Welcome to Kobolz. I, am Drakel.
Not much to say, I'm new at this but have a lot of ideas down for the game.
First off, this game will be having a Forward and a backwards option, meaning that when there is an opening that allows you to move forward or backwards, YOU CAN!!!
In the Command Thread (NOT HERE) You must write your command like such.
When you Level, it’ll look like this.
>> (Level Up Choice)
In this Game, there will be several “rooms” to be in. Every room will be different, but one out of every 3-5 “rooms” WILL have a Secret Shrine and/or a Mini-Game. Finding these WILL be of great benefit to your individual Kobold. However, BOTH the found Mini-Game and/or the found Shrine, once activated/played, can’t be activated nor played again until 24 game hours has passed. (72 Turns).
Every Kobold MUST have a chosen Dragon when it is created. Choose wisely because once you choose your Kobold’s Deity, there is no going back.
List of Dragons
Element: Fire & Sleep
Element: Lightning & Repulse (FUS RO DAH)
Element: Acid & Slow
Element: Fire & Weakening
Element: Frost & Paralyzing
Element: Acid & Death
Element: Water & Electricity
Element: Poison & Corrosiveness
- Element: Frost/Ice
(Click the image for a more detailed version of the Money)
Our Kobold money is called Scales. There are FOUR types of Scales, Copper scales, Silver Scales, Gold Scales, and Platinum Scales. Every scale has 5 pieces that can easily break off and be put back together again.
Every 1- Copper Scale Fragment = 1 copper
Every 5 Copper Scale Fragments = 5 copper
Same applies to Silver, Gold and Platinum.
The Kobold's money system is a lot better than that.
5 Copper Fragments = 1 Copper
5 Copper Scales = 1 Silver Fragment
5 Silver Fragments = 1 Silver Scale
5 Silver Scales = 1 Gold Fragment
5 Gold Fragment = 1 Gold Scale
5 Gold Scales = 1 Platinum Fragment
5 Platinum Fragment = 1 Platinum Scale
Also, Prices are called "Fragments and Scales" Which can be related to the U.S.A's "Cents & Dollars".
MINING & ORE
There will be two ways to mine any form of Ore. You can find Rocks to mine the Ore out of or you can find cracks in stone walls that have color of the Ore. In numerical order this how much ore you will receive from each of the numbers in the picture.
1: 15 Ore
2: 5 Ore
3: 1 Ore
There are 19 types of Ore, all of which gives off it's own properties and usage. In numerical order (following the image) these are the Ores you may find.
10) Heaven Stone
11) Elven metal
12) Atlantien's Grace(metal)
14) Dwarf Iron
15) Death-Touched Metal (Necro-plate)
18) Red Stone
19) Wood (Yes, I'm counting it as an ore)
To know of the properties of these metals/stones, you must get it and try to make something out of it.
FAVOR VS. EXPERIENCE
How to Level Up?
You can level up through favor and/or experience. Both are very important in this game and can be very helpful into making progress towards the next level. They are two separate forms of "experience bars" so when one levels you up you can still continue to work on the other to level up further as well.
I kill a monster and level up through my experience. I am now level 2. I then managed to find a secret shrine and leveled up through my favor. Now I'm level 3.
Experience: This is gained by doing basic things like creating weapons, armor, houses, base, ECT... It can also be gained by doing quests, missions and teamwork like stuff. It is also gained by killing monsters, people and hostile enemies. When you level by experience, all of your stats are boosted but you also get to choose two of six stats that will receive double the boost.
Your options are: Health, Mana/Stamina, Strength, Speed, Defense and Attack. Make your decision wisely.
Health: Increases your Health Points, making you live longer in battle.
Mana/Stamina: Increases your Mana/Stamina points, Making you able to cast more spells or commit more special moves.
Strength: Increases your carrying weight.
Speed: Makes you move faster/farther each turn.
Defense: Makes hitting you harder, increases your blocking/dodging chances and increases your natural armor, decreasing damage you take.
Attack: Improves the damage you do with your attacks, Increases your chance to hit and crit.
Favor: This is harder to gain than Experience, but the benefit is greater. This is gained by pleasing your Dragon Deity . This can be done by finding secret shrines, doing the mini-quests, finding religious relics, converting other (NPC) Kobolds to follow your god, Creating new shrines/temples/statues for your god, and completing “Vision Quests that are given to you by your deity. When you level by favor your stats grow minorly but your God’s Skills and Gifts grow more, as do your abilities’ damage. You also get to make a choice of one out of three things given to you by your god.
Your options are: Randomly given Ability, Randomly Summoned Item, and Lucky Chance.
Randomly Given Ability: A random ability given to you by your deity that will reflect either/both your class and the deity that you have chosen.
Randomly Summoned Item: A randomly summoned item that your god thinks you'll be needing later on in your adventures. These could be weapons, armor, or anything else that you WILL be needing in a near future.
Lucky Chance: More like an IOU... should you be about to die this will create a major burst of luck that'll make something happen to save your life.
