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Sandy

Eurobricks Fellows
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Everything posted by Sandy

  1. That's how the game works against other players, but the NPCs I have in the quest only have five cards to begin with, so showing their hand in advance would pretty much allow the player to win automatically. Of course the NPCs could have a larger deck in display, out of which they would choose five, like the players do... I don't know if anyone remembers it, because it was mentioned early in the quest, but each Decamon card can be exchanged for a prize, too. A seasonal salesman that both sells cards and trades them for items might be a good idea, so players could play the game by themselves in the Hall without the need of a host.
  2. What did everyone think of the Decamon Battle in Quest#100? Did it seem like fun? Was it something you'd like to see more in the future?
  3. Decamon Battle: En Sabah Nur vs. Geomancer Cinnabar the Rock Champion Round 5 out of 5 vs. Score: 2 - 3 "But aquatic doesn't trump rock, you dummy! That means my fearsome Basilisk beats your lame Sahuagin, which in turn means that I won! Mwahaha!!! I will remain the Rock Champion of Decamon, but at least we had fun together, didn't we? Now, you want to look like golems, then? Well, step into the mud bath, please!" After she and Nur had exchanged the cards they won from each other, Cinnabar pointed the pool of mud to the party. Periwinkle looked grossed out. "Ungh! At least it's supposed to be good for the skin..." Party: Althior Emorith (K-Nut) *Party Leader* 32 years old male human Necromancer Level 41 3/5 *Gain Triple Experience* Power: 57 (41+16) (Spellpower: 62 (41+16+5)) Defense: 6 (4+2) Health: 51/52 (5+40+5+1) Ether: 15/56 (5+40+5+4+2) Gold: 40 Equipment: Scepter of Divine Affinity (WP:16, Has ⅙ chance to deal Cursed effect on attacks and ⅙ chance to deal Blessed effect on successful healing, Staff), Spellbound Gloves (+5 spellpower, Handwear), Ethereal Cloak (SP:2, Max Ether +4, Backwear), Medal of Glory (Wearer earns triple experience, Accessory), Robe of the Elven Necromancer (SP: 4, Body Wear) Inventory: Weapons: Metasimian Dory (WP:9, pierces defense; spear), Artifacts: The Rat Queen's Cape (Backwear, all Vermin type are Enamored with the wearer for the first three rounds of combat, Suitable for Alchemists, Beast Warriors, Chi Monks, and Witches), Metal Claw (Unarmed attacks drain health from the enemy equal to 50% of the strength of the attack (rounded up); handwear) Spell Items: Diamond (Light), Topaz (Lightning), Amethyst (Darkness) x2, Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood) Consumables: 4 Potions, Grand Potion, 11 Tonics, 5 Grand Tonics, 2 Ether Cores, 7 Remedies, 2 Elixirs, Phoenix Incense, Mead, Nostrum, Smelling Salts, Dragon Scale, 4x Agni Bomb, 4x Gaia Bomb, Garnet Lamp of Summoning, 2 Grating Stones, Skeleton Decoy, Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.) Tools & Treasure: Bedroll, Pickaxe, 3 Bones Eric (Khorne) 30 year old Human Nord Level 24 2/3 Raider *Natural Respite* *Immune to Fragile and Weakened* *Evasion* Power: 48 (24+22+2) Defense: 5 Health: 42/42 (8+23+7+4) Gold: 120 Equipment: Godricsleif (WP: 22; Ice-, Lightning-, Darkness-elemental; longsword), Pugilist's Gloves (Power +2, protects from weakened-effect), Boots of Evasion (Wearer takes half damage in front row), Heavy Armor (SP:5, protects from fragile-effect) Inventory: Conspirator (WP: 15, causes blinded; longsword), Drengazuli Grom'az (WP:6; Dual Strike; axe), 6 Silverfish Wings (WP:8, retrievable, throwing dagger), 2 Diseased Silverfish Wings (WP:8, causes cursed-effect, retrievable, throwing weapon), Small Spiked Club (WP:5, earth-elemental