dizzy Shell [18 FP]: As Power Shell, except it inflicts Dizziness. (Power: UnarmedATK+ShellATK+ShellDEF, Dizziness chance: 50%*ATK/DEF) * Level 21: Piercing Shell [10 FP]: Spin so fast that you pierce defenses. (Power: UnarmedATK+ShellATK+ShellDEF) * Level 28: Back Attack [Passive]: Lets you use Shell Skills even when flipped. * Level 36: Mystic Shell [35 FP]: Slam into all grounded enemies with your shell, boosted with your choice of Fire, Ice, or Lightning. (Power: UnarmedATK+MGK+ShellATK+ShellDEF)
Items in parentheses apply only if the last four Koopa skills were sacrificed. * Level 1: Class Trait * Level 1: Skill Slot * (Level 1: Spell/Metamagic) * Level 4 (3): Skill Slot * (Level 6: Spell/Metamagic) * Level 10: Skill Slot * (Level 15: Spell/Metamagic) * Level 20 (21): Skill Slot * (Level 28: Spell/Metamagic) * Level 35 (36): Skill Slot
Yoshi (Uh... I know they're some sort of dinosaur people...)
The Yoshis call the deep, perilous jungle islands their home. Don't let their cuteness and docile demeanor deceive you; life in the jungle has made them a force to be reckoned with. Their level of technology is lower than that of other races, but they don't seem to mind, and it doesn't seem to hinder them much. Their exceptional lower body strength allows them to carry great burdens with relative ease.
* Type: Glass Cannon * Favored Class: Marksman, Thrower, or Monk. * Equipment: Sadly, a minority of Yoshis in the civilized world means a minority of suitable armor. Maybe you can get something custom-made? Compatible gear has a [Y] tag. * The Yoshi skillset gives passive bonuses to unarmed attacks and ranged combat, as well as some unique tricks. Aside from limited armor, they have no weaknesses. NOTE: higher level Yoshi skills may receive an overhaul in the future.
If desired, a Yoshi may sacrifice the last four skills on his skillset for two Trained Skill Slots. This decision is made at the start of the game and can only be reversed by paying Chet Rippo.
* Race Trait: Yoshi (accesses Yoshi skillset) * Level 1: Lower Body Strength [Passive]: ATK increases by 25% when kicking. Unarmed attacks default to kicks. * Level 3: Gulp [3 FP]: Attempts to swallow one target, inflicting damage. If the target is defeated by this attack, it is transformed into an Egg with damage based on the enemy's level. Results may vary. (Power: UnarmedATK*3/2) * Level 6: Yoshi Precision [Passive]: All long-range attacks have +10% ACC. * Level 10: Bullet Seed [0 FP]: You can now spit seeds from consumed fruit at an ememy. (Power = UnarmedATK*2) * Level 15: Spit Up [6 FP]: Grab an enemy with your tongue and spit it at another. Pierces defense! (Power: UnarmedATK*3/2) * Level 21: Dragon Breath [10 FP]: Blow a plume of fire or ice at one enemy. Bring out your inner dragon! (Power: MGK*2) * Level 28: Dakka Seed [8 FP]: Fire seeds at all enemies with compatible fruit. Never enuff dakka. (Power: NoWeaponATK*2) * Level 36: Dragon Seed [12 FP]: Dragon Breath + Dakka Seed = Awesome. (Power = UnarmedATK*2+MGK)
Items in parentheses apply only if the last four Yoshi skills were sacrificed. * Level 1: Class Trait * Level 1: Skill Slot * Level 4 (3): Skill Slot * Level 10 (7): Skill Slot * Level 20 (12): Skill Slot * Level 35 (18): Skill Slot * (Level 26: Skill Slot) * (Level 36: Skill Slot)
Rules Spoiler:
These are rules that should be followed at all times. Failure to abide by these rules may result in character penalties or, in extreme cases, permadeath.
0) Whatever CC (or any substituting GM) says, goes. CC reserves the right to change rules as he sees fit to improve the game.
