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Re: Plot
thernzthernzthernzthernz 30 May 2012 18:54
in discussion Slam History Topics / The Chapel » Plot

It's been half a year since the Successor, mad with power, demolished the entire Chapel and the hundred acres surrounding it. With the Prince of Certain Country, “Nightmare”, slain, the Hero of Ohiotown, Michael, missing, and Peklo of the Finnish Void slammed into Hell, things look desperate. Peklo has been exploring the labyrinthine caverns of Hell, plagued not only by demons but ghastly hallucinations of Nightmare and his own sense of being dishonored. Peklo is even still distraught by Successor's betrayal and refuses to believe it was his doing, but rather the act of an extremely malicious being, like the Drummer.
Peklo has already entered the first circle of Hell, the closest layer to the earthly realm. Surprisingly, Peklo has found Hell to be a dull challenge, but it has been draining his energy. Even Peklo's endurance is not enough to withstand six months of constant physical and mental torture as weak as they may seem. Nevertheless, Peklo's presence has actually frozen parts of Hell over.
As Peklo attempts to break through the wall separating death and life, Satan appears, incredibly aggravated by his numerous defeats at the hand of Peklo. While Peklo is still in a weak mental state, his strength is so godly that not even Satan's illusions can deride the force of Peklo punching Satan in the face.
In the middle of plummeting Satan, Peklo sees another vision of Nightmare and is swept by profound grief, Satan tries to use this diversion to utilize his ultimate attack, 666 Crams of Devilish Deliciousness, but the illusion of Nightmare appears to reflect the attack, sending Satan straight down to the lowest level of Hell. In this one instant, Peklo realizes there is something more to this hallucination of Nightmare, something beyond the wicked machinations of Satan…
Peklo has broken through Hell and is in the cavernous dungeon that lies beneath Castle Coxenburg. But the incredible exhaustion, especially with the idea of Nightmare acting as a strange guardian angel, causes him to pass out.
A few patrolling goblins lob around the fallen warrior, one being Sumac, though he is not yet identified. Sumac cackles to himself as they carry Peklo away.
Peklo wakes up in the cell. With his energy restored, he easily dispatches the goblin guarding his cell. After mingling with more goblins, freeing prisoners and etc, he bumps into Sumac. Somehow Sumac is able to overwhelm Peklo (Peklo was merely surprised by the amount of power Sumac had, and didn't utilize his full powers) with a trinket that carries the “Darkness”. As Peklo travels through the dungeon more, he realizes that these are the remnants of Castle Coxenburg, whose inhabitants have mysteriously all turned into goblins.
Peklo bumps into Sumac at the exit, and successfully defeats. He berates the goblin for abandoning the Chapel, but Sumac laughs, saying that the Chapel abandoned itself. He lets out a last breath and his body crumbles into a dark dust. Peklo notices the dust shares his own aroma and is even more befuddled. Along the way, Peklo notices various writings from Lord George, the owner of the castle. They mention that the entire castle's population turning into goblins after some experiments with the Darkness and Drummer Fragments went horribly wrong.
Peklo breaks into the castle's library from the dungeon, largely abandoned because its mood is far too intellectual for goblins. Peklo saves Thernz and Nagumo from a pair of goblins who also crumble into dark dust. Thernz and Nagumo mention they were looking for a book to help search for Diplo. Thernz is surprised at Peklo's appearance, and questions Peklo immediately about his recent doings, believing the goblins' new-found strength to be linked to Peklo. Upon realizing Peklo was in Hell in six months, Thernz is able to figure it out.
The moment Nightmare died, Peklo let out such a horrible scream, and that the immense Grim that inhabited his body began to seep out, polluting the very land Peklo steps on. A few months of exposure was enough to turn the human cesspit that was the Castle of Coxenburg, already a ground involved in the Darkness, a corrupted, lamer form of Grim, into a goblin haven, and with Peklo's arrival into the earthly realm, his Grimness was able to become saturated in the dungeon at a faster pace.
Peklo, Thernz, and Nagumo escape the dungeon. It is optional to explore more of the castle, and defeat the goblinized Lord George. Later in the game, Peklo returns to Castle Coxenburg to defeat the evil spirit Lord George used to experiment on the Darkness, an entity called COX, the original owner of the castle until he was killed, with his throne being usurped by the imposter Baron Katala of the Hardcar, the father of Lord George. The reason Coxenburg was such a place of filth was because of the negativity that stemmed from COX's lingering hatred, eventually polluting the minds of Coxenburg's inhabitants, and becoming the perfect catalyst to merge with Peklo's Grim, and goblinize the entire castle populaton.