club), Pitchfork of Abomination (WP:1, pierces all defenses but breaks after one use; suitable to all classes), Counterstrike Gloves (after the wearer is struck by a Free Hit, they counter with strength equal to their level), Crocodile Belt (Max. health +2, immunity to water; accessory), Garnet (Earth), Scroll of Sleep, 8 Grand Potions, Health Core, 3 Remedies, Neutralizer, Phoenix Essence, 7 Meads, 6 Smelling Salts, 4 Nostrum, 3 Mulled Wine, Dragon Scale, Venom, Deadly Venom, Fire Bomb, Lightning Bomb, Bone, Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.) Sgt. Jon McEncy (Pyrovisionary) 54 year old male human Black Knight Level 22 *Gain Triple Experience* *Immune to Blinded and Stunned* *Poisonous Defense* *Permanently Hastened* Power: 44 (22+18+2+2) Defense: 14 (10+4) Health: 46/46 (7+21+9+3+3+3) Gold: 69 Equipment: Zoidberg Gauntlets (WP:21, dual strike, Light and Darkness elemental, Hollow [-], dagger), Serpenthead Shield (SP:10, causes poisoned by 2-effect to anyone physically attacking the user, shield), Pegleg of Hastening (Permanent Hastened effect to the user; Immune to Blinded, suitable to Sarge only; footwear), Black Knight's Armour (SP:4, protects from stunned-effect; suitable for black knights; bodywear), Medal of Glory (Allows the wearer to gain triple experience from battles, accessory) Inventory: Clockwork Lance (WP:12, has 1/3 chance to cause slowed-effect on the target; lance), Spark Hammer (WP:8, lightning-elemental hammer), Wooden Spear (WP:4, wood-elemental spear), Monkey Armor (SP:4, immune to earth and bound; suitable to knights, beast warriors, dragoons, skirmishers and winged warriors; bodywear), Ranger’s Quiver (WP +1 to bows and crossbows, suitable for rangers, beast warriors, infiltrators and winged warriors; backwear), 5 Potions, Grand Potion, Health Core, 4 Remedies, 2 Phoenix Essences, Mead, 4 Venoms, Deadly Venom, 3 Smoke Bombs, Military Grade Fire Bomb, Demeter Bomb (Causes 100 wood-elemental damage to all opponents when used.), Bedroll, Shovel, Pickaxe, Telescope, Magic Compass, Magnifying Glass, Business Card, 2 Bones, Gold Ring (worth 15 gold; can be given to someone to make them enamored with the giver), Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.) En Sabah Nur (Jebediahs) 31 year old male human Evoker Level 31 *Immune to Darkness* *Converts Ether to Health* *Reflects Ether-Based Attacks* *Absorb Poison* Power: 49 (31+18) (67 against Humanoids (31+36)) Defense: 1 Health: 48/48 (5+30+3+5+5) Ether: 17/38 (5+30+1+2) Gold: 25 Equipment: Quarterstaff (WP:18/36 against humanoids, staff), Traveler's Cloak (SP:1, backwear), Lichen Armour (The wearer’s ether is counted as additional health if health is depleted, Darkness Immunity, suitable to classes with ether, bodywear), Cobra Nemes (Absorbs poison, recovering health instead of taking damage from poisoning, suitable to clerics, mages, chi monks and necromancers, headwear), Magic Mirror (The user reflects all ether-based attacks back to the caster without getting damaged by them, accessory) Inventory: Weapons: Unlucky Horseshoe (WP:13, retrievable, causes jinxed-effect; throwing weapon), Sangriste Dagger (WP:5), En & Sabah & Nur (WP:5, Shurikens 3/3), Poisonous Rod (WP:5, causes poisoned by 5-effect; staff), Wooden Shield (SP:5, immunity to wood) Artefacts: Sedge Hat (+4 Max. Ether, headwear), Fire Amulet (Makes physical attacks do double damage to all enemies that are weak to fire, accessory), Sealed Heavy Armour of Brilliance (SP:5,Immune: fragile, blinded, sealed effects, suitable for barbarians, knights, dragoons, skirmishers and regulators, bodywear), Little Jane's Muff (Protects from sealed-effect, accessory), Shackles of War (Prevents anyone from fleeing battles, accessory), Lock & Chain (prevents items in the inventory from getting stolen; accessory) Spell Items: Garnet (Earth), Aquamarine (Water), Topaz (Lightning), Ruby (Fire), Scroll of Confusion Consumables: 6 Potions, 2 Grand Potions, Tonic, Grand Tonic, 3 Ether Cores, Milk (restores 15 health and 15 ether upon consumption), 5 Remedies, Phoenix Essence, Phoenix Incense, 2 Meads, Smelling Salts, Titan Heart (Grants encouraged- and inspired-effects when consumed), 5 Venoms, Deadly Venom, 3 Fire Bombs, 2 Ice Bombs, 2 Lightning Bombs, Dirt Bomb, 2 Floral Bombs, 2 Trail of Dust Bombs (Causes 5 earth-elemental damage to all opponents and allows the party to flee the battle when used.), 2 Blind Faith Bombs (Causes 10 light-elemental damage and the blinded-effect to all opponents when used.), 2 Flood Bombs (Causes 20 water-elemental damage to all opponents when used.), Feather of Lithe (Makes the user nimble for three rounds, giving them a 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits.), Feather of Flight (Allows the user to flee from the battle when used.) Tools: Bedroll, Pickaxe, Magnifying Glass Summons: Chidoris Obelisk (Topaz), Earthen Shield (Garnet), Emerald the Rockling (Ruby), B.A.S.H. (Aquamarine) Decamon Deck: Shy Shell (Aquatic 2), Demon Ray (Aquatic 3), Will-o'-the-Wisp (Fiery 1), Barghest (Electric 2), Automaton (Electric 5), Vampire Bat (Flying 3), Specter (Icy 2), White Widow (Icy 3), Golden Scorpion (Luminous 2), Gold Golem (Luminous 6), Toxic Toad (Plant 1), Tangleweed (Plant 3), Scarab (Rock 1), Mud Frog (Rock 2), Stone Golem (Rock 8) Walbartan (NPC, controlled by K-Nut) 45 years old female pongcanis Druid Level 43 4/5 Power: 50 (43+7) Defense: 3 Health: 60/60 (9+42+7+2) Ether: 35/49 (5+42+1+1) Gold: 104 Equipment: Oaken Mace (WP:7, wood-elemental mace), Crinkah Tribal Armor (SP:3, Max. Health +2, Max. Ether +1; suitable to pongcanae only; bodywear) Inventory: Herbal Infusion (Remove negative effects and cause blessed- and transcended-effects) Hodurr Thornback (NPC, controlled by K-Nut) 167 years old male dwarven Berserker Level 40 1/5 *Natural Respite* *Thorny Defense* Power: 50 (40+10) Defense: 4 Health: 57/57 (8+39+10) Gold: 14 Equipment: Amethyst Axe (WP:10, darkness-elemental axe), Thorny Leather Armor (SP:4; causes damage equal to the armor's SP to all that attack the user physically; suitable to barbarians and beast warriors; bodywear) Inventory: Smelling Salts, Nostrum, Soma Periwinkle (NPC, controlled by Khorne) 19 years old female human Harlot Level 30 2/4 *Money Maker* *Divert Attacks* *Immune to stunned, poisoned, bleeding, cursed, asleep, fast asleep, confused and hexed* Power: 37 (30+7) Health: 51/51 (7+29+15) Gold: 32 Equipment: Leather Whip (WP:7, makes target enraged; whip), Narcissus Mirror (User has 1/2 chance to divert all attacks to the next ally in turn; accessory), Periwinkle Ribbon (Grants immunity to stunned, poisoned, bleeding, cursed, asleep, fast asleep, confused and hexed; suitable for Periwinkle only; headwear) Inventory: Remedy, Neutralizer, Tiger Balm Dain Almight (NPC, controlled by K-Nut) 72 years old male dwarven Alchemist Level 1 *Instant Items* *Immune to elements* Power: 14 (13+1) Health: 10/10 Gold: 100 Equipment: Oculoid Claw (WP:13, 1/6 chance of infecting the targeted enemy on successful hits; club.), Safety Goggles (Grant immunity to all elements; suitable for Dain only; accessory) Inventory: Bombastic Mace (WP:5, can be used to launch bombs at enemies, adding the WP to the bomb's power; mace), Potion, Tonic, Remedy, Phoenix Essence, Smoke Bomb, Fire Bomb, Confuse Bomb, Feather of White (Allows the user to hide for up to three rounds, avoiding Free Hits. The effect ends if the user targets an enemy.), Fuse & Detonator (quest item)
