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Your Deepest Desires
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The fantastical world of Aria was an interesting one, needless to say, and today was no exception to that rule, for in the days of Winter, a select few individuals are awakened from their sleep, each suddenly receiving exact directions in their minds to a place that they somehow knew would grant them a great reward. And that reward was different for every person, but no less desirable. Questions arose in each person's mind of course, and naturally some denied themselves from going, thinking it was some sort of magical trick. Others though were too curious. As for you? Well, those questions weren't gonna answer themselves...
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Players will choose one of three factions. The power of each player will scale according to how many players are in that faction, and also how many at once they are facing. If, for example, there is just one player in a faction and that player faces off against two players, that player will do double damage. If for some reason all players pick the same faction though, then all of them will be randomly auto-sorted into different factions. If a player dies, they must wait a minimum of 5 turns to get back into the game. Certain curses might extend this to 7 turns. Also, once a player is vanquished a second time, that will be the end of them for good.
The Possessed: Pact-makers. Wielders of a wide variety of spiritual powers both beautiful and nasty, depending on the user. The reputation these people have for being insane is well-deserved, though their madness can be somehow charmingly infectious to those around them. Who knows. Maybe we are the insane ones...
The Ritualists: Users of light magic. Believers in absolute beautiful truth. Incredibly tough to take down but do not have nearly as many offensive options available to them as the others unfortunately. Their game is a patient one. Let the waves throw themselves upon the steely rocks.
The Hunters: Destroyers. They seek the means to eliminate whoever stands in their path. Through knowledge of magic, finesse of body, or sophistication of technology, they do not care. If it works to obliterate, then it is good enough for a hunter. They are very weak though, thinking very little of any kind of defense.
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Once the player factions are chosen, and all player writes a short description of their character, the first turn will start, and players will then make a choice of three paths. Path A (the one forward) is the fastest route to the game objective. You will arrive there in ~3 turns, though players picking this route will have to consider that there will be two obstacles in their path, not including any player opposition.
Paths B (the one on the left) and C (the one on the right) both lead to powerful items with one obstacle each that will aid your faction in becoming victorious, though of course, any who choose this will have to go somewhat out of their way for them. It will take two turns to get to the first obstacle and the item, and then two turns back. Again, barring any player skirmishes.
Each of you knows that other people in different factions are also after the same end-goal. Best be that your faction wins.
A-0-S-0-A
..........|
.........0
..........|
.........R
..........|
.........E
S = Starting point
0 = Empty point
A = Obstacle and artifact
R = Obstacle
E = Obstacle and end goal
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During a turn, assuming you're not engaged in active combat already, you can choose to attack a player that is a different faction than you. If players in your faction are in the same point you are, they can join in on the attack. This is the attack order: Hunters go first. Then the Possessed. Then the Ritualists. If there is a boss or other NPC to fight, then they go first. Even before the Hunters. Also, even if you choose to attack someone or something first, the attack order will still be followed. After combat ends, the players may begin moving again or submit an answer to solve a puzzle obstacle.
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Combat Stats:
Every player and NPC has a base 20 HP at start. Every faction member has 2 passive combat abilities and 4 active combat abilities. During a turn in combat, the player will choose from 4 of their active combat abilities to use. After combat, if the surviving players are below 20 HP, they will be healed back up to 20 HP for the next fight.
Possessed - Passive: Ethereal Intuition
During the start of their 3rd turn, 6th turn, 9th turn, and so on, the possessed, as a group, will receive one large hint from the GM as to how to best get past whatever they are facing. Combat included. The hint will pertain to the possessed with the most need of it.
Possessed - Passive: Levitation
At any time, the possessed may fly at walking speed in any direction. Does not give any evasion bonuses.
Possessed - Active: Conjure Fire
Allows the user to manipulate fire to a limited extent. As a direct attack, it does 3 HP of damage. As a preparation attack, it will do 6 damage for two turns after a turn is spent charging it.
Possessed - Active: Conjure Ice
Allows the user to manipulate ice to a limited extent. As a direct attack, it does 3 HP of damage. As a preparation attack, it will do 4 damage for two turns after a turn is spent charging it and will halve the future damage dealt by the targeted player on their next turn.
Possessed - Active: Conjure Lightning
Allows the user to manipulate lightning to a limited extent. As a direct attack, it does 3 HP of damage. As a one-time preparation attack, it will do 4 damage for two turns after a turn is spent charging it and will disable a target's passive abilities on hit for their turn.