NOTE: It is Possible to earn NEGATIVE Favor. More Favor you get, more good things happen, Less Favor you get, less pleasant things can happen. Don’t piss off YOUR god. (Pissing off the other gods is fine though.)
IN GAME STATS
In Game there are only four Main Stats that you MUST pay attention to.
These Stats WILL be important to your survival.
If you lose all your Health, you WILL die.
If you lose all your Mana/Stamina you CAN’T cast spell or use special moves.
You allow your hunger to drop to 0, you WILL begin to lose health.
If your Weight is full, you’ll either move very slowly or you can’t move at all.
Lower Health, more chance there is for you to die.
Lower Mana/Stamina, less powerful spells/abilities you can perform.
Lower Hunger, more you’ll need to eat to survive.
Higher Weight, Slower your character will move.
It’s as simple as that.
Under these four stats there will also be your Favor & Experience “Stats”, which will tell you how close you are till leveling up.
Magic users are the only ones to use mana. They must learn spells by reading tomes or by using an enchanting table. Mana is magical energy and for major spell casters like mages sorcerers, Witchdoctors and more, it is their only source of power. More Magic means more power for them since they can't use stamina. Each magic user can only use a certain type of magic and can't learn all types of magics. (Necromancers can't use light magics, Druids can't learn technomancy, and Witchdoctors can't learn Rune magics)...
Fighters or Stealth users can't use mana. Instead they use Stamina. Those who use stamina must create Special moves or tricks through either combat or training. Stamina is the energy source for major fighters or stealth users like BattleMasters, Rogues, Knights, Rangers and ect... Unlike Magic, where only certain types of magics can be used once your class is picked, Tricks and Special moves are universal, meaning any stamina user can learn them. Major magic users on the other hand can not use Stamina.
Tricks ~ These are the traps, the sly moves, and stealth related attacks or movements. These give way for multiple attacks of opportunity and quick movements while also preventing yourself from getting hit. These also help determine weak points and kinks in an enemy's armor or defense.
Special Moves ~ These are Major attacks that car near unblock able and are either for the offensive or for the defensive, or a small mix of the two. In any case these deal far more damage than tricks and are for more up front combat. These Help you smash, cut or force your way through an enemy's defense with ease or preventing them from getting through yours.
Buffs ~ These are Passive abilities that are used to help yourself and further your over all ability. They are constant as soon as you decide to use them and when in use it will take away a certain amount of your overall stamina until it is decided that you no longer wish to use these. These make you stronger, faster, stealthier, ect... continuously.
There are some classes that can use both Mana and Stamina but in a smaller amount than major users of them. These classes tend to be Spellswords, Templars, Battlemages, ect...
Every character WILL have their own individual Stat Sheets.
There are no Teams made.
Stryder: Weapons Master; Chromatic Red
You carry ONE spear, TWO 1-handed Swords (one Long, the other Short), ONE 2-handed Sword, and SIX 4-blade Shurikens. You are capable in using any weapon with skill. Focusing on one weapon at a time is rather pointless to you and so, during combat you can quickly switch your weapons. You follow the Chromatic Red Dragons above all other things.
Knight: Witchdoctor; Chromatic Red
You have a Shrunken head (+5 mana) and you are able to hex something to where its stats are all weakened and if you cancel the spell it will then poison, dealing damage over time. (10 mana), as are you able to summon two minion spirits should you create a mask for them first. (5 mana). You wear a Witchdoctor voodoo mask, so while you are able to use "fear" to scare your living, non demon creatures your level. You have a mana of 25 (30 with Shrunken head)
Voodoo Spirit lvl 1
Life steal (low)
Kamikaze (they fucking explode if you wish them too, at cost of them dying and you losing some HP... must happen BEFORE they die.)
Kill: Lord Death; Black Chromatic
Killbones has a poisionois bladed staff, giving damage overtime and holds a small chance of catching people on fire if the skull in the staff hits. He is undead, so piercing, poison, and unholy damage does not harm him though holy, blunt damage does extra damage. He lives longer in fire and is also covered in spikes, forcing damage upon thought who attack him in melee combat. He can learn necromatic/deathknight spells over time and currently has one spell called "LifeDrain" (5 mana). Current mana is 10.
Nat: Magical Puppeteer; Black Chromatic
You have two dolls, each giving you a spell. The first is the one on your horns, called the "All Seeing Fun Watcher" Doll, as long as you hold this doll, you have the ability "Hypnotic, Ecstatic Gaze." (5 mana) The second doll is on your Tail called "Loving Conceit" Doll, this doll is a doll-like replica of you and gives you another spell called "Calming Illusion" (10 mana). Your main weapon is your Puppet, which has an enchantment on it that creates a chance of you taking control of an NPC and force it to do your bidding for as long as you can play with the puppet, however once the enchantment is over the controlled will go into a rage towards YOU, boosting all of it's stats greatly and permanently until you are killed. (the target who was controlled is also immune to all of your spells for 5 turns). This enchantment costs no mana for it's spell-like ability. You also have a flute, which gives you higher Charisma when talking to those who hear it's tune. You have a mana of 15
Hypnotic, Ecstatic Gaze: This spell has two abilities; First can put three targets to a sleep (in which they will be awakened once they are touched) and the second ability makes a single target feel a lot of joy for no reason, boosting the chances of your enchantment working on said target. When casting this spell, you must choose only one of the two abilities that you wish to use at the time.