The party decides to rest at the nearest town, though there is some trouble because most of the countryside around the Castle and the Chapel has become polluted by Grim. They manage to find a town at the fringe of the Grim, Armstrong Cannon Town.
At the Armstrong inn, Peklo tells Thernz that he's been seeing Nightmare everywhere, but Thernz disputes it, saying Nightmare's body parts became scattered after the Successor Slam. Thernz mentions that with the body becoming separated at such an amazing speed, the po, the lingering part of the soul that usually becomes the ghosts of myth, would not be able to withstand it, and dissipate. Peklo then tells Thernz about Nightmare reflecting Satan's attack. Thernz is intrigued.
Thernz has no idea what this apparition of Nightmare could be, so the two begin to suspect that it's related to Slam.
The two realize that they should start searching for clues about Nightmare's appearance, and what better person to seek than Diplo, the legendary scholar of Slam. They decide to sleep after, planning to go to Juts' Farm tomorrow for clues.
But they are interrupted by horrible screams. They emerge from the inn to see half of Armstrong Cannon Town destroyed. A large number of strange sculptures dot the town: doors within doors. Only then does Thernz realize that beneath Armstrong Cannon Town laid the McDoogle brothers, terrible beings infected with the Dark Mals. Peklo's seeping Grim must have awakened them from the dead.
The party has several meetings with the McDoogle brothers and at the last one before Cannon Hill,
Peklo manages to defeat the McDoogle brothers at the top of Cannon Hill, where the once mighty Armstrong Cannon resided. But the few surviving villagers are pissed off and yell at Peklo and his party to leave.
The party decides to go to Juts' Farm to find Giz, an obsessive follower of Diplo. Thernz remarks that Successor slammed the place magnificently too, and he has not been in contact with Giz. They discover Giz's skeleton at the bottom of a pit, long dead but not by Successor. They continue and find the wreckage that is Juts' Farm and manage to find Giz's diary on a table in which Giz laments the disappearance of Diplo and writes a hundred page essay on his hypothesis that Diplo has fled to Florence.
Before they leave, the table screams, “Penis.” Nagumo recalls how terrible Watsa was, but admits that she misses him since Successor killed him. The table begins to barrage the party with “Penises!” and they finally understand that somehow, Watsa is the Antique Table. They decide to bring him along. He acts as a save point on the world map as well as information database on monsters and etc.
Thernz, realizing that Peklo's emission of Grim is far too great an evil, says that to uncover the mystery behind Nightmare, they would have to somehow avoid as much human contact as possible, for humans have had a billion tragedies that could reawaken under Peklo's Grim.
They arrive at the coastal town of Groggermog. The town is very grim and religious, hating the old gods, and has already heard rumors of Peklo's terrible. They are extremely hostile and no one is willing to sail with the Grimbeast. They still try, going to many seaside pubs and such, and this is when they meet an ancient mariner, who overhears their problems.
He comes to their table and tells them of himself and of the terrors of the ocean. None of them (except Nagumo) are really fazed, so the mariner admires their courage. He agrees to give them his whaleship if they can beat him in a drinking contest (he really just wants to drink), and Peklo agrees to the challenge. They order copious amounts of mead and drink up. The mariner eventually faints, and Peklo is victorious. They stay in a nearby inn, and the next morning, the mariner takes them to the whaleship and they depart for Europe.
After a feast on the whaleship, Peklo meets Thernz, gazing out at the ocean. It is mysteriously foggy, and the two sense a disturbance. Peklo realizes that the wind is incredibly strong but against the ship. The wind is from the northeast, but the ship is hardly affected by it, continuing its descent south. Thernz is able to link the phenomenon to the po. Without the other half of the soul, po can only travel straight and not in diagonals.
Nagumo, sleuthing around, calls Peklo and Thernz. She has found a voodoo doll of Genkibonna, the Japanese God death and NERDS. Genkibonna is the Anime Skeleton. Morgull notices them and freaks out, tries to suplex Nagumo, but Thernz is able to counter his ferocious attack, but Morgull takes the doll. Peklo and Thernz both dumbfounded, Antique Table screams at them, “MAXIMUM PENIS.”
They realize he is Maximum Morgull, a cursed mariner who forever crosses Dour Sea. Peklo and his party may potentially be stuck in the eternal hell that is Maximum Morgull. Every hundred years, Morgull is able to dock, but only to get more victims to share his pain…
With no options left, they're forced to pursue Morgull. By now, Morgull has summoned the spirits of the deceased who rode his ship to act against Peklo, but the party manages to break through into the hold. They find a shrine dedicated to the Drummer. Peklo recalls the voodoo doll having a crystal shard impaled in it and suggests that it might have been a Drummer Fragment, like those used in the Coxenburg dungeon.