Possessed - Active: Mimic
If the possessed was hit by an attack on the opponent's turn, they may use that exact same attack for the exact same effects and damage.
Ritualist - Passive: Regeneration
During the start of every turn, the ritualist will heal a little damage to gain back 2 HP. If their HP is 5 or lower, they will gain back 3 HP instead until they are over 5 HP again.
Ritualist - Passive: Revenant
Should the ritualist ever perish, when they come back, they will start with 40 HP instead of the usual 20 HP. This cannot be rendered null, even if the ritualist was killed with the possessed's lightning.
Ritualist - Active: Dagger of Light
Deals 2 damage. Always hits the ritualist's desired target. If the targeted player was blinded last turn, this attack does 3 damage and heals 2 HP.
Ritualist - Active: Environmental Protection
The Ritualist is protected for that turn from any and all hazards originating from the environment.
Ritualist - Active: Blind
The GM will flip a coin. If heads, the targeted player will be blinded and their next attack will do half damage. If tails, this attack does nothing.
Ritualist - Active: Sword of the Judge
Deals 4 damage if the targeted player's health is greater than the ritualist's. Otherwise does nothing.
Hunter - Passive: Berserk
If the Hunter falls to 3 HP or lower, their damage is doubled.
Hunter - Passive: Keep Them Dead
Should a player fall to a hunter, they will be cursed and must wait 7 turns before they can come back.
Hunter - Active: Longsword Slice
The GM will flip a coin. If heads, this attack does 7 damage. If tails, it does 4.
Hunter - Active: Dark Arrow
The GM will flip a coin. If heads, the arrow hits properly and does 2 damage plus 2 extra damage whenever it's the hunter's turn. If tails, it misses entirely.
Hunter - Active: Melee
Hits the target player for 5 damage.
Hunter - Active: Life Sacrifice
If the hunter's HP is 15 or above, they may wound themselves down to 5 HP to enter Berserk early. This can only be done ONCE per life.
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Alright, I think that's all! I know this seems like a lot of instructions, but I swear it will make a lot more sense once you actually start playing. There's also gonna be some surprises along the way both in-game and out!
-
The fantastical world of Aria was an interesting one, needless to say, and today was no exception to that rule, for in the days of Winter, a select few individuals are awakened from their sleep, each suddenly receiving exact directions in their minds to a place that they somehow knew would grant them a great reward. And that reward was different for every person, but no less desirable. Questions arose in each person's mind of course, and naturally some denied themselves from going, thinking it was some sort of magical trick. Others though were too curious. As for you? Well, those questions weren't gonna answer themselves...
-
Players will choose one of three factions. The power of each player will scale according to how many players are in that faction, and also how many at once they are facing. If, for example, there is just one player in a faction and that player faces off against two players, that player will do double damage. If for some reason all players pick the same faction though, then all of them will be randomly auto-sorted into different factions. If a player dies, they must wait a minimum of 5 turns to get back into the game. Certain curses might extend this to 7 turns. Also, once a player is vanquished a second time, that will be the end of them for good.
The Possessed: Pact-makers. Wielders of a wide variety of spiritual powers both beautiful and nasty, depending on the user. The reputation these people have for being insane is well-deserved, though their madness can be somehow charmingly infectious to those around them. Who knows. Maybe we are the insane ones...
The Ritualists: Users of light magic. Believers in absolute beautiful truth. Incredibly tough to take down but do not have nearly as many offensive options available to them as the others unfortunately. Their game is a patient one. Let the waves throw themselves upon the steely rocks.
The Hunters: Destroyers. They seek the means to eliminate whoever stands in their path. Through knowledge of magic, finesse of body, or sophistication of technology, they do not care. If it works to obliterate, then it is good enough for a hunter. They are very weak though, thinking very little of any kind of defense.
-
Once the player factions are chosen, and all player writes a short description of their character, the first turn will start, and players will then make a choice of three paths. Path A (the one forward) is the fastest route to the game objective. You will arrive there in ~3 turns, though players picking this route will have to consider that there will be two obstacles in their path, not including any player opposition.
Paths B (the one on the left) and C (the one on the right) both lead to powerful items with one obstacle each that will aid your faction in becoming victorious, though of course, any who choose this will have to go somewhat out of their way for them. It will take two turns to get to the first obstacle and the item, and then two turns back. Again, barring any player skirmishes.
