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Hey [you]! If you haven't noticed, this is now the old digibutter forums. Go over to the new site!
digibutter.nerr
It's Hi-Technicaaal!
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Sonic the Hedgehog Vampire
Joined: 14 May 2007 Posts: 742
HP: 5 MP: 0 Lives: 0
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Posted: Mon May 14, 2007 10:43 pm
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Magikoopa #42 wrote: | Sonic the Hedgehog wrote: | lul does the character HAVE to be a mario character?
If I can, i want to use Sonic the Hedgehog for a character
HOLD ON, ILL USE PENGUIN FOLK IN SONIC AINT USEABLE : D |
How about a penguinfolk with super speed? |
DEAL! |
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Current form: Normal Marker Magikoopa Vampire
Joined: 04 May 2007 Posts: 2261
HP: 38 MP: 6 Lives: 0
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Posted: Mon May 14, 2007 10:50 pm
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Shadow The Hedge Hog wrote: | Shadow The Hedgehog or Gigabowser |
The person who made the PDF file is trying to keep it as being something with just rules for Nintendo characters, so there are no hedgehogs in the game, but I think that GigaBowser might be possible. |
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Larry Koopa Sam
Joined: 30 Apr 2007 Posts: 16957
HP: 35 MP: 1 Lives: 0
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Posted: Mon May 14, 2007 10:51 pm
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OK! IM A KOOPA that has a spikey shell, sharp teeth, "Look at avatar" and i am very sneaky.. is that good enough? |
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Current form: Normal Marker Magikoopa Vampire
Joined: 04 May 2007 Posts: 2261
HP: 38 MP: 6 Lives: 0
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Posted: Mon May 14, 2007 10:57 pm
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So it seems that the participants will be... 1. ? Block 2. Larry Koopa 3. Sonic the Hedgehog 4. Shadow the Hedge Hog
If one of these guys doesn't show up for the contest on Thursday, I'll allow the first person who offers to take their place and character in the contest.
And Larry, characters in Mario D20 are usually defined by their species and what classes they have levels in. A koopa who has levels in Bandit will be different from one with levels in Healer or Mage or Sharp Shooter.
A description of what abilities, weapons, strengths, and weaknesses you want your character to have will probably help alot (as long as they're somewhat possible). |
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21
Joined: 21 Apr 2007 Posts: 59
HP: 100 MP: 10 Lives: 0
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Posted: Mon May 14, 2007 11:05 pm
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Ack, incase it wasnt obvious, I was hoping I could join this too... maybe somebody could forget... >_> |
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Soul Reaper Yamada Hanataro Jailed Vampire Werewolf
![Jailed Jailed](images/jailed.gif)
Joined: 14 May 2007 Posts: 7547
HP: 31 MP: 4 Lives: 0
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Posted: Mon May 14, 2007 11:07 pm
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so I'm Gigabowser and I will win
Last edited by Yamada Hanataro on Mon May 14, 2007 11:08 pm; edited 1 time in total |
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Sonic the Hedgehog Vampire
Joined: 14 May 2007 Posts: 742
HP: 5 MP: 0 Lives: 0
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Posted: Mon May 14, 2007 11:08 pm
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Shadow The Hedge Hog wrote: | so I'm shadow and I will win |
when in reality, you are gigabowser for the contest, and shadow for the forum =o |
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Current form: Normal Marker Magikoopa Vampire
Joined: 04 May 2007 Posts: 2261
HP: 38 MP: 6 Lives: 0
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Posted: Tue May 15, 2007 1:01 am
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Francis wrote: | wow, thats alot of info. Umm, could you maybe run through an example of what a few rounds of battle might look like? | Example of one round of combat NOTE: I will use Sonic in this example, but only because I won't have to come up with precise stats for him, so don't expect me to let you use him in the actual battle. Also, I thought that it would be more entertainning if it featured a Mario vs. Sonic battle.
Sorry, but this is going to be a pretty rushed example. When Thursday arrives, I plan on having the battlegrid shown after each person's turn. There will also be alot more use of numbers.
Round 1 The combat has just begun, and it turns out that a ? Block is behind Mario
Sonic I rush towards the ? block and try to take whatever's inside of it.
GM Sonic's speed is enough to reach the ? Block with a single move action. I'll also count taking the item as a single move action. So that would use up your entire turn. Also, since you had moved close enough to Mario durring your dash towards the block, I'll have to let him have an attack of opportunity against you. Do you use that attack of opportunity Mario?
Mario Yeah, I try to whack him with the mallet I'm holding.
GM Ok then. *works out the chance of Mario managing to hit Sonic with the mallet, and uses the website with the random number generator to decide if the chance was good enough, and finally displays the result.* It seems that Sonic's high dexterity was just enough to reach the ? block without getting a mallet to the face. Inside of it, he finds a metal cap. It's now Mario's turn.
Mario Finally! I run after him and let him have it with the mallet.