Morgull confronts them, and using the power of the Drummer, he yelps and waves his finger in the air so intensely that a portal rips open, sending the party to a mysterious island, the Dour Drum.

Peklo is able to escape, much to Morgull's surprise. The party uses this chance to steal the voodoo doll from Morgull and they pull out the Drummer Fragment. Morgull becomes terrified, as anime music begins to howl in the hold. Out from a treasure chest, Genkibonna sweeps in and takes Morgull's soul in revenge, and thanks the party.

Genkibonna tells them that Morgull trapped him in the chest. Morgull was enraged that Genkibonna introduced him to the terrible disease of Dragon Ball Z. Morgull believed his own resulting obsession, which led to his death, was the fault of the Japanese God. Genkibonna would have been able to use his sugoi powers but the Drummer Fragment was the most painful and not very kawaii. Genkibonna further reveals that the Fragment sapped his power and gave it to Morgull, but now Genkibonna was at FULL KAKKOII POWER. Genkibonna would be able to reverse the curse of the ship and lead them to Florence.

Re: Plot by thernzthernzthernzthernz, 30 May 2012 18:54

Elements:

Elements will affect a character's weaknesses and strengths, and other such things I have yet to decide. Below is a list of elements, and the affinity of each character:

Fire, Water, Wind, Earth, Lightning, Ice, Dark, Light, Metal, Wood

Peklo: Ice
Thernz: Earth
Nagumo: NONE
Hero: Fire
Nightmare: Water
Watsa: Lightning
Diplo: Wind
Snake: Dark
Giz: Light
Semi: Metal
Gaibon: Wood
Conn: Fire/Physical (not really an element, but he's great against physical)

Re: Battle Assault by NaitumarooNaitumaroo, 11 May 2012 22:27
Re: Plot
NaitumarooNaitumaroo 08 May 2012 21:41
in discussion Slam History Topics / The Chapel » Plot

Oops.

MORE ACT 1 REVISIONS:

Peklo, while in Diplo's cabin, finds a pair of familiar looking sunglasses…this is the first Piece of Nightmare that is found. Peklo keeps it because he feels attached to it.

Act 1 does not end at the travel to Europe. The ancient mariner travels with them. The journey is relatively peaceful for the first few days, and there are options to anchor at islands (which the player can agree or disagree to); these islands will have some neat things I can't quite think of atm. On the fourth day, however, there's a massive storm brewing. The ancient mariner believes this to be a normal storm, and sees no reason for fear. Peklo, however, feels the intense grim energy that is emanating from the storm, but keeps silent. That is, until the evil red eyes of The Drummer show in the cloudy horizon. The ancient mariner is utterly shocked, as he realises that even after his many centuries of sailing, he still does not know all the terrors of the sea. Peklo cries that this is The Drummer, a dire and powerful entity, and that it is impossible for them to defeat him at this stage, or perhaps at any stage. After a bit of Drummer related discussion between the party members, they then notice that The Drummer's beats can be heard. The Drummer then closes in and drum slams the ship into oblivion (seemingly).

Peklo wakes up, alone, on an island…or so it seems. But it is an exceedingly strange and detached place, showing completely dark places between pieces of land, and strange alterations here and there. At points it doesn't even look physical, but more…metaphysical. Whatever this is, Peklo starts to trek through this new dungeon. Throughout the dungeon, he eventually finds his other comrades, who had also been dazed and confused, and he/they also find intriguing bits of text, perhaps related to their inner selves, The Chapel, but mostly, about the ancient mariner, about him having been a holy diver, his gruesome past, dealings with The Successor, a dead son, and other such stuff. By the dungeon's end, they come upon an ocean-looking place, with a rocky shore, a lighthouse somewhat far away, and other such props, though it's disjointed and clearly a metaphysical construct. The ancient mariner surfaces from the ocean place, and holds out shiny diamonds and pearls, and other treasures. He then tells the party that he has discovered these from the bottom of the ocean, while diving, and invites them in. From the texts and clues gathered throughout the dungeon, the party refuses the temptation, and after a while of arguing, the mariner dives back in. Then he surfaces again, but this time as a giant merman-ish creature thing. There's a bit more banter here, and then the boss fight begins.