1) Keep it somewhat family friendly. This is in the Mario universe, after all! Anything not suitable for the forums or mainsite should be kept out of this game.
2) Roleplay a likeable character. Not a strict rule, but characters ought to feel like characters, not Hello Clone automatons. They ought to be somewhat realistic and sympathetic. Mary Sues should be avoided like the plague. Evil characters are not recommended
3) Movement/action rules After each update post, each player gets one turn (certain effects can increase your turns, but generally you get one turn). The following is what you can do during that turn. Free actions can be done at will without ending your turn,
In a town (not in combat), you can: * Move to any building (free action) * Purchase or sell items (free action) * Use an item or skill (free action) * Drop items (free action) * Change equipment (free action) * Talk (free action) * Rest in an inn (ends turn) * Unless otherwise noted, actions are treated the same as above in other situations.
Elsewhere (not in combat), you can: * Move to an adjacent room or field tile (ends turn) * Use an item or skill (once, but doesn't prevent movement)
In combat: you can: * Attempt to flee to an adjacent room or field tile (ends turn) * Attack or use one of your skills (ends turn) * Use an item (ends turn) * Change equipment (ends turn)
How do I sign up? Spoiler:
Write an application like this:
Character Name Race: Human/Toad/Koopa/Yoshi Class: Class Trait/Magic School Character Bio (write a paragraph or two about your character's appearance, personality, backstory, whatever) If your character is sacrificing high-level racial skills for more skill slots, write a statement of this as well.
[center][font=Georgia][size=200][b]MUSHROOM KINGDOM[/b][/size]\
[b]Shadow of the Past[/b][/font][/center]
[i]In modern times, the Mushroom Kingdom is mostly an idyllic nation, frequent kidnappings notwithstanding. But centuries into the feudalistic past, things were a bit more... complicated.
To the far north were the vile badlands which the Koopas called home. Despite its high latitude, the wasteland was hot and dry due to the region's high volcanic activity. Water and food were scarce, pressuring the Koopas into a living that would earn them the enmity and prejudice of surrounding nations.
Then one day, a Koopa sorcerer was crowned king of this nigh-uninhabitable wasteland. Wielding dark powers greater than any magician who had ever lived, and seeking vengeance against his kingdom's neighbors, he made armies out of his people, bent on world domination.
Years had passed. The kingdom had become an Empire of Shadows, with its emperor proclaiming himself the Great King of Shadows. The Mushroom Kingdom was one of the few nations still free (albeit stripped of land), serving as a place of refuge for those who had run from the advancing empire. Even so, imminent doom was on the horizon, the empire growing ever larger.
The Mushroom Kingdom inhabitants wished and prayed unto the stars, hoping for salvation.
Sages in the kingdom's court were given a prophecy: out of the citizens and refugees in the kingdom, [b]no more than eight[/b] in the castle town would be gifted by the Star Spirits to repel the imperial forces and defeat the dark sorcerer. But since the prophecy did not reveal the chosen ones nor give a means for finding them, the king now had to discern the chosen ones on his own.
So a tournament was announced. Perhaps your character is a man like you and me, or a Toad, a Yoshi far away from home, or even a Koopa defector. Regardless of your personality or backstory, you're currently a resident of the Mushroom Kingdom castle town, and you've shown interest in joining the tournament...[/i]
This is a role-playing forum game. That is, you star in a great adventure to save the world, or whatever. In this case, you're in Mushroom Kingdom's past, hundreds of years before Mario, Peach, or Bowser were even born. It is an era of swords and sorcery, drawing some inspiration from games like Final Fantasy, Dungeons & Dragons, and Dwarf Fortress, but it mostly has to do with a war between the Mushroom Kingdom and the Empire of Shadows. It has been prophesied that a team of up to 8 heroes will save the kingdom, and you just might happen to be one of those people. Whether as a citizen, a traveler, a refugee, or a defector, you have taken residence in the castle town, and you show interest in entering the local tournament. But first, let's go over the basics. Please read the post in its entirety, as I don't want people trying to play without knowing what they're supposed to be doing.