GM *checks a few things* It seems that that would be kinda close to what a charge attack is, and the D&D player's handbook has a rule for it. It doesn't provoke an attack of opportunity and increases your chances of the attack landing, but it'll make you easier to hit until your next turn. Would you like to do that?
Mario Yes.
GM *checks to see if the attack lands* You manage to slam you mallet into him. You do *calculates the damage from the attack* (insert result here) damage to him. It is now Popple's turn.
Popple (who turns out to be not that far from Sonic) I want that metal cap, see? I go up to him and steal it, see?
GM He's only half of your movement speed away from you, so you are able to use your tumble skill to try to avoid attacks of opportunity, and you also have the "Mug" talent. Will you be putting those to work?
Popple Yes, see?
GM *calculates whether the tumble skill managing to prevent attacks of opportunity from Sonic* You manage to do some fancy acrobatics to keep Sonic from being able to hit you as you approach him. *calculates whether the steal attempt and the attack from the use of the mug talent succeed* You manage to steal the metal cap from him, and smack him (I actually haven't played any of the handheld Mario RPGs, so I don't know what Popple attacks with). It is now Bowser's turn.
Bowser They're all lined up nicely? GRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHH!!!!!!!! I let them have a taste of my fire breath. It does say in the pdf file that it can hit everyone in a straight 60' line from me right?
GM *checks* Yeah. So, how much MP are you using for it?
Bowser All that I can.
GM OK then. *finds out which characters make the save DC for the attack* It looks like Mario was the only one to withstand the heat, but he still takes half damage. *calculates the damage* And it does (insert damage here) to Popple, and Sonic, while Mario takes half of that. Sonic has been dropped to 0 HP now, so he's out. It's your turn now Mario.
Sonic Darn!
Note: No plumbers, hedgehogs, beanfolk, koopas of royal descent, or ? blocks were harmed in the making of this example. |
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Elite Nerr Francis
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Joined: 16 Apr 2007 Posts: 6974
HP: 50 MP: 3 Lives: 0
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Posted: Tue May 15, 2007 7:45 am
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Magikoopa #42 wrote: | Example of one round of combat |
Awesome, thanks! That makes things a lot easier to understand. Sounds like fun ![Smile](images/smiles/icon_smile.gif) |
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Larry Koopa Sam
Joined: 30 Apr 2007 Posts: 16957
HP: 35 MP: 1 Lives: 0
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Posted: Tue May 15, 2007 10:08 am
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ok i get it now |
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Bowser Vampire
Joined: 18 Apr 2007 Posts: 405
HP: 90 MP: 5 Lives: 0
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Posted: Tue May 15, 2007 1:34 pm
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EDIT: Actually, scratch that! I ALMOST forgot I had some important work to do! |
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WHO HA HOO HEY HOOM Paper Luigi Vampire
Joined: 09 May 2007 Posts: 6855
HP: 1 MP: 7 Lives: 0
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Posted: Tue May 15, 2007 4:35 pm
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I'm in, as Luigi! |
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Lifeless Intellectual Crappy Shifty Luigi Dead
![Dead Dead](images/rip.gif)
Joined: 12 May 2007 Posts: 2619
HP: 0 MP: 4 Lives: 0
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Posted: Tue May 15, 2007 4:47 pm
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Anyone using Bowser? |
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Current form: Normal Marker Magikoopa Vampire
Joined: 04 May 2007 Posts: 2261
HP: 38 MP: 6 Lives: 0
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Posted: Tue May 15, 2007 6:48 pm
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Shadow The Hedge Hog's character
Gigabowser Royal Koopa Large Monstrous Humanoid Hit Points: 65 hp Magic Points: 23 mp Initiative: -4 Speed: 30' Armor Class: 9 (-4 Dex, +4 class, -1 size), touch 9, flatfooted 5 Defense: 13 Base Attack/Grapple: +15/+20 Attack: Claw +19 melee (1d6+11) or ranged touch attack +4 Full Attack: Claw/Claw/Bite +19/+19/+17 melee (1d6+11/1d6+11/1d8+13) or ranged touch attack +3/-2 Space/Reach: 10 ft./10 ft. Special Attacks: Breath Weapon Special Qualities: Fire resistance 20 Saves: Fort +19, Ref +2, Will +4 Abilities: Str 32, Dex 2, Con 17, Int 6, Wis 6, Cha 11 Skills: Intimidate +10 Feats: Multiattack, Power Attack, Heroic Monster
Breath Weapon (Ex): As an attack action, a royal koopa can spend 6 MP to spit a ball of fire. This deals 4d6 points of fire damage to one creature within 60' on a successful ranged touch attack. Alternately, the royal koopa can spend up to 2 MP per Hit Die to breathe flames into a 30' cone or 60' line, dealing 1d6 points of fire damage per 2 MP spent. Affected creatures are allowed a Reflex save for half damage (DC 17), the save DC is Constitution-based.