After the boss is defeated, the ancient mariner slowly and silently descends into the depths of the ocean he came from, and slowly this dungeon phases away, then it, and everyone in it, is gone altogether. After that, Peklo is lying down on an actual island, near the northern shore of Poland. He eventually wakes up, seeing that the others have woken up before him. Thernz tends to him, and Peklo asks where the ancient mariner is. Thernz tells him that the man is gone, and Peklo can only answer with silence. They then hastily make for Romania and the area where Jut's Farm was located at. Some side-quests and such available here, perhaps.

END ACT 1

Re: Plot by NaitumarooNaitumaroo, 08 May 2012 21:41
Re: Plot
NaitumarooNaitumaroo 06 May 2012 19:19
in discussion Slam History Topics / The Chapel » Plot

ACT 1 REVISIONS:

During their travels, the group finds several villages, towns and cities, slammed to ruin by Successor, and also monuments created by slamming powerful monsters spectacularly. All this is a testament to Successor's fury and insane power.

Re: Plot by NaitumarooNaitumaroo, 06 May 2012 19:19
Plot
NaitumarooNaitumaroo 27 Apr 2012 14:02
in discussion Slam History Topics / The Chapel » Plot

ACT 1:

Peklo is stranded in Hell. He is grimmer than ever; so grim, in fact, that he manages to freeze Hell over with his grimness. Satan's schlong is also frozen in the process. Peklo climbs out of Hell to find himself in The Dungeon, a grim gathering of (mostly) idiots. The Dungeon was one of the places that caused intense disgust in The Successor, leading to the creation of The Chapel, a much better and more intellectual gathering of people. In The Dungeon, Peklo battles, both verbally and physically, with the denizens. Among them are Sumac, the horrified goblin, and Jorge, the boss of The Dungeon. Once Peklo is freed from The Dungeon's insanity, he finds Thernz and Nagumo, who tell him that they had been watching him and praise him for finally defeating The Dungeon and freeing the sane from its madness. Peklo is relieved to see old comrades (even though he has mixed feelings about Nagumo), and tells them of what had occurred: what Successor did (including the death of Nightmare) and how he came to be here. He then asks them to aid him in finding the others, and most importantly, finding answers to all that has happened. Thernz and Nagumo, surprised, discuss this a bit, and then eagerly accept, and a party of three is formed.

The group's first thought is to find Diplo, for he was closest to Successor in the days of old, and must surely know something. Diplo was known to have a shack somewhere in the West. Luckily, The Dungeon was exactly on the same continent, so the group need only find the region where Diplo's shack is located at. Although Diplo is a good starting point, the group isn't hopeful of finding him, for he is said to have left the world in great sorrow. Despite this, they follow leads throughout the countryside (a few favours done here and there, on the way), and finally find Diplo's shack. As expected, Diplo is not there, but many documents and pieces of art are. Here, the group studies these documents and finds an interesting document: a piece detailing about a giant monster sighting, on the continent's east coast. It's a fairly recent piece, so the group suspects that Diplo is probably still active, so they make for the east coast. There, they find that the prominent city of Ohiotown is in chaos, as many monsters are ravaging it. Defeating the monsters proves to be a simple enough task, somewhat, but then the large monster talked of in the document shows up, and sizes up our heroes. The monster is some sort of crustacean hybrid thing. A boss battle ensues, and the group seemingly defeats the monster. When they turn their back to leave, the monster tries to strike them with a decisive blow, when it is suddenly dealt a deathblow by a mysterious force. The group turn back to see the monster sliced in half, and then they see a tall, muscular blonde man standing handsomely before the monster's corpse, his back to it. His eyes shift to look at the group from the side, and he gives a familiar grin. Peklo realises it's Hero, the Hero from old who is a lean, mean combat machine. Though he is no Diplo, the group rejoice at this reunion nonetheless, and talk of recent events and such. Hero tells them of Successor, and of how he was slammed back to his hometown of Ohiotown. Hero tells them that Successor is absolutely corrupt and cannot be saved, but must only be defeated. He also reveals more facts about Successor, and of his own adventures. He asks about Nightmare, and Peklo gives him a grim silence, from which Hero picks up the fact that Nightmare is dead.