  4. Duh, of course it is! Ninja Assassins wear black, where as normal assassins wear mainly red and blue.
  5. Decamon Battle: En Sabah Nur vs. Geomancer Cinnabar the Rock Champion Round 4 out of 5 vs. Score: 2 - 2 "That can't be! How did you know I was going to put a luminous card up?! I was trying to be crafty... Oh well, the Gold Golem is yours, and we still have one final round to settle. Show me what you've got!"
  6. Why not add more variation to the gameplay? There's a distinct lack of both mages and rangers in the expert classes, and this would answer to them both. It would be included in the game in the unforeseeable future, anyway, like the Scholar. I do agree that we need to give people more access to the existing classes.
  7. But it's really not! If you roll a Shield, stuff happens. Simple as that.
  8. Decamon Battle: En Sabah Nur vs. Geomancer Cinnabar the Rock Champion Round 3 out of 5 vs. Score: 1 - 2 "Haha, my Flesh Golem would have defeated your puny plant even if it had not been a trump card! Mandragora belongs to me now! What shall I put up next...?" "Go, luminous Gold Golem! I have to save the best for last."
  9. They could vary. Some could be AoE, some single targets, some could have negative effects, some positive... If that sounds good to you guys.
  10. Decamon Battle: En Sabah Nur vs. Geomancer Cinnabar the Rock Champion Round 2 out of 5 vs. Score: 1 - 1 "No! My precious Stone Golem is now yours... Grrr, I'll get you next round! Your turn!"
  11. I don't know, I think it's pretty straightforward. It's basically Evoker with weather forecasts instead of summons, and you can always check the correct Disaster to use from the rule page... I'm thinking the Disasters would be more than just elemental spells, maybe having effects attached to them or something like that.
  12. Decamon Battle: En Sabah Nur vs. Geomancer Cinnabar the Rock Champion Round 1 out of 5 vs. Score: 0 - 1 "Ah, you made me use my Automaton! I trumped your Hippogriff and it is mine now, but I can't of course use it in this battle anymore. Now I go first. Hmm..." Cinnabar lays out a card. "How do you like my mighty Stone Golem, hehe?"
  13. Cinnabar tossed the coin in the air. "Tails it is! You go first." QM Note: Show the first card you've chosen.
  14. "Oh, great! Wait here while I fetch my cards. Choose your own deck of five cards in the meantime." The rockling geomancer dashed inside, and quickly returned with some cards in her stubby hands. "Are you ready to face me, Geomancer Cinnabar the Rock Champion? Remember that if you snatch my Level 9 card, the title moves to you! Now..." Cinnabar took out a gold coin. "Heads or tails?" QM Note: Heads is 1-3 on a die roll, while Tails is 4-6. Also, Jebediahs, you need to choose the five cards you're going to use in the match out of those in your possession. You don't have to reveal them to me, I trust you won't be cheating. And yes, Cinnabar will be using a predetermined five card combo, too.