Power Attack description: You may subtract a number from your attack roll to add the same number to your damage roll. This must be made before the attack roll is done. (in layman's terms, you make a bigger attack that has a greater chance of missing)
Star Blessed (Str): When you spend MP to improve a Strength check or a Strength-based skill check, you gain a +2 bonus per MP spent. Immune to Strength damage and Strength drain.
I'm not willing to use anymore creatures listed in chapter 7 of the PDF file as player-controlled characters unless they have an (insert creature here) as characters thing listed.
I'm going to go back to work on the other 3 characters.
Last edited by Marker Magikoopa on Fri May 18, 2007 8:25 pm; edited 3 times in total |
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Current form: Normal Marker Magikoopa Vampire
Joined: 04 May 2007 Posts: 2261
HP: 38 MP: 6 Lives: 0
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Posted: Wed May 16, 2007 6:11 pm
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And here's ? Block's character.
Paul Cheep-Cheep Medium Magical Beast (Aquatic) Levels: 3 Bandit, 5 Sharpshooter, 2 Level Adjustment Hit Points: 59 Magic Points: 29 Initiative: +7 Speed: speed 5', swim 40', fly 40' (Poor) Armor Class: 18 (+3 Dex, +5 class), touch 18, flat- footed 10 Defense: 1 Base Attack/Grapple: +7/+5 Attack: Bite +5 melee (1d6-2 bludgeoning and slashing and piercing), FLUDD +14 ranged (1d6+6 nonlethal bludeoning) increment 30' Full Attack: FLUDD +14/+9 ranged (1d6+6) increment 30' Space/Reach: 5'/5' Special Qualities: Low-light vision, create water, Gills Saves: Fort +9, Ref +11, Will +3 Abilities: Str 6 Dex 24 Con 18 Int 8 Wis 12 Cha 10 Skills: Bluff +7, Hide +14, Listen +8, Move Silently +14, Swim +5, Spot +8, Tumble +10 Feats: Armor Pierce, Far Shot, Exotic Weapon Proficiency (FLUDD), Point Blank Shot Talents/Class Abilities: Deadeye (twice), Greater Shrapnel Burst, Improved Shrapnel Burst, Pinpoint Accuracy +2, Preserve (25%), Sharp Aim, Shrapnel Burst Weapon Proficiencies: all simple/martial ranged weapons, FLUDD, club, mallet, and dagger
Gills (Ex): A saltwater cheep can hold its breath out of water for a number of hours equal to ½ its Constitution score.
Create water as a spell-like ability, caster level ½ character level or existing caster level, whichever is higher.
Weapon: FLUDD Dmg: 1d6 Critical: x2 Range Increment: 30' Type: Bludeoning Max Dex Bonus: +3 Armor Check Penalty: -4 Spell Failure Chance: 25% The Flash Liquidizer Ultra Dousing Device is intended for use as a cleaning tool in hard-to-reach areas, but works quite well in combat too. Its modular design accepts multiple nozzle heads for specialized functions, but its default is a simple spray nozzle. The FLUDD must be strapped on to be properly used, taking up the same equipment slot and imposing the same penalties as scale mail without granting any Defense, but the wielder does not need to draw it and can keep both hands free as long as he isn't firing. The FLUDD carries 5 gallons of its own ammunition, water, and uses one gallon each time it is fired. The wielder may refill 2 gallons as a swift action while submerged in water. The FLUDD deals nonlethal damage, but its wielder may take a -4 penalty (in addition to the nonproficiency penalty for not having the Exotic Weapon Proficiency feat) to deal lethal damage with it. As a full-round action, a character may empty the FLUDD's tank in all directions in a 60' burst, dealing 1d4 points of nonlethal bludgeoning damage per gallon (1d3 for small wielders) to each creature in the effect. Creatures are not allowed a save to avoid this effect. Concentrated-fire can be exceedingly effective against creatures that can be broken up or smothered. The FLUDD typically deals 3d6 points of lethal damage (2d6 for small wielders) to oozes, swarms, and other dispersible or dousable creatures, though the exact effects are up to the GM.
Poor flight maneuverability: When flying, this creature must move atleast half of its fly speed or land at the end of the turn. If he is too high to land, he falls. He can turn 45 degrees after each 5' he flys. He can fly upward at an angle of 45 degrees at half of his fly speed. After flying downward, he must level off for 10' of distance before he's able to fly back upward.
I appreciated his input on what he wanted his character in this to be like. The whole being able to fly thing might be difficult for me to deal with though. I'll still allow the character that ability though.
I would also like to take this time to mention that I've decided to delay the contest a bit. I've noticed that it's taking me longer than I thought it would to make the characters, so I've decided to have it start on Sunday instead of Thursday. I've noticed that it seems to take me about a day to create each character, so I should be able to get the other two characters done by the end of Friday. After that, I'll have to put up with the "That's My Bowser" quiz showdown, and I can then proceed to create the battlegrid that's going to be used. |
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