The group converses some more, and Peklo tells Hero how they had been looking for Diplo, to find more answers and clues as to Successor's position. Hero, unfortunately, knows nothing of Diplo's whereabouts, but suggests that they look for Giz's writings, as they may give a clue. Thus, the group decides to leave this continent for another, to go to Jut's Farm, where Giz's shack is located.

Here is where a quest that is somewhat unrelated to the main plot is taken. The group makes an effort to find a transport to the other continent (that is, Europe). Things have been grim lately, due to the monster's attacks, so there aren't many ships willing to go out, and no suitable ship the group can afford. They still try, going to many seaside pubs and such, and this is when they meet an ancient mariner, who overhears their problems. He comes to their table and tells them of himself and of the terrors of the ocean. None of them (except Nagumo) are really fazed, so the mariner admires their courage. He agrees to give them his whaleship if they can beat him in a drinking contest (he really just wants to drink), and Peklo agrees to the challenge. They order copious amounts of mead and drink up. The mariner eventually faints, and Peklo is victorious. They stay in a nearby inn, and the next morning, the mariner takes them to the whaleship and they depart for Europe.

ACT 2:

TBA

Plot by NaitumarooNaitumaroo, 27 Apr 2012 14:02

Putting growths here for better access. Also redoing some and adding a new stat, Dexterity, which will affect accuracy for the most part.

Peklo
HP: Very High
Defence: Very High
Strength: High
Dexterity: Medium
Mind: Medium
Spirit: Medium
Speed: Low
MP: Low

Thernz
Speed: Very High
MP: Very High
Skill: Very High
Strength: High
HP: High
Spirit: High
Defence: Medium
Mind: Medium

Nagumo
MP: Very High
Spirit: High
Mind: High
Speed: Medium
Dexterity: Medium
HP: Medium
Strength: Low
Defence: Low

Hero
Dexterity: Very High
Speed: Very High
Defence: High
Strength: High
HP: Medium
Mind: Low
Spirit: Low
MP: Low

Nightmare
Strength: Medium-High
Defence: Medium-High
Speed: Medium-High
Dexterity: Medium-High
HP: Medium-High
Mind: Medium-High
Spirit: Medium-High
MP: Medium-High

Conn
HP: Very High
Strength: Very High
Defence: Very High
Mind: Medium
Dexterity: Medium
Spirit: Medium
Speed: Very Low
MP: Very Low

Giz
Mind: Very High
Speed: High
Dexterity: High
Spirit: Medium-High
MP: Medium-High
Strength: Medium-High
HP: Medium
Defence: Low

Watsa
Speed: Highest
Dexterity: Highest
Spirit: Medium
Mind: Medium
MP: Medium
Strength: Medium
HP: Very Low
Defence: Very Low

Diplo
Mind: Highest
Spirit: Highest
MP: Highest
Dexterity: Very High
HP: Medium
Strength: Medium
Speed: Medium
Defence: Low

Snake
Dexterity: Very High
Strength: High
Defence: High
Speed: High
HP: High
MP: Medium
Spirit: Medium
Mind: Medium

Semi
Strength: Medium-High
Defence: Medium-High
Speed: Medium-High
Dexterity: Medium-High
HP: Medium-High
Mind: Medium-High
Spirit: Medium-High
MP: Medium-High

—-

Formation Bonuses

Frontline: Peklo, Thernz, Hero, Conn, Snake
Backline: Nagumo, Giz, Diplo
No bonus: Nightmare, Semi
Both lines bonus: Watsa

—-

With the addition of Dexterity, Perfect Guard will now require Speed, to be quick at bringing up your guard, Mind, to be prepared, Defence, to guard well, and Dexterity, to guard correctly. A combination of these, plus some calculation (divided by four, maybe) should result in a percentage, which is the probability of a perfect guard happening.

Re: Battle Assault by NaitumarooNaitumaroo, 22 Apr 2012 20:58

Diplo
Slam Summon: Diplo can summon a Neo Slam God, who will then proceed to slam the enemy gloriously. This deals enormous damage, but each Slam God will need a few turns before they can be used again (at least 10, because they're powerful). All the Slam Gods are available from the start, except for Thrusticle and Pumpatron which must be gained through side-quests.

