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Sine 2310 ![]() ![]() ![]() ![]() ![]() Level: 94 Posts: 519/2316 EXP: 8200571 For next: 156086 Since: 07-07-07 Since last post: 3.7 years Last activity: 289 days |
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Restarting again... Bear in mind that I lost the first post, so I had to recreate it. It may not be as factually eccurate as last time
~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Pit of 10 Trials ~~~~~~~~~~~~~~~~~~~~~~~~~~~ No, that is not a typo, this is really The Pit of 10 Trials. But why only 10? Well, for several reasons actually. The first one mainly being that the big pit isnt quite finished yet; it's still under reconstruction. So we arent quite ready to go just yet. Secondly, there are a few things that we want to do that are hard to simply put down on paper and go with. So consider this pit a "beta-test" of sorts. Because of this, participation is limited (and has already been picked). I will also not be copying "the novel", also known as the rule post at the beginning of every pit. I will only be summarizing, and noting things that have changed. Be sure to read though. In any case... here it is! ~~~~~The Pit of 10 Trials~~~~~ ====================================== Chapter 1: Rules and Regulations ====================================== The Pit of 10 Trials is a turn based, square layout, team oriented RP game. The general idea is to pick squares and interact with what may come up until you find the pipe for a floor. However, be sure to search for treasure that may help you on your way. Should you not choose to pick a square, you have several options available, including attacking enemies, using items or skills, or resting/defending. These logistics are outlined below. ~~~Turn Usage and Combinations~~~ The following actions will take up your entire turn: -Square-picking -Destroying an Obstacle -Using an enemy-affecting Tech, spell, or item, including both status-effect producing ones and attacking ones -Resting -Defending The following actions will not necessarily take up your entire turn, but can be used on their own anyways. -Swapping a badge -Using a healing item -Using a healing spell/tech. -Using a stat-boosting item -Using a stat-boosting spell/tech -Attacking normally -Attacking with Magic Missile The following combinations of actions are therefore legal -Badge-swapping + using a healing item, tech, or spell. -Badge-swapping + using a stat-boosting item, tech, or spell. -Badge-swapping + using a "normal" (i.e. non-tech or spell) attack, or using Magic Missile -Using a healing item, tech, or spell + using a stat-boosting item, tech, or spell. -Using a healing item, tech, or spell + using a "normal" (i.e. non-tech or spell) attack, or using Magic Missile ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Resting is a new feature to the pit. In exchange for one turn, you get to sit down and recover a bit of HP and FP. Returns from this diminish with consecutive uses so use wisely. Defending prepares you for a potential attack by using your turn to bolster defenses. Defending can potentially save you from death blows. =============================================== Chapter 2: Your Character and your Stats =============================================== During the course of the game, you will want to keep a close eye on your stats. They determine what your character can and cannot do. Assigned to your character are seven basic stats. They consist of... *HP: Your hit points. They are your lifeforce for the game. If you run out, you die. *FP: Your flower points. This is your traditional "mana pool" that your skills pull from. If this runs out, you cannot perform skills. *Physical Attack (PAtt): The equivalent of your character's strength. Increases your ability to damage physically *Physical Defense (PDef): The equivalent of your character's endurance. Reduces the amount of physical damage you take *Magic Offense (MOff): The equivalent of your character's intelligence. Increases your ability to damage magically *Magic Defense (MDef): The equivalent of your character's focus. Reduces the amount of magic damage you take. *BP: Your Badge Points. This stat determines whether you can equip badges to help your character. These are your seven core stats. Alongside of these, your character has other attributes. They consist of... *Character Level (C.Lvl): The current level of your character. Everytime you gain one level, this increases by 1. *Skill Level (S.Lvl): The level of the skill of your character. This grows as you gain skill points. For every skill point you invest, you gain one skill level. *Skill Knowledge (Spells/Techs): A list of all of the spells and techs you currently know. *Star Points (SP): These are your "Experience Points" for the game. If you accumulate 100SP, you will gain one level. *Ability Points (AP): Ability points are the "currency" that allows you to upgrade your stats. *Skill Points (SkP): Skill points are "currency" that allows you to learn and master the many available techniques and spells that your character can learn. Your inventory contains a few things. *Coins (c): The currency of the game. You use it to buy stuff from shops that may appear on a floor. *Items (Items): Items are anything that can be picked up and used for an effect. You can carry an unlimited amount of items in your bag. *Badges (Badges): Badges that you come across during your adventure in the pit are also stored in your inventory. Badges can have various effects that you will have do discover on your own. They are equipped using BP. ~~~~~Your Character and Your Stats - Starting Off~~~~~ When you begin your adventure, your stats will look like the following. HP: 10 FP: 5 POff: 2 PDef: 1 MAtt: 2 MDef: 1 BP: 0 AP: 10 SP: 0 SkP: 1 As you can see, you are given 10 ability points to start with. You may distribute these in any way you would like, according to the distribution rules. 1. HP: One AP for three extra HP. 2. FP: One AP for two extra FP. 3. PAtt: One AP for one extra PAtt point. 4. PDef: One AP for one extra PDef point. 5. MOff: One AP for one extra MOff point. 6. MDef: One AP for one extra MDef point. 7. BP: One AP for one extra BP. ~~~~~NEW CONTENT: SKILLS~~~~~ Skills are one of the things that has been completely refurbished, so pay attention. You may remember the old skill system, where the more SkP you invested in a level block of skills, the more skills that became available to you. The same concept is around, but in a completely different format. This time through, skills are divided out into two trees, Physical and Magical. On these two trees lie different branches of knowledge for that tree. (Example: A fire branch on the magic tree). By investing SkP into skills on the branch, you begin to master the branch, unlocking more skills of that particular type. The full trees will not be available for this test, however this is what will be available. ++++++++++ MAGIC TREE -Fire: --Fire -> Scorch -Water: --Water Jet -> Ice Shot PHYSICAL TREE -Foot: --Kick -> Charge -Fist --Punch -> Karate Chop ++++++++++ A short description of the skills so you can make a good choice for your first SkP Fire (3FP): A blast of fire at an enemy with a chance of burn. Water Jet (3FP): A jet of cool water at an enemy with a chance of stun. Kick (3FP): A swift kick to the enemy with a higher chance of critical hit. Punch (3FP): A quick punch to an enemy with a chance of Defense Down So, if you so like, you can invest points into the fire branch in order to learn both fire and scorch in the long run. One last note: Skills this time through take 3 SkP to master. So plan accordingly! =========================================== Chapter 3: Combat, Enemies, and Secrets =========================================== Remember that you are not the only characters in the pit. Enemies have a good chance of showing up in order to make your life complicated. Attacking has not changed. The general order of turns go "You find an enemy, it attacks, you attack enemies, and then the rest of the enemies attack you". The process continues until either one person in your group is dead, you find the pipe, or all enemies are dead. Enemies drop SP and coins upon death, along with a chance at an item. During battle, keep in mind that there are various status effects - helpful and harmful - that have a chance of showing up. Be sure to keep tabs. This time through, if you happen to die, you wont be sent back 5 floors. Instead the floor will be reset. This is to keep things moving. And as always... if you have any questions, feel free to ask me. ~~~~~~~~~~~~~~~~~~~~~~~~~~ However, I did not lose the data! SO...
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