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Posted

"I really think it's a bit rude to be stealing from Mortimer."

Isn't that what you're supposed to do in a roleplaying game? RPG Rule #34: "When entering a house of an NPC, take everything that's not bolted to the floor." :tongue:

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Posted

As we have learned from Punii, our resident banker Ayla Commerz hired some heroes from your hall to deal with a minor Progg infestation in her vault. What we also know is that they were a devolved splinter clan and far weaker then our current threat.

Now, the juicy part: where those 3 royals are. We don't know their exact locations, but we do have some general areas. Rhodus seems to be harobring a grudge against Ayla, so he is probably near or in the Commerz Bank. Aquos apparently sports gills or fins or something, so maybe near the water...? We have no clue where Eidolon is."

:rofl: :rofl:

Posted

The trouble with allowing you guys to hijack the quest is that I'm at college. ALL pictures must be taken beforehand. I'm currently building in options that I can do taking multiple pictures of different situations and inserting the ones that you guys pick, but I can't give the free reign that I like. Quests I run over the summer will maintain the freedom that I actually like.

I'm more thinking along the lines of characters "hijacking" the plot; you know, how Vipera stole away half the Heroes from across Dastan to put them into the chimaera battle, how Felton "hijacked" the Quest 29 plot for the Constance fight, etc. That sort of thing. :wink:

Posted

If anyone has any favorite moments from previous Wren Quests (both story-wise and battle mechanic-wise) please tell me! I am already implementing perma-effects, split party dynamics, choice making challenge, riddles/puzzles, different immunities and passive specials (bigger scale strange mechanics from 38, such as the Angel and his auras). Is there anything else I'm missing that people want to see?

More riddles involving characters, please! Like in Quest #19, with the charming tale of suicides and Skrall munching on Haldor's hair. :grin:

Posted

Home-brewed venom is the best.

I keep holding my breath hoping a Cobra Priest shows up in a Quest with a dozen different venoms for sale. I think they're rather underused, and there's a ton of different combinations of effects that could be inflicted with them.

Posted

Hurricane Sandy (No, not our Sandy. :tongue:) may hit me on Monday. This can swing three ways.

1. School is cancelled. I have power. Quest continues at a quick pace.

2. School is cancelled. No power. No quest.

3. Normal day.

Just a warning. :sweet:

Posted

I have added tags to the Theatre as well. :wink:

Also, note to prospective QMs living in Southern California: The Pick-A-Brick wall at the Anaheim Downtown Disney store is now stocking castle turret tops in dark bley, as well as trans-clear 1x2x2 panels. If you stack the castle turrets, you can fit up to 12 in a PAB cup, and if you build the 1x2x2 panels onto the lower lip of each turret, you can fit 4 of them onto each turret, as well as up to four 1x1 bricks/cylinders or 12 1x1 plates/studs by building them into the gaps in the turret crenelation. These are all EXCELLENT parts for Heroica MOCs, and you can get a LOT of these parts this way, so I highly recommend giving it a look. :wink:

Posted

So it's been a while, and I think it's time that we established how negative effects worked for enemies (because they're not the same for heroes). Not to criticize you, Sandy, because I know you've been busy, but this can be a team effort, yeah? :sweet:

These are only my propositions, by the way.

KO - Same thing

Stunned - Enemy loses one turn (hastened enemy loses free hit)

Petrified - Enemy is unable to act until remedied or defeated (same thing)

Poisoned - Loses 1 HP every round*

Badly Poisoned - Loses 10 HP every round*

Cursed - ??? *

Asleep - Enemy is unable to act until woken up by an attack or remedied or X-amount of rounds have passed

Fast Asleep - Enemy is unable to act until remedied or X-amount of rounds have passed

Blinded - Enemy is unable to cause DAMAGE while in effect.

Sealed - Enemy is unable to cause SPECIAL DAMAGE while in effect

Bound - Enemy is unable to flee or use specials that remove it from battle (temporary or permanent).

Afraid - Enemy flees to back row

Enraged - Enemy charges from front row (for enemies that are normally in the back row)

Enamored - Enemy is unable to attack target while in effect.

Confused - 50% chance the enemy will attack an ally, or if none left, itself while in effect

Hexed - 100% chance the enemy will attack an ally, or if none left, itself while in effect

Weakened - Enemy deals half damage while in effect

Fragile - Enemy takes double damage while in effect

Slowed - Enemy is only able to deal free hits on every other round (can still deal damage or special damage if targeted, though), (possibly change to not deal free hits at all)

Jinxed - A hero attacking a jinxed enemy will roll the die twice and take the better of the rolls.

Minimized - Enemy's power and max health are halved while in effect.

Encouraged - An encouraged enemy deals double damage while in effect.

Hastened - A hastened enemy will deal a free hit regardless or whether it is targeted or not at the end of the round. If it is not targeted, it will deal two free hits.

Lucky - A hero targeting a lucky enemy will roll the die twice and take the worse of the two rolls.

Inspired - Enemy's current and max health is doubled while in effect.

Immune to [element] - Immune to certain element(s) (while enemy types may negate the use of this, it might be useful in some cases where, say, a fire enemy is immune to water, etc.)

Immune to Magic - Enemy is immune to ether-based attacks

Immune to Physical - Enemy is immune to non-ether-based attacks

Immune to [effect] - Immune to certain effects

Immune to Effects - Immune to all effects, negative or positive.

* I left the amount of rounds for each of these negative effects ambiguous (the same goes for all of them, really), because there are different amounts of rounds that they take effect. Each item or skill should specify for how many rounds the effect takes place.

I know a lot of these are self-explanatory, but some have never been used on enemies, and maybe some day they will. Also, I thought some might need clarifying.

Posted (edited)

All effects have a standard amount of time they're in effect for, though. I don't think I've ever seen any effect not be used for its specified length.

But it brings up a good question. Do time-based effects stack? Say, if an enemy who was going to be Confused for 3 rounds, and was inflicted with it again, would it be extended?

Edited by CallMePie
Posted

All effects have a standard amount of time they're in effect for, though. I don't think I've ever seen any effect not be used for its specified length.

But it brings up a good question. Do time-based effects stack? Say, if an enemy who was going to be Confused for 3 rounds, and was inflicted with it again, would it be extended?

Say round 1 you would confuse it, and then in round 2 again. At the end of round 2 the effect would last 3 more turns. It does not add up, but it does 'refresh' it.

I think. :wink:

Posted

What would happen if Mizuki showed Rhodus his own claw ?

He'd probably go absolutley insane with rage. You'll see soon how he fixed himself up... in my next post in 48 most liely, in fact. :grin:

Also, can everyone tell I hate bees yet? :tongue:

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