Snake
CQC: Similar to Thernz, but done in real-time QTEs instead. Incapacitates and/or damages enemies, based on the manoeuvre performed. Snake already has every procedure from the beginning.
War Vehicle: Snake summons up a war vehicle of the player's choice, and uses it until it's recalled or until the fuel runs out. Because of the great power they hold, only one may be summoned in any battle. Fuel can be restored by using items on the vehicle. Snake has most war vehicles; similar to Diplo, the last few must be obtained through quests.

Semi
Augmentation: Semi can activate any number of augmentations he desires to enhance his abilities greatly, or give entirely new abilities. The more augmentations he activates, the faster his energy consumption rate is. The augmentations can be manually turned off, or will go off once energy runs out. Semi is fully augmented by the time he joins.

Watsa
Transformation: Though a weak thief normally, Watsa can transform into a hideous and powerful penis demon. This transformation robs him of his thief abilities, and alters his stats, but gives him new skills instead. Ideal for situations in which he needs to fight.

Re: Battle Assault by NaitumarooNaitumaroo, 21 Apr 2012 18:34

In-depth explanation of character gimmicks:

Characters each have a unique gimmick. This is detailed below:

Peklo
Grim Aura: Peklo has an aura he can activate at will. This grim aura will decimate enemies with a level lower than Peklo, and weaken the ones who are the same level or higher. If they're too high, however, it won't affect them. There are several kinds of grim auras Peklo can get, with different effects; the one mentioned above is the basic Grim Aura. With the levels he gains, the effects become more and more devastating, and its range increases.
Jolly Aura: Later on in the plot, Peklo re-learns the values of friendship and the likes. This aura enables him to strengthen his allies with various effects, such as healing them slowly or protecting them against some threats. Also has several auras and they become better with levels.

Thernz
Gung Ho: Thernz's normal skills include some magic, healing and debuffing, but his main offensive skills are situated in Gung Ho. When Gung Ho is activated, a series of button presses are required. Once the buttons are pressed correctly, Thernz will perform a Gung Ho move which will deal great damage to the enemy. He gains more and more of these as he levels up. Comparable to Sabin's Blitz.

Nagumo
Disguise: Nagumo can disguise herself/himself as various things during battle. This will confuse enemies, but will probably end up being a useless gimmick anyway.

Hero
Ninjutsu: Hero has several unique skills which cannot be accessed elsewhere, each of which has its own unique effect. Some of them include such things as invincibility, a self-destruction and reformation, increased dodging ability, and other such things.

Nightmare
Battle Spirits: Using a lamp he carries around, Nightmare can summon various battle spirits to take form and fight alongside him. They become extra characters and have a set of unique skills of their own. There are several types of spirits he can get, such as ones focusing on offence, or those focusing on defence. Nightmare can't get new spirits with levels, he must find them and get them through a trial or two.

Conn
Immortality: Conn can revive once per battle if he has enough AP.

Giz
Jump: Giz can jump and then land with a slam on an enemy.
Complex Skills: Giz's skills are complex and require much thought to pull off effectively, but they reward greatly if done correctly. Many things affect their effects, such as the in-game calendar, number of steps and the likes.

Re: Battle Assault by NaitumarooNaitumaroo, 21 Apr 2012 13:39

Redoing Watsa to make him better:

Watsa: The token thief, Watsa has the highest Speed growth. His Spirit, Mind, MP and Strength growths are average, but he has abysmal HP and Defence growths. He can steal from enemies, but he can also transform into a demonic penis form, where his abilities are heightened. In demon form, he has access to more skills, such as devouring enemies.

Re: Battle Assault by NaitumarooNaitumaroo, 20 Apr 2012 16:09

Oh and.

Semi: Not much is known about him, except for his augmentations, which give him superhuman abilities on various levels. He's average in every area, until he activates one of his augmentations, which makes his abilities go far beyond average. They will stay on until he's drained of energy, or until they're turned off. Otherwise, he uses a variety of melee weapons and guns for combat. Possibly late-game.

Formation bonuses:

Frontline: Peklo, Thernz, Hero, Conn, Snake
Backline: Nagumo, Giz, Diplo, Watsa
No bonus: Nightmare, Semi

Combo:

When characters, in a quick sequence, attack a single enemy, a combo is performed. Usually multiplies damage. I also wanted to have unique attacks be accessible through certain combos, but the inclusion of Team Attacks would nullify that.