Character stats
[spoiler][u][b]1) Level/Experience[/b][/u]
You start off at Level 1. You gain experience by defeating (not necessarily killing) enemies, or fulfilling certain tasks. The XP required for your next level is a cubic function based on your current level. When your XP requirement is met, you will level up. Upon each level up, you will automatically gain stat increases, as well as one bonus stat package of your choice. But let's talk about the stats before we get to all that.
[u][b]2) HP[/b][/u]
You start off with 20 max Hit Points. This represents your health and well being. Enemy attacks will drain your HP. There are plenty of ways to restore your HP, though it usually won't go above maximum. Going below 25% of your maximum HP will apply the Danger status effect, which some skills take advantage of for great effect. Reaching 0 HP is instantly fatal and slightly inconvenient. Having everyone's HP at 0 is slightly more inconvenient, and generally results in time travel backwards to the previous checkpoint in the story. You will be told when these checkpoints happen.
[u][b]3) FP[/b][/u]
You start off with 10 max Flower Points. Flower Points are used to power your skills, whether they be physical or magical. Running out of this is ever so slightly less inconvenient.
[u][b]4) ATK and MGK (offensive stats)[/b][/u]
Attack is the stat that powers your physical attacks. Magick (yes, the stat uses the archaic spelling) is your base damage for magical attacks and other supernatural phenomena. Equipped items, particularly weapons, can increase your effective stats (which will be listed next to your base stats in parentheses).
[u][b]5) DEF and RES (protective stats)[/b][/u]
Defense reduces damage taken from physical attacks, while Resistance reduces damage taken from magical attacks. Both of them also have a secondary effect in that they give protection from status effects. Usually, the accuracy of a status effect will be dependent on the user's offensive stats and the victim's defensive stats. Equipped items, particularly armor, can increase your defenses.
[u][b]6) ACC and EVD[/b][/u]
Accuracy is your base chance to hit your target, while Evasion is your base chance to avoid being hit. Besides the obvious, ACC also increases your chance to inflict a critical hit if you have over 80% more than the enemy's EVD.
[u][b]7) Level Ups[/b][/u]
Upon level up, your character will earn the following stats:
HP +4
FP +2
ATK +2
MGK +2
DEF +1
RES +1
ACC +1%
EVD +1%
In addition to the above, the player may pick ONE of the following bonus packages:
Survival (HP +5, DEF +1, RES +1, EVD +1%)
Strength (ATK +3, DEF +1, ACC +1%)
Magic (MGK +3, RES +1, ACC +1%)
Technical (FP +5, ATK +1, MGK +1, ACC +1%, EVD +1%)[/spoiler]
Character-building
[spoiler]Please note that anything here is subject to change if someone makes a convincing case for something being under/overpowered or broken.
[u][b]1) Class[/b][/u]
Your class is defined by the means of attack you specialize in (your class trait), as well as your choice of magic (your magic school). When both are chosen, your class title is written as "Class Trait/Magic School" next to your character's name. Once a trait and school are selected, they cannot be changed except by paying Chet Rippo.
[b]Class traits:[/b] These passive abilities give you a class title and bonuses with particular equipment types (or lack of, in the case of the Monk). These traits do not limit your ability to learn certain skills or use certain weapons, but some skills require particular weapons and therefore synergize only with a particular class trait. Note that there are a few more exotic weapons that do not fit under the initially available class traits (e.g. whips).
Melee
* Swordsman [Passive]: You gain +10% ACC when using swords, daggers, or knives. Swords are pretty well-rounded as weapons, and the shorter blades are more agile at the expense of power. If you're fond of things like Link's Spin Attack, go for swords.
* Hammerman [Passive]: You gain +10% ACC when using maces, clubs, or hammers. Maces are ideal for magic knights as they boost both ATK and MGK. Clubs are as well-rounded as swords, and Hammers are a bit on the heavy side. Skills like Quake are only usable with these weapons.