  15. Here's the first draft for the Weather Mage. It's still lacking two job traits and ideas for the Disasters, so good suggestions are welcome! Weather Mage – These wizards change the climate to complement their spells. Additional Health: +4 Additional Ether: +6 (+1 per level for classes without base ether) Weapons: Weather Mages cast spells through the usual broomsticks, staves and wands but also through bows, crossbows and handcannons. They can use both gems and scrolls. Job Trait: Spellcasting (see Mage); Battle Style: Climatic – Weather Mages cast spells and make forecasts through gems. 1. SHIELD: Disaster – The weather mage spends 1 ether to conjure an extreme weather phenomenon, based on the current weather (see Weather & Disasters). If there is currently no weather condition, the weather mage instead spends 1 ether to change the weather based on a chosen gem for the remainder of the battle, unless it is changed again (see Weather & Disasters). If no gem was chosen or all ether is depleted, nothing happens. 2. CRITICAL HIT/GREAT SPELL/GREAT FORECAST: The weather mage attacks or spends 1 ether to cast an elemental spell with strength equal to two times their weapon power added to their level. (e.g. WP 10x 2 + Level 15 = 35 (elemental) damage) Optionally, the weather mage can spend 1 ether to change the weather based on the chosen gem for the following six rounds, unless it is changed again (see Weather & Disasters). 3. HIT/SPELL/FORECAST: The weather mage attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. (e.g. WP 10 + Level 15 = 25 (elemental) damage) Optionally, the weather mage can spend 1 ether to change the weather based on the chosen gem for the following three rounds, unless it is changed again (see Weather & Disasters). 4. AIM/SPELL AIM/POOR FORECAST: The weather mage focuses their strike to attack their target with strength equal to their weapon power only. The weather mage can spend 1 ether to aim an elemental spell with the same power instead. Optionally, the weather mage can spend 1 ether to change the weather based the chosen gem for the following round (see Weather & Disasters). 5. DAMAGE/BAD FORECAST: The weather mage is struck by the opponent’s attack. Optionally, the weather mage wastes 1 ether forecasting a weather that does not happen. 6. SPECIAL DAMAGE/WEIRD FORECAST: The weather mage is struck by the opponent’s special skill. Optionally, the weather mage spends 1 ether forecasting but conjures an unintended weather disregarding the chosen gem for the following round. Weather & Disasters: FORECAST The Weather Mage can change the weather for future rounds with a gem in their possession. The duration of the forecast depends on the roll. The new forecast replaces any previous weather conditions. Breezy (Sapphire): doubles wind-elemental damage, halves earth-elemental damage Bright (Diamond): doubles light-elemental damage, halves darkness-elemental damage Cold (Opal): doubles ice-elemental damage, halves wood-elemental damage Dim (Amethyst): doubles darkness-elemental damage, halves light-elemental damage Dry (Garnet): doubles earth-elemental damage, halves lightning-elemental damage Electrified (Topaz): doubles lightning-elemental damage, halves water-elemental damage Hot (Ruby): doubles fire-elemental damage, halves ice-elemental damage Humid (Aquamarine): doubles water-elemental damage, halves fire-elemental damage Lush (Emerald): doubles wood-elemental damage, halves wind-elemental damage DISASTER The Weather Mage’s Shield-skill depends on the current weather condition. If there is no current weather condition or it is not one of the nine basic weather conditions, the Weather Mage will instead change the weather for the remainder of the battle based on the chosen gem, starting from the following round. Abyss (during a Dim weather): Avalanche (during a Cold weather): Earthquake (during a Dry weather): Flood (during a Humid weather): Inferno (during a Hot weather): Kudzu (during a Lush weather): Sunflare (during a Bright weather): Thunderstorm (during an Electrified weather): Tornado (during a Breezy weather):
  16. Just so it happens, that's actually going to be the worst roll for the Weather Mage when attempting to forecast weather. I'll post the first draft of the stats to the Expert Job Class topic in a jiffy.
  17. I didn't know meteorologists possessed arcane powers. I think there should be one more spellcaster among the Expert Classes, since there's currently only the Necromancer. The different weathers do not nullify any element, they just halve their power. For example, a fire spell against a beast would do normal damage in a cold environment, while an ice spell would do quadruple damage. Makes spellcasting that much more tactical, doesn't it?