Team Attack/Technique:

Specific attacks that make use of specific skills/spells/abilities of the characters to perform a unique attack. Can happen with any number of characters, but the higher the number, the smaller the amount of techniques get. For example, Peklo and Nightmare can perform ten Team Attacks together, but Peklo, Nightmare and Hero can perform only five, while Peklo, Nightmare, Hero and Thernz perform as little as three. There's only one or two Team Attack(s) for when the whole cast is together.

Stats:

HP: The health of a character.
Strength: How strong a character's attack or offensive skill is.
Defence: How well a character can stand against a physical attack, and also affects defence-related skills.
Speed: How fast a character is. Affects turns, accuracy and dodging, and also speed-related skills.
Spirit: How powerful a character's spells are. Possibly affects other things as well.
Mind: How well a character can withstand a magical attack, and also how well they can resist status ailments and the likes.
MP: The amount of mana a character has.

Perfect Guard:

Some formula which considers Defence, Speed and Mind should decide the final percentage of how frequently a character can perform a Perfect Guard.

Possible stuff: Different stat caps for different characters - HP/MP related skills - Defence and Mind being responsible for magic damage reduction.

Also need to determine maximum stats.

Re: Battle Assault by NaitumarooNaitumaroo, 20 Apr 2012 15:29

Oops, forgot Watsa.

Watsa: The token thief, Watsa has the highest Speed growth. His Spirit, Mind, MP and Strength growths are average, but he has abysmal HP and Defence growths. His most outstanding ability is to steal from enemies, and he has a variety of other thief-related skills and some other skills and spells as well, mostly penis-related ones.

Re: Battle Assault by NaitumarooNaitumaroo, 20 Apr 2012 14:11

Characters and their types:

Peklo: With self-preservation skills rivalled by none, Peklo's has great HP, Defence and self-buffing and self-healing skills. Unfortunately, he's not terribly good at noticing others and their problems, so he can't really help them. His secondary stat growths are Strength, Spirit and Mind, and he suffers from low Speed and MP growths. In short, Peklo is a tank and a self-buffer/healer, with some good offensive skills and spells.

Thernz: Skilled at martial arts and medicine, Thernz excels at fighting and debuffing enemies, and also healing allies. His primary growths are Speed, Spirit and MP, his secondary ones Strength and HP. He has average Defence and Mind growth. Thernz has a variety of offensive martial arts techniques, and also techniques that are either merely debuffing or both offensive and debuffing. He also has a great variety of healing techniques.

Nagumo: Being an expert nagger made her a natural at performing magic, which requires spoken words. Nagumo has excellent Spirit, Mind and MP growths, good Speed growth, average HP and low Strength and Defence growths. To make up for that, she boasts a variety of offence and healing spells. She's the archetypical mage, so to speak.

Hero: Being a ninja and vampire hunter gives Hero excellent physical abilities. His Strength, Speed and Defence growths are high, while he has average HP growth, but low Spirit, Mind and MP growths. He has a variety of Ninjutsu techniques to use (each with a different and unique effect) and is an all-around great fighter to have on the team, but is susceptible to magic attacks. Among the characters, he can also use the largest variety of weapons.

Nightmare: Always walking the path of moderation, Nightmare is balanced in every stat. He has no real weakness, but doesn't really stand out in any stat. What does make him stand out, though, is this very balance. There's not a lot that can really overwhelm him, and not much he won't be able to overcome. To make up for his blandness, he can summon various beings to help out in battle. These beings also improve ally stats. Nightmare also has a few, but good, offensive skills. He is, effectively, a fighter and a buffer.

Conn: Being a dragon, Conn has enormous HP, Strength and Defence, and has average/good Spirit and Mind as well. He does, however, suffer from terrible Speed and MP, but it doesn't matter much because of how powerful he is otherwise. His skills are draconic and intense (such as a penetrating fire breath), and he can resurrect once per battle if he has enough AP. He is possibly the best fighter.

Giz: A man of intense pretense, Giz's primary ability lies in his astounding Mind growth, and also a high Speed growth for his jumping abilities. His Spirit and MP are quite good as well, but he otherwise suffers from low Strength, Defence and HP. Giz can…jump…for his skills…or something.