Calming Illusion: This spell creates a self illusion that can calm a target when it looks at you, tricking them into liking you just by your appearance and makes them an ally for five turns with no side effects.
Flash: Runemaster; Blue Chromatic
You start with a Runed Staff that increases the power of your runes by 4%, and you have a journal that is essential to rune-casting. You also have Runic Eyes, which gives you the ability to read demonic, magic, elven texts. You are naturally a faster swimmer than the others thanks to your finned tail. You can cast two runes every ten turns and you have three runes available to you. Your runes are "Life", "Protection" and "paralyze" (each cost 2 mana). You have a 12 mana.
Runed Staff is a soulbound weapon that grows in power with you. Every level it's power will increase by 2%.
Your Journal carries all your runes and to get more runes you must dedicate two turns t have the spell... first is reading the rune's meaning, the second is writing it in your journal. Should you lose your journal, you will be able to memorize the last three runes that you've used and only those runes until your journal is returned.
Runes are Area of Effect spells that either target those you consider enemies or those you consider allies. Rarely do they target both. All runes generally cost around 2-4 mana at any and all times.
- Life: This rune swiftly regenerates the life of any ally in it's area of effect... the longer a person is in this Rune's area of effect, the more health they'll be regenerating over time. Lasts 5 turns. (1- +5% Health regain, 2- +10% Health regain, 3- +15% health regain, 4- +20% Health regain, 5- +30% Health regain) (Up to 5 allies can stand in this rune's Area of Effect)
- Protection: This Rune increases the armor of your allies who stand in it's area of effect. The longer a person is in this Rune's area of effect the more armor that person will have. Lasts 4 turns. (1- +10% Armor increase, 2- +15% armor increase, 3- +23% armor increase, 4- +35% armor increase)(Up to 5 allies can stand in this rune's Area of Effect)
- Paralyze: This Rune paralyzes any enemy who stands in it's area of effect. This lasts up to three turns. (Up to 3 enemies can stand in this rune's Area of Effect)
Dragomir: Necromancer; Red Chromatic
You start with a skull wand, which Shoots out a (free) Necro-bolt. You can cast "Raise Skeleton" (5-20 Mana and you can cast "Reap" (10 mana). You can learn Necromatic spells and later on you'll even be given the option to become a Litch. You are resistant to all unholy magics, which takes away 25% damage taken from any unholy attack and gives a +5% chance of immunity from any Unholy Damage. Holy attacks deal 2-3x (4-5x when crit) damage against you. You have 20 Mana.
- Necro-Bolt: A free from cost spell that shoots a bolt of unholy energy an enemy. This spell does 2x damage to holy creatures however any unholy creature is immune to this spell. (15% Dmg)
- Raise Skeleton: You can cast this two times and the cost of the spell depends greatly on the size of the corpse it comes from. Size matters since the Skeleton will be given advantages and disadvantages due to it was Taken from. (5 mana = Small, 10 mana = Norm, 15 mana = large, 20 mana = Giant)
- Reap: You deal damage over time for three turns after a damaging “Reap” attack in the first turn. The damage over time lasts for 3 turns. (1: 35%Dmg + 10% Dmg)( 2: 10% Dmg) (3: 10% Dmg)
Sophi: Mod's Paladin; Bronze Metallic
She starts with a “Banishing Hammer” which is enchanted with "Banishment". She also is given extra strength and double health. Sophi's attacks always deal Holy damage.
Banishment: Starts with a 2% chance to Auto Kill anything it strikes. This enchantment increases it’s killing chance every time something is killed by it.
Saint Cristle: Winter's Gift Giver; Silver Metallic
You start with the “Gift Giver’s Bag of Holding” and the spell “Frosty”(5 mana). You’re also a very fat Kobold so you ‘walk’ slowly but it also takes 5x longer for you to starve. You have a 25% frost resistance and a 5% chance to be immune to any frost attack. When it is Christmas (in Real Life) you are 100% indestructible and can never die. You have 10 mana.
- Gift Giver’s Bag of Holding: Has two Enchantments: 1) Items placed in this bag weigh one half the normal weight. 2) (Night Phase only) you can EITHER grab a temporary item from the bag that’ll only last 5 turns OR you can give a lucky person a permanent random item from said bag. (This Item will disappear if ever returned to you) (Works only 3 times every night phase)
- Frosty: 50% chance of freezing a target hit by this spell for three turns. 50% chance in slowing a target hit by this spell’s movement by 25% for 6 turns.
If you haven’t already joined, here is a character sheet for you so you CAN make your own Kobold and join in on the fun.
Click Here for the Command Thread!
NOTE: I am not 100% complete with the information and will be notifying everyone every time I DO add information onto this OP.