* Axeman [Passive]: You gain +10% ACC when using hatchets or axes. Hatchets are lighter weapons, while axes are heavier. Axe skills often involve damaging or destroying enemy equipment.
* Spearman [Passive]: You gain +10% ACC when using spears or other polearms. Polearms are usually two-handed. They can be used to trip enemies or pierce their defenses. They're also very good for jump attacks.
Ranged
* Marksman [Passive]: You gain +10% ACC when using bows or crossbows.
* Thrower [Passive]: You gain +10% ACC when using thrown weapons or items.
Other
* Magician [Passive]: You gain +10% ACC when using wands, rods, or staves, as well as when casting spells. As the name suggests, this trait is best for pure magicians. All of these weapons have poor to terrible ATK bonuses, but great MGK bonuses.
* Tank [Passive]: You gain +10% EVD when wearing a shield.
* Monk [Passive]: You gain +10% ACC if attacking unarmed, and your basic attack hits twice with no penalty.
[b]Magic schools:[/b] This is your magic, separated into different schools. You can only choose one of them.
* Healer: Obviously, this school specializes in healing and cure spells. Healers are also able to learn some Light elemental damage spells and a few buffs. Group healing, among other things, is exclusive to this school.
* Evoker: This school specializes in offensive spells. Evokers are also able to learn some buffs, debuffs, and status effect spells. The biggest spells that make the people fall down are exclusive to this school.
* Incantor: Master of enchantments, transmutations, and abjurations, the Incantor specializes in buffs, debuffs, and status effects, and minors in curing them. Spells that make certain effects permanent, among other things, are exclusive to this school.
* Scholar: Studies all branches of magic without being a master of any of them. To combat this, they have their own exclusive Dualcast spell series.
* In Final Fantasy terms: White Mage, Black Mage, Time Mage, and Red Mage respectively.
[u][b]2) Race[/b][/u]
You can play as any of four races: Human, Toad, Koopa, or Yoshi. The latter three have their own unique skills and roles they're especially good at, along with some weaknesses. Humans have no unique skillsets but make up for it with the ability to learn more combat skills and spells than the other races, and they have no glaring weaknesses.
[b]Human[/b] (Homo sapiens, or maybe Homo nintendonus?)
A minority in the Mushroom World, and yet still a major player in world events. Plain, but dependable. Humans lack special advantages or skillsets that the other races have, but make up for that with sheer tenacity, and they don't have any glaring weaknesses.
* Type: Balanced/Versatile
* Recommended Class: Any.
* Equipment: Just about anything--will be marked with an [H] tag if compatible.
* No unique skillset, but can learn more skills from trainers than other races.
* Level 1: Class Trait
* Level 1: Skill Slot
* Level 1: Skill Slot
* Level 3: Skill Slot
* Level 6: Skill Slot
* Level 10: Skill Slot
* Level 15: Skill Slot
* Level 21: Skill Slot
* Level 28: Skill Slot
* Level 36: Skill Slot
[b]Toad[/b] (Agaricus sapiens?)
The most common race in the Mushroom Kingdom. The Toads possess great knowledge of items and power-ups, allowing them to use items more efficiently. Despite their numbers, the Toads tend to be a frail and fearful people. Your would-be-hero has overcome the latter, but is nonetheless vulnerable to ailments of the body and mind.
* Type: Healer/Support
* Recommended Class: Magician/Healer.
* Equipment: Just about anything--will be marked with an [T] tag if compatible.
* Has access to the Toad Skillset.
* More likely to be hit with status effects, including things like instant death.
If desired, a Toad may sacrifice the last four skills on his skillset for two Skill Slots. This decision is made at the start of the game and can only be reversed by paying Chet Rippo.
Toad Skillset:
* Race Trait: Toad (accesses Toad skillset, Total DEF & RES -20% against status effects)
* Level 1: Efficiency [Passive]: Recovery items are 20% more effective.
* Level 3: Freebie [Passive]: 20% chance to keep an item after using it. Darndest thing, really.