Diplo: A late-game character, Diplo is eccentric. He has, by far, the highest Mind, Spirit and MP growths, and average growths in HP, Strength and Speed. He has an abysmally low Defence growth, due to his weakened body from constant arting. Diplo is a nuker, meaning he can use powerful spells to decimate enemies. He has some less extreme spells as well, but they are few. As a Follower of Slam, he does not believe in non-extreme solutions, but knows they are sometimes necessary.

Snake: Another late-game character, Snake is well-balanced in the physical department, with average Spirit, Mind and MP. What makes him stand out is his ability as a time traveller, which has enabled him to bring back such things as firearms and modern war vehicles. He has also learned the effective combat art, CQC, which enables him to incapacitate enemies easily. A generally reliable character with no real weaknesses.

Alis: Is she still in?

Semi: And is he actually in?

Re: Battle Assault by NaitumarooNaitumaroo, 20 Apr 2012 01:26

Oh and, what of elements? What role would they play in combat, if any? Stuff like that.

Re: Battle Assault by NaitumarooNaitumaroo, 17 Apr 2012 15:16

Ah yes, I wanted to have something to go off of, rather than nothing at all. Here are a few more ideas to how you gain AP, and the amount you gain:

Deathblow (Small AP)
Weakness (More AP)
Perfect Guard (Medium AP)
Combo (More AP)
Team Attack (Medium/High/Very High AP, based on the attack)

Well, I'm not so sure on the Perfect Guard. As for what it is, as its name suggests, it's a guard that will enable the character to sustain no damage. It would happen at random, so I'm not sure if it should give AP. On the other hand, it could be a nice break for difficult fights, to have a sudden turn of luck. It can be done by defending, of course, and will possibly rely on one or two stats (Defence and Agility), so it's not entirely random. We could also have a rare accessory that enables a character to always guard perfectly.

Re: Battle Assault by NaitumarooNaitumaroo, 17 Apr 2012 15:13

Gaining AP is more so by inflicting a deathblow, or striking an enemy's weakness rather than a successful attack.

Re: Battle Assault by thernzthernzthernzthernz, 15 Apr 2012 02:11

A rough summary of the battle system:

AS AGREED, there will be no screen changes as the battle happens right there, on the map. In the battle, players will have the opportunity to change the characters' positions, so they can find a position that will be to their advantage. Height is also considered in advantages, so this would be a mini-SRPG sort of system. Changing positions and also performing other actions will use up AP, which can be replenished by successfully attacking/killing enemies or defending (possibly more things to be added). AP replenish rate is determined by how advantageous the character's position is. The kinds of group positions you can take are Flanking, Frontline and Backline (with possibly more). Characters who are flanking will deal more damage to the enemy, and almost never miss. Characters in the frontline will deal more damage, but take more as well. Offensive skills and spells are improved in this position. Characters in the backline receive and give less damage, but support and defensive skills/spells are improved. Bonus improvements are given when a character that is more suitable to a position, is in said suitable position. Generally, all characters in the party can be used at once. There will also be team attacks and the likes.

MORE TO COME LATER

Battle Assault by NaitumarooNaitumaroo, 15 Apr 2012 02:06

To be certain, our roles were subtle, like Tolkien's wizards, so all of us played a great role, including Peklo, who played the greatest role of all.

As for the fruit, it is the apple, for I traced it and it was crushed two hundred times every year in a most spectacular ceremony. This ceremony, unfortunately, preceded my entry, but it signifies that the apple, a most simple fruit and yet a fabulous one at the same time, is the national fruit of The Chapel. This is further proved by the old saying:

"An apple a day keeps the doctor away."

It can be said then, with certainty, that apples are a must in every muscleman's diet. I, myself, consume five hundred of them every day.

I know this is an often-ignored field of research regarding the Chapel, but I was wondering if there were any studies or research about this topic. I believe that finding out what the national fruit was, can surely boost modern medicine's own pursuit of creating the ultimate muscle!

I remember Peklo and his tales of the cloudberry, but to be honest, Peklo was an outsider in the Chapel. For most of its history, he did nothing. I do not believe he had much influence in the realm besides slamming a number of undesirables. Actually, probing through the Book of Slam, I recall that Pumpatron's favorite fruit was the Dingleberry. Considering the fascination with Slam the Chapel itself had, could the Dingleberry be attributed to their national fruit? Perhaps in search of being just like the Slam Gods, the Chapel drove itself into ruin. Too much muscle to handle…

I know this is real conjecture, but what are your thoughts?