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Posts : 11
Join date : 2018-08-05
Age : 24
Location : Maryland
View user profilehttp://roph2.freeforums.net/

Raid on Phoenix Hill III: Rallying Raiders

on Fri Nov 16, 2018 4:05 pm
What is Raid on Phoenix Hill?
Raid on Phoenix Hill is an AtoL-esque forum game - that means you play as either yourself or an original character with optional amounts of prose. You post actions in an effort to defeat a force of enemies arranged before you, as well as trying to keep your party alive. This time around, we're not pretending I've got a grand story planned out, or any semblence of forced limitations - you have total creative freedom over your characters, who are the stars of the show. The only restriction I impose is that we not use copyrighted content without modifying it - that is to say, blatant knockoffs are okay, but direct rips are not. You can be Megarock the Warrior, but not Megaman the Super Fighting Robot.

What does it bring to Terra Firma?
As someone with copious amounts of free time, running any edition of the Raid on Phoenix Hill forum game means I am going to work on a solid schedule. You can expect regular updates with little downtime once a Wave is active, though it's true that the downtime between Waves varies with my mood & mental health.

How do I play?
Simple - you make a character and you post actions once a week. In this edition of RoPH, you get three actions, hard cap, per week - each week is a Turn, by the by, if you're unfamiliar. When you act in-game is decided by your Order stat - higher Order means sooner action. Some actions will act as if your Order is higher or lower than it is.

What's this about making characters?
Raid on Phoenix Hill III, like II before it, offers character creation. However, this time, there's only four races and seven classes. The former decide your base stats, while the latter decide your equipment options and add to your stats slightly.

Can I get more details on character creation?
Absolutely. I'm going to wrap this in a BIG spoilerbox, and then use more as needed.

The Deets:
=THE RACES=
Human:
A balanced race who is capable of anything. Play this if you want to experiment.
=BASE STATS=

  • Health - 60
  • Order - 5
  • Strength - 10
  • Skill - 10
  • Spirit - 10
  • Evasion - 10
  • Ability - 10
  • Toughness - 10
  • Resistance - 10
  • Luck - 10

Elf:
An agile-but-fragile race who excels at Magic combat.
=BASE STATS=

  • Health - 40
  • Order - 7
  • Strength - 5
  • Skill - 7
  • Spirit - 15
  • Evasion - 15
  • Ability - 10
  • Toughness - 5
  • Resistance - 5
  • Luck - 10

Mechanix:
A mechanical race that is slow, but sturdy and accurate, suited to Ranged combat.
=BASE STATS=

  • Health - 50
  • Order - 4
  • Strength - 10
  • Skill - 15
  • Spirit - 7
  • Evasion - 5
  • Ability - 15
  • Toughness - 13
  • Resistance - 13
  • Luck - 10

Wilder:
A beastly race that is quick and strong, suited to Melee combat.
=BASE STATS=

  • Health - 50
  • Order - 6
  • Strength - 15
  • Skill - 10
  • Spirit - 10
  • Evasion - 15
  • Ability - 7
  • Toughness - 10
  • Resistance - 10
  • Luck - 10

=THE CLASSES=
Vagabond:
A masterless class trained in a little bit of everything.
Ability - Lucky Stand. Active. Luck*2% chance to survive a lethal hit with 1HP. Only one successful use per Wave.
Weapons - Saber, Crossbow, Wand.
Armor - Light, Medium
=STAT GAINS=

  • Health - 5
  • Order - 1
  • Strength - 3
  • Skill - 3
  • Spirit - 3
  • Evasion - 3
  • Ability - 3
  • Toughness - 3
  • Resistance - 3
  • Luck - 3

Paladin:
A tanky class specialized for melee combat.
Ability - Mighty Shield. STR/2+TGH/2% Chance to negate an attack. Active. Three uses per Wave.
Weapons - Saber, Club, Crossbow
Armors - Heavy, Super
=STAT GAINS=

  • Health - 15
  • Order - 0
  • Strength - 7
  • Skill - 3
  • Spirit - 1
  • Evasion - 1
  • Ability - 3
  • Toughness - 5
  • Resistance - 5
  • Luck - 3

Whisper:
A quiet class specialized to using Finesse weapons. More on those after the class deets.
Ability - Steal. Take an item from an enemy. SKL/2+LCK% chance of success. Active.
Weapons - Knife, Rifle, Wand
Armors - Minimal
=STAT GAINS=