* Level 6: Double Dip [5 FP]: Use two items in a turn.
* Level 10: Surprise Spores [6 FP]: The next melee attack that hits you triggers a spore counterattack, inflicting your choice of Sleep, Poison, or Mushroom. (Power = ATK*3/2, Status chance: 50%*ATK/DEF).
* Level 15: Lifebringer [Passive]: Healing spells restore 20% more HP.
* Level 21: Triple Dip [15 FP]: Use three items in a turn.
* Level 28: Spore Cloud [20 FP]: As Surprise Spores, but hits all enemies. (Power: ATK*3/2, Status chance: 50%*ATK/DEF).
* Level 36: Sacrifice [ALL FP]: Revives the entire party to full HP, but is fatal to the user; user can't be revived by any means until the battle ends.
Items in parentheses apply only if the last four Toad skills were sacrificed.
* Level 1: Class Trait
* Level 1: Skill Slot
* Level 4 (3): Skill Slot
* Level 10 (7): Skill Slot
* Level 20 (12): Skill Slot
* Level 35 (18): Skill Slot
* (Level 26: Skill Slot)
* (Level 36: Skill Slot)
Koopa (Testudo sapiens?)
Though many of this species has chosen to serve the King of Shadows, not all of them are necessarily evil. With a strong, durable shell, the Koopa boasts an excellent defense as well as a unique skillset. With some careful planning, the Koopa could turn out to be quite an effective tank. However, wearing a bulky shell gives the Koopa a potentially crippling weakness to anything that might topple or trip him over. The Koopa can also be a fine magician, at the expense of not learning the more advanced shell abilities.
* Type: Fighter/Tank (with Shell) or Mage (without Shell)
* Class: Plenty of options here.
* Equipment: Armor designed for humans and Toads are often incompatible, but shells are the best tank armor around and can only be equipped by Koopas. Compatible gear will be marked with [K].
* Able to use Shell Skills with a Shell equipped. Shell Skills only work against grounded enemies (unless you can fly).
* Shell wearers can be flipped over by certain aerial attacks, and they can make it difficult to cast spells (reducing your MGK). Magicians should consider wearing robes instead.
If desired, a Koopa may sacrifice the last four skills on his skillset for four Spell Slots. This decision is made at the start of the game and can only be reversed by paying Chet Rippo.
* Race Trait: Koopa (accesses Koopa skillset and equipment, vulnerable to flipping over in Shells)
* Level 1: Shell Guard [Passive]: Being in your shell protects you when taking a defensive stance. (Effect: DEF*1.5, RES*1.5)
* Level 3: Shell Toss [1 FP]: Slam into one enemy with your shell. (Power: UnarmedATK+ShellATK+ShellDEF)
* Level 6: Wind Up [6 FP]: Charge up for any shell attack on your next turn. (Power: ATK*1.5, ACC +20%).
* Level 10: Power Shell [12 FP]: Slam into all grounded enemies with your shell. (Power: UnarmedATK+ShellATK+ShellDEF)
* Level 15: Dizzy Shell [18 FP]: As Power Shell, except it inflicts Dizziness. (Power: UnarmedATK+ShellATK+ShellDEF, Dizziness chance: 50%*ATK/DEF)
* Level 21: Piercing Shell [10 FP]: Spin so fast that you pierce defenses. (Power: UnarmedATK+ShellATK+ShellDEF)
* Level 28: Back Attack [Passive]: Lets you use Shell Skills even when flipped.
* Level 36: Mystic Shell [35 FP]: Slam into all grounded enemies with your shell, boosted with your choice of Fire, Ice, or Lightning. (Power: UnarmedATK+MGK+ShellATK+ShellDEF)
Items in parentheses apply only if the last four Koopa skills were sacrificed.