  18. I've been mulling over about the weather system I've experimented with during Quest#100. I want to incorporate into the game mechanics but keep it optional for the QMs. Here's the basic climates I've ended up with (modified from the ones in the quest): Breezy: doubles wind-elemental damage, halves earth-elemental damage Bright: doubles light-elemental damage, halves darkness-elemental damage Cold: doubles ice-elemental damage, halves wood-elemental damage Dim: doubles darkness-elemental damage, halves light-elemental damage Dry: doubles earth-elemental damage, halves lightning-elemental damage Electrified: doubles lightning-elemental damage, halves water-elemental damage Hot: doubles fire-elemental damage, halves ice-elemental damage Humid: doubles water-elemental damage, halves fire-elemental damage Lush: doubles wood-elemental damage, halves wind-elemental damage QMs would be able to freely combine these (for example, a desert could have Hot & Dry weather, doubling fire and earth damage and halving ice and lightning damage), or make up their own advanced variations. Also, these nine weather types would be used by a potential new Expert Job Class, the Weather Mage. Aside from casting spells, it would be able to change the current weather for a restricted number of rounds, and it's Shield-skill would be tied with the current weather (conjuring natural disasters, like avalanches, tornadoes and earthquakes). Any comments?
  19. I encountered a problem editing my "About Me" page - mainly that it doesn't allow me to edit it. I got the following message: Help?
  20. The rockling mage peered into the darkness, and spotted Althior's figure. "Do come closer, my eyes aren't what they used to be. I don't know how much I can be of help, since you can't enter the Tower unless you're a golem. Even I'm not welcome there anymore, and I work for the ungrateful hag that rules the damned spire." "That's our MASTERFUL plan, ya see? You MAKE us look like 'em golems, and IN we go!" The crater began to echo with the geomancer's laughter. "Ahahaha! All my years molding golems in this gods-forsaken pit, I've never met any living soul who wanted to become one themselves! Now I've truly heard it all! Hehehee..." "So, will you do it, Madame?" "Please, just call me Cinnabar. I just might do it, for my own amusement, but first you have to do me a favor. You see, some time ago, I was made the Rock Champion of Decamon by the Emerald Emperor, but nobody has come to challenge me yet. If one of you took a match against me, I would be most pleased." "Oh spare me! Must we really participate in that dreadfully boring card game just to get ourselves covered in mud?! Will this dreadful day never end?!" "Nur, you seem to be the only one of us carrying any Decamon cards, so it is up to you now." Does Nur take Cinnabar's challenge, or would the party rather take a more hostile approach in convicing the geomancer?
  21. "Ah, no drinks for me, Hybros", Ellaria declined with a smile. "I don't have the head for them..."
  22. "Sounds like a PLAN!" "Except wont that geomancer notice us frolicking in the mud right in front of her house?" "Maybe we should, you know, ask nicely for her help?" The alchemist shrugs. "Who knows, it might work for once."
  23. Ellaria watched as the others drank their Mulled Wines, then thought it over. She took out her Scroll of Inspiration and cast a spell on herself for as many times it required for it to be successful. "This should bring me up to par..."
  24. QM Note: Sorry, I've been too busy to get much building done, so you'll just have to rely on descriptions... The disabled golems made their way to a large crater in the middle of the scorched plains. There was a vast pool of mud at the bottom of the crater, with a ramshackle building perched on its shore. On a platform extending from the building stood a rockling with a pointy brown hat. The golems slumped to the rockling. "Boys, look at the shape you have gotten yourselves into! I'm telling you, the stonehearted witch in the Tower just doesn't treat you right. Well, come closer and let mother Cinnabar fix you up in a jiffy!" The female rockling then started to chant, and the golems got covered in a stream of mud, clay and stone that rose from the pit. Soon their missing appendices had been replaced. "So this is where the Tower gets its servants from, then", whispered Walbartan to the others as they peered down from the edge of the crater. What do the heroes do now?
  25. "I think I'll skip the drinks this time, if nobody minds", Ellaria said, smirking. She felt she needed to be on her A-game, for the tons of solid earth all around her made her fidgety enough.
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