  • Health - 0
  • Order - 3
  • Strength - 3
  • Skill - 7
  • Spirit - 3
  • Evasion - 5
  • Ability - 3
  • Toughness - 1
  • Resistance - 1
  • Luck - 3

Harmacist:
A greedy healer dedicated to causing pain. Good at staying alive.
Ability - Siphon. Heal yourself for damage dealt. SPR% chance of success. Active.
Weapons - Club, Knife, Rod
Armors - Minimal
=STAT GAINS=

  • Health - 10
  • Order - 1
  • Strength - 7
  • Skill - 3
  • Spirit - 7
  • Evasion - 2
  • Ability - 4
  • Toughness - 5
  • Resistance - 5
  • Luck - 3

Apostle:
A caring healer who restores others. Needs protection.
Ability - Heal. Restore 20% HP to an allied target. Usable twice per turn. Active.
Weapons - Knife, Bow, Wand
Armors - Minimal
=STAT GAINS=

  • Health - 5
  • Order - 5
  • Strength - 1
  • Skill - 1
  • Spirit - 1
  • Evasion - 10
  • Ability - 3
  • Toughness - 1
  • Resistance - 1
  • Luck - 5

Pupil:
A mage excelling in dealing damage.
Ability - Healthswap. So long as someone is willing, you can exchange your HP for theirs. Doesn't work on foes. Active.
Weapons - Saber, Rod, Tome
Armors - Minimal, Light
=STAT GAINS=

  • Health - 5
  • Order - 1
  • Strength - 3
  • Skill - 3
  • Spirit - 7
  • Evasion - 1
  • Ability - 3
  • Toughness - 1
  • Resistance - 5
  • Luck - 3

Ranger:
A distance fighter who excels in dealing damage.
Ability - Finisher. You may use it 5x per Wave, but after a successful use, it becomes unusable. SKL/2+LCK% Chance to kill a target immediately. Active.
Weapons - Bow, Crossbow, Rifle
Armors - Minimal, Light
=STAT GAINS=

  • Health - 10
  • Order - 2
  • Strength - 8
  • Skill - 8
  • Spirit - 8
  • Evasion - 3
  • Ability - 5
  • Toughness - 2
  • Resistance - 2
  • Luck - 3

The Weapon Deets:
So, you saw mention of Finesse weapons. Here's how Weaponry works in RoPH III...

Each weapon is divided in to one of three main categories: Melee, Ranged, Magic. This decides the first 50% of your damage formula - Melee is Strength, Ranged is Skill, and Magic is Spirit. However, after that, there's three subtypes, applied one per weapon: Brute, Finesse, and Arcane. They do the same thing in the same order - so a Brute Melee weapon deals damage based on 50% Strength, plus another 50% Strength - effectively, 100% Strength. You might lose a point during uneven division, but that's it. However, a Finesse Melee weapon deals damage based on 50% Strength, 50% Skill.

Here's how the weapons line up:

=Melee-base Weapons=
Club - Brute.
Saber - Arcane.
Knife - Finesse.

=Ranged-base Weapons=
Crossbow - Brute.
Bow - Arcane.
Rifle - Finesse.

=Magic-base Weapons=
Tome - Brute.
Rod - Arcane.
Wand - Finesse.
The Armor Deets:
This is really simple. There's five armor types, and they all offer different levels of Protection and Order changes. Here's how they stack up:

=Minimal=
Order +50%, but Protection -50%.

=Light=
Order +25%, but Protection -25%.

=Medium=
Order & Protection unaffected.

=Heavy=
Order -25%, but Protection +25%.

=Super=
Order -50%, but Protection +50%
Charms:
Lastly, there's Charms. You get one of these, and they handily boost a Stat of your choice, aside from Health. All Stats in question will be boosted by 25%, aside from Order which gets +15%, and then they will get Upgrade/10 percent added to that per level. Since Charms start out at +1, you get 1/10=10% added right away, stacking up to +35% for regular stats, and +25% for Order. Nifty, huh?

If you truly read all that, thank you. I put a lot of work in to pitching this game, and I ONLY request a larger space so that I might have a convoy. It just barely requires two threads, honestly.

_________________

Ten thousand kills, won over a thousand deaths. Oh well, could've done better!
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