* Level 1: Class Trait
* Level 1: Skill Slot
* (Level 1: Spell/Metamagic)
* Level 4 (3): Skill Slot
* (Level 6: Spell/Metamagic)
* Level 10: Skill Slot
* (Level 15: Spell/Metamagic)
* Level 20 (21): Skill Slot
* (Level 28: Spell/Metamagic)
* Level 35 (36): Skill Slot
[b]Yoshi[/b] (Uh... I know they're some sort of dinosaur people...)
The Yoshis call the deep, perilous jungle islands their home. Don't let their cuteness and docile demeanor deceive you; life in the jungle has made them a force to be reckoned with. Their level of technology is lower than that of other races, but they don't seem to mind, and it doesn't seem to hinder them much. Their exceptional lower body strength allows them to carry great burdens with relative ease.
* Type: Glass Cannon
* Favored Class: Marksman, Thrower, or Monk.
* Equipment: Sadly, a minority of Yoshis in the civilized world means a minority of suitable armor. Maybe you can get something custom-made? Compatible gear has a [Y] tag.
* The Yoshi skillset gives passive bonuses to unarmed attacks and ranged combat, as well as some unique tricks. Aside from limited armor, they have no weaknesses. NOTE: higher level Yoshi skills may receive an overhaul in the future.
If desired, a Yoshi may sacrifice the last four skills on his skillset for two Trained Skill Slots. This decision is made at the start of the game and can only be reversed by paying Chet Rippo.
* Race Trait: Yoshi (accesses Yoshi skillset)
* Level 1: Lower Body Strength [Passive]: ATK increases by 25% when kicking. Unarmed attacks default to kicks.
* Level 3: Gulp [3 FP]: Attempts to swallow one target, inflicting damage. If the target is defeated by this attack, it is transformed into an Egg with damage based on the enemy's level. Results may vary. (Power: UnarmedATK*3/2)
* Level 6: Yoshi Precision [Passive]: All long-range attacks have +10% ACC.
* Level 10: Bullet Seed [0 FP]: You can now spit seeds from consumed fruit at an ememy. (Power = UnarmedATK*2)
* Level 15: Spit Up [6 FP]: Grab an enemy with your tongue and spit it at another. Pierces defense! (Power: UnarmedATK*3/2)
* Level 21: Dragon Breath [10 FP]: Blow a plume of fire or ice at one enemy. Bring out your inner dragon! (Power: MGK*2)
* Level 28: Dakka Seed [8 FP]: Fire seeds at all enemies with compatible fruit. Never enuff dakka. (Power: NoWeaponATK*2)
* Level 36: Dragon Seed [12 FP]: Dragon Breath + Dakka Seed = Awesome. (Power = UnarmedATK*2+MGK)
Items in parentheses apply only if the last four Yoshi skills were sacrificed.
* Level 1: Class Trait
* Level 1: Skill Slot
* Level 4 (3): Skill Slot
* Level 10 (7): Skill Slot
* Level 20 (12): Skill Slot
* Level 35 (18): Skill Slot
* (Level 26: Skill Slot)
* (Level 36: Skill Slot)[/spoiler]
Rules
[spoiler]These are rules that should be followed at all times. Failure to abide by these rules may result in character penalties or, in extreme cases, permadeath.
[u][b]0) Whatever CC (or any substituting GM) says, goes.[/b][/u] CC reserves the right to change rules as he sees fit to improve the game.
[u][b]1) Keep it somewhat family friendly.[/b][/u] This is in the Mario universe, after all! Anything not suitable for the forums or mainsite should be kept out of this game.
[u][b]2) Roleplay a likeable character.[/b][/u] Not a strict rule, but characters ought to feel like characters, not Hello Clone automatons. They ought to be somewhat realistic and sympathetic. Mary Sues should be avoided like the plague. Evil characters are not recommended
[u][b]3) Movement/action rules[/b][/u]
After each update post, each player gets one turn (certain effects can increase your turns, but generally you get one turn). The following is what you can do during that turn. Free actions can be done at will without ending your turn,
[b]In a town (not in combat), you can:[/b]
* Move to any building (free action)
* Purchase or sell items (free action)
* Use an item or skill (free action)
* Drop items (free action)
* Change equipment (free action)
* Talk (free action)
* Rest in an inn (ends turn)
* Unless otherwise noted, actions are treated the same as above in other situations.