Each of you knows that other people in different factions are also after the same end-goal. Best be that your faction wins.
A-0-S-0-A
..........|
.........0
..........|
.........R
..........|
.........E
S = Starting point
0 = Empty point
A = Obstacle and artifact
R = Obstacle
E = Obstacle and end goal
-
During a turn, assuming you're not engaged in active combat already, you can choose to attack a player that is a different faction than you. If players in your faction are in the same point you are, they can join in on the attack. This is the attack order: Hunters go first. Then the Possessed. Then the Ritualists. If there is a boss or other NPC to fight, then they go first. Even before the Hunters. Also, even if you choose to attack someone or something first, the attack order will still be followed. After combat ends, the players may begin moving again or submit an answer to solve a puzzle obstacle.
-
Combat Stats:
Every player and NPC has a base 20 HP at start. Every faction member has 2 passive combat abilities and 4 active combat abilities. During a turn in combat, the player will choose from 4 of their active combat abilities to use. After combat, if the surviving players are below 20 HP, they will be healed back up to 20 HP for the next fight.
Possessed - Passive: Ethereal Intuition
During the start of their 3rd turn, 6th turn, 9th turn, and so on, the possessed, as a group, will receive one large hint from the GM as to how to best get past whatever they are facing. Combat included. The hint will pertain to the possessed with the most need of it.
Possessed - Passive: Levitation
At any time, the possessed may fly at walking speed in any direction. Does not give any evasion bonuses.
Possessed - Active: Conjure Fire
Allows the user to manipulate fire to a limited extent. As a direct attack, it does 3 HP of damage. As a preparation attack, it will do 6 damage for two turns after a turn is spent charging it.
Possessed - Active: Conjure Ice
Allows the user to manipulate ice to a limited extent. As a direct attack, it does 3 HP of damage. As a preparation attack, it will do 4 damage for two turns after a turn is spent charging it and will halve the future damage dealt by the targeted player on their next turn.
Possessed - Active: Conjure Lightning
Allows the user to manipulate lightning to a limited extent. As a direct attack, it does 3 HP of damage. As a one-time preparation attack, it will do 4 damage for two turns after a turn is spent charging it and will disable a target's passive abilities on hit for their turn.
Possessed - Active: Mimic
If the possessed was hit by an attack on the opponent's turn, they may use that exact same attack for the exact same effects and damage.
Ritualist - Passive: Regeneration
During the start of every turn, the ritualist will heal a little damage to gain back 2 HP. If their HP is 5 or lower, they will gain back 3 HP instead until they are over 5 HP again.
Ritualist - Passive: Revenant
Should the ritualist ever perish, when they come back, they will start with 40 HP instead of the usual 20 HP. This cannot be rendered null, even if the ritualist was killed with the possessed's lightning.
Ritualist - Active: Dagger of Light
Deals 2 damage. Always hits the ritualist's desired target. If the targeted player was blinded last turn, this attack does 3 damage and heals 2 HP.
Ritualist - Active: Environmental Protection
The Ritualist is protected for that turn from any and all hazards originating from the environment.
Ritualist - Active: Blind
The GM will flip a coin. If heads, the targeted player will be blinded and their next attack will do half damage. If tails, this attack does nothing.
Ritualist - Active: Sword of the Judge
Deals 4 damage if the targeted player's health is greater than the ritualist's. Otherwise does nothing.
Hunter - Passive: Berserk
If the Hunter falls to 3 HP or lower, their damage is doubled.
Hunter - Passive: Keep Them Dead
Should a player fall to a hunter, they will be cursed and must wait 7 turns before they can come back.
Hunter - Active: Longsword Slice
The GM will flip a coin. If heads, this attack does 7 damage. If tails, it does 4.
Hunter - Active: Dark Arrow
The GM will flip a coin. If heads, the arrow hits properly and does 2 damage plus 2 extra damage whenever it's the hunter's turn. If tails, it misses entirely.
Hunter - Active: Melee
Hits the target player for 5 damage.
Hunter - Active: Life Sacrifice
If the hunter's HP is 15 or above, they may wound themselves down to 5 HP to enter Berserk early. This can only be done ONCE per life.
-
Alright, I think that's all! I know this seems like a lot of instructions, but I swear it will make a lot more sense once you actually start playing. There's also gonna be some surprises along the way both in-game and out!
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