[b]Elsewhere (not in combat), you can:[/b]
* Move to an adjacent room or field tile (ends turn)
* Use an item or skill (once, but doesn't prevent movement)
[b]In combat: you can:[/b]
* Attempt to flee to an adjacent room or field tile (ends turn)
* Attack or use one of your skills (ends turn)
* Use an item (ends turn)
* Change equipment (ends turn)[/spoiler]
How do I sign up?
[spoiler]Write an application like this:
Character Name
Race: Human/Toad/Koopa/Yoshi
Class: Class Trait/Magic School
Character Bio (write a paragraph or two about your character's appearance, personality, backstory, whatever)
If your character is sacrificing high-level racial skills for more skill slots, write a statement of this as well.[/spoiler]
Post subject: Re: Mushroom Kingdom: Shadow of the Past (Forum RPG)
Posted: Fri Aug 28, 2015 8:03 pm
Cliax Codec X Splatoon
Are you sure this forum game will gain a lot of attention when your other one already died? That's like 8 pages of text (literally, I checked) to read for a forum game. I don't really see the point of playing such a complex game in a forum, especially when it makes already slow RPGs even slower.
But hey, that's just my two cents on the matter. I might be wrong and lots of people will show interest, Idk.
Are you sure this forum game will gain a lot of attention when your other one already died?
That's like 8 pages of text (literally, I checked) to read for a forum game. I don't really see the point of playing such a complex game in a forum, especially when it makes already slow RPGs even slower.
But hey, that's just my two cents on the matter. I might be wrong and lots of people will show interest, Idk.
Post subject: Re: Mushroom Kingdom: Shadow of the Past (Forum RPG)
Posted: Fri Aug 28, 2015 8:07 pm
Resident Ninnyhammer
If people do not show interest, I will simply take it elsewhere. The people on Fusion Gameworks loved stuff like this.
EDIT: if less than 4 people post after 48 hours, I'll have this topic locked and the RP moved to Forum Gameworks.
If people do not show interest, I will simply take it elsewhere. The people on Fusion Gameworks loved stuff like this.
EDIT: if less than 4 people post after 48 hours, I'll have this topic locked and the RP moved to Forum Gameworks.
Post subject: Re: Mushroom Kingdom: Shadow of the Past (Forum RPG)
Posted: Sat Aug 29, 2015 2:02 am
Waka waka waka
I gotta agree, it's unlikely a game as complex as this will survive when much simpler games have failed. Though now I really want to do some sort of Nintendo based DnD campaign. C'mon let's do it guys you know you wanna
Still, I'll throw my hat in in hopes enough people sign up.
Spoiler:
Character Name: Yochi Race: Yoshi Class: Monk/Scholar Character Bio: Hailing from a faraway tropical island, Yochi is a regular purple Yoshi, looking similar to the rest of his species aside from the sparring tape wrapped around his hands and the silver feather on his head, marking him as an emissary for his tribe. Most folks would be surprised to learn he's a tournament fighter - he's unable to take anything seriously, and he treats the tournament more like a vacation than an opportunity to represent his people. However, those who know him know he gains an intense focus and unnatural fighting skill when in combat, using fist, feet, and tongue to wipe the floor with challengers. This prowess has earned him the right to be one of his island's representatives, and his kin hope he or one of his other clanmates will be chosen by the star spirits to prove one of their own can be one of the land's greatest champions.
Not sure if I want to sacrifice any skills yet - what other abilities can you get if you drop some?
I gotta agree, it's unlikely a game as complex as this will survive when much simpler games have failed. Though now I really want to do some sort of Nintendo based DnD campaign. [ispoiler]C'mon let's do it guys you know you wanna[/ispoiler]
Still, I'll throw my hat in in hopes enough people sign up.
[spoiler]Character Name: Yochi
Race: Yoshi
Class: Monk/Scholar
Character Bio: Hailing from a faraway tropical island, Yochi is a regular purple Yoshi, looking similar to the rest of his species aside from the sparring tape wrapped around his hands and the silver feather on his head, marking him as an emissary for his tribe. Most folks would be surprised to learn he's a tournament fighter - he's unable to take anything seriously, and he treats the tournament more like a vacation than an opportunity to represent his people. However, those who know him know he gains an intense focus and unnatural fighting skill when in combat, using fist, feet, and tongue to wipe the floor with challengers. This prowess has earned him the right to be one of his island's representatives, and his kin hope he or one of his other clanmates will be chosen by the star spirits to prove one of their own can be one of the land's greatest champions.
Not sure if I want to sacrifice any skills yet - what other abilities can you get if you drop some?[/spoiler]
_________________
Can't take the heat, stop frolicking in the fire flowers.
Post subject: Re: Mushroom Kingdom: Shadow of the Past (Forum RPG)
Posted: Sat Aug 29, 2015 11:06 am
Here is my entry. First time doing something like this. Four people posted, Me, Coco, You, and Fox Spoiler:
Andrew Race: Human Class: Marksman/Evoker Character Bio: Andrew grew up in a poor family in the Mushroom Kingdom. However, he gained a remarkable archery skill from defending his parents' farm animals from foxes and other predators. This got the attention of defence force of the Kingdom, and he was put under the wing of a skilled marksman. While under his training, he also investigated offensive magic. His few friends know him as calm and patient. Hearing about the tournament, with the support of his master, he enters it in the hopes of being chosen by the Star Spirits to help defeat the Empire of Shadows.
Here is my entry. First time doing something like this. Four people posted, Me, Coco, You, and Fox
[spoiler]Andrew
Race: Human
Class: Marksman/Evoker
Character Bio: Andrew grew up in a poor family in the Mushroom Kingdom. However, he gained a remarkable archery skill from defending his parents' farm animals from foxes and other predators. This got the attention of defence force of the Kingdom, and he was put under the wing of a skilled marksman. While under his training, he also investigated offensive magic. His few friends know him as calm and patient. Hearing about the tournament, with the support of his master, he enters it in the hopes of being chosen by the Star Spirits to help defeat the Empire of Shadows.[/spoiler]
Post subject: Re: Mushroom Kingdom: Shadow of the Past (Forum RPG)
Posted: Sun Aug 30, 2015 10:15 pm
Resident Ninnyhammer
@ wariowareaditct556: I'm afraid you're mistaken. What I meant was "four people interested in playing the game", which I thought could be inferred by context.
And since that didn't happen in 48 hours as I hoped, I will keep true to my word's intent and have this topic locked, with my RP business taken elsewhere.
@ DJ Coco: There are some people who actually enjoy forum RPGs like this, believe it or not. The thing you can do that you can't do in a video game RPG is actual role playing, or acting out your character. In a pen-and-paper tabletop RPG, chatroom RPG, or a forum RPG, you can. While a forum RPG is indeed slower than all of the above, it also doesn't require everyone to be present at the same time.
But I guess MFGG isn't into that kind of stuff, and that's fine. Perhaps someone else in the future might have better success, or perhaps not.
@ wariowareaditct556: I'm afraid you're mistaken. What I meant was "four people interested in playing the game", which I thought could be inferred by context.
And since that didn't happen in 48 hours as I hoped, I will keep true to my word's intent and have this topic locked, with my RP business taken elsewhere.
@ DJ Coco: There are some people who actually enjoy forum RPGs like this, believe it or not. The thing you can do that you can't do in a video game RPG is actual role playing, or acting out your character. In a pen-and-paper tabletop RPG, chatroom RPG, or a forum RPG, you can. While a forum RPG is indeed slower than all of the above, it also doesn't require everyone to be present at the same time.
But I guess MFGG isn't into that kind of stuff, and that's fine. Perhaps someone else in the future might have better success, or perhaps not.
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum