Magicat

New Roleplay Thread Draft?!?! (mmrpgorigin)

Mar 11th, 2017
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  1. I'm calling this new, refreshing idea "MMRPG Origin" because it's gonna be a return to those hated Tournament threads, it's not gonna be the "origin story" of MMRPG, although there will be a few similarities between the two.
  2.  
  3. Proposal:
  4. MMRPG Origin is going to be reminiscent of those god-awful Tourney threads from mid-2013 to early-2016. They have died off though, but I'm gonna bring them back because I'm a horrible person.
  5.  
  6. MMRPG Origin is going to start like a normal Tourney thread. Players sign up, fill out their forms, and enter the tournament. This seems normal, right? If more players sign up, they'll be able to do PvP battles, but players will most likely simply battle NPC controlled bots. Players will be able to travel outside of the Colosseum area into the other parts of the city, and could find themselves in crime-filled neighborhoods ran by robot or human gangs, get into an Old People's home and get attacked by rowdy octogenarians, or even be attacked by hippies or angry merchants when shopping.
  7.  
  8. Basically, MMRPG Origin will be Earthbound-like and will probably have more of an open world feeling than Mystery Mansion. Someone may ask "So? What's the use of a tournament at all if the city and tournament aren't connected?" I was getting there, but thanks for asking.
  9.  
  10. The tournament battles in this thread will be more like gladiator fights: The battles are more like acts than actual fights to the death. Those people want entertainment, action, emotion! If someone were to have a fanbase of 100 NPCs, they gain more zenny from defeated enemies and any possible chance for the opponent to drop items is increased.
  11.  
  12. When outside the collosseum, players will find out more about the tourney, such as who runs it, how and why the tourney is running, how they make the robots to fight in the tourneys, etc. If a player powerful enough thinks that the tourney is unjust, they can *attempt* to even put a stop to it!
  13.  
  14. Damage Formula:
  15. Mystery Mansion cannot be very flexible with its damage formula, so I am planning to use MMRPG's Power * (Attack/Defense) formula for more freedom with enemies, attacks, PvP battles and how I can play around with them.
  16.  
  17. Stats:
  18. There will be seven stats: Health, Tch. Energy, Attack, Tch. Attack, Defense, Tch. Defense and Charisma.
  19.  
  20. Health: This is what keeps every player going. When this stat drops to zero, the player will lose 25% of their total Zenny and be taken back to the front of the colloseum.
  21.  
  22. Attack: The attack stat that applies when attacking with a weapon. When a player equips a weapon, their new attack stat is (Base At. +/* Weapon Bonus). Some weapons may just add a flat attack bonus (Bows, laser tag guns, tasers), while some may multiply the base attack stat (swords, paper fans, axes)
  23.  
  24. Tch. Attack: The attack stat that applies when attacking with an Technique. Techniques are similar to Magic in typical Roleplaying Games. A player may start with a Technique when choosing their class, when defeating certain enemies, and some may even be able to buy them!
  25.  
  26. Defense: The defense stat that applies when being attacked with a weapon. Players will be able to equip armor that amplifies defense, but typically, the lower the class's starting defense, the weaker their most powerful armor will be.
  27.  
  28. Tch. Defense: The defense stat that applies when being attacked with a Technique. Armor may only increase Defense or Tch. Defense, but most of them will increase both stats.
  29.  
  30. Charisma: This stat works very similarly to Mystery Mansion, it can...
  31. Reduce Merchant Prices (Char/6 = %Discount)
  32. Increase prize money from defeating opponents (Zenny * [1 + Char/60]
  33. Prevent 1Hit-KOs, leaving them at 1 Health [Chance= (Char/6 * Def/10)/(EnemyAttack/10)]
  34.  
  35. If a player has to convince an NPC or a Boss to do something, the Charisma stat will be taken into effect. I don't really have a working equation, but I'll try and figure out something
  36.  
  37. Job System:
  38. The job system is going to be similar to a class system. Pretty much, what the player was before they signed up for the tourney will be their class. Every job's base stat total will be 200 (Tch. Energy is not counted). I need to fill in the blanks here, but I do have ideas for classes.
  39. (Jobs: Peasant, Mercant, Musician, Criminal, Teacher, Liontamer, Fortune Teller, Nurse)
  40.  
  41. Peasant
  42. Health: 38
  43. Attack: 38
  44. Tch. Attack: 38
  45. Defense: 38
  46. Tch. Defense: 38
  47. Charisma: 10
  48. Tch. Energy: 10
  49. Ability: Scrounge- Gains 20% more zenny from defeating opponents, Merchant discount +10%. When outside of battle, Peasants may beg for Zenny that will last for one turn. If they do obtain Zenny, the % of zenny they gain in proportion to total zenny, the % that their Charisma will drop (ex: Someone with 100 Zenny and 100 Charisma decide to beg. They gain 25 Zenny (25%) thus, their Charisma drops by 25%, or 25 in this case)
  50.  
  51. Merchant
  52. Health: 50
  53. Attack: 22
  54. Tch. Attack: 32
  55. Defense: 28
  56. Tch. Defense: 18
  57. Charisma: 50
  58. Tch. Energy: 8
  59. Ability: Tradesmen- Merchants can sell any items they have on their person to NPCs or Player Characters, and demand any price they wish. Merchants will also have the ability to create equipment to sell to other players, and some equipment will be player merchant exclusive. Merchants can also haggle NPC Merchants and can potentially lower the price of an item, establish a trade (trading 3 cabbages for a sword) and even teaching NPC Merchants how to create otherwise player merchant exclusive items in order to lower the price of a certain item.
  60.  
  61. Musician
  62. Health: 36
  63. Tch. Energy: 25
  64. Attack: 17
  65. Tch. Attack: 27
  66. Defense: 27
  67. Tch. Defense: 60
  68. Charisma: 33
  69. Tch. Energy: 15
  70. Ability: Serenade- When attacking an opponent with their weapon, the Musician and any nearby players participating in the battle will be healed as well. The formula for how much everyone involved is healed by is (Dmg * Skill)/(3/Skill). "Skill" will be a multiplier for the genre of music the Musician is playing. The Musician can set any sort of music they'd wish in order to influence the skill stat, but if not, skill will be set to 1. The Musician's skill stat will be hidden, and the skill stat for every genre of music will average 1. The formula for attacking for Musicians is [Power * (Attack/Defense)] * Skill
  71. Every song will fall in one of these five categories:
  72. Modern:
  73. Classic:
  74. Country:
  75. MM Music:
  76. Vaporwave:
  77.  
  78. Criminal
  79. Health: 45
  80. Attack: 49
  81. Tch. Attack: 15
  82. Defense: 50
  83. Tch. Defense: 40
  84. Charisma: 1
  85. Tch. Energy: 0
  86. Ability: Anticulture- The Criminal has no Charisma stat, so they need to really work hard to capture the audience's attention in-battle. The Criminal will gain what is basically a "temporary Charisma stat" for every battle that will affect their zenny yield and item drop chance. Criminals may have to wear costumes that may not be the best for fighting, but will surely whip the crowd into a frenzy.
  87.  
  88. Teacher
  89. Health: 25
  90. Attack: 12
  91. Tch. Attack: 37
  92. Defense: 35
  93. Tch. Defense: 41
  94. Charisma: 50
  95. Tch. Energy: 18
  96. Ability: Tutor- When defeating an enemy, the Teacher has a chance of getting the opportunity of recruiting the opponent [(Charisma/2.3)/100 Chance, to be precise]. The Teacher can have a total party of 3 at maximum (The teacher + 2 recruits). However, the Teacher can only recruit defeated foes from tournaments. Compared to the Liontamer, the Teacher's recruits will have a lower stat growth, be less likely to know Techniques, and be unable to equip new weapons and armor, but be much more powerful and have enemy-exclusive weapons and armor that no other players would have access to.
  97.  
  98. Liontamer
  99. Health: 50
  100. Attack: 53
  101. Tch. Attack: 3
  102. Defense: 36
  103. Tch. Defense: 13
  104. Charisma: 45
  105. Tch. Energy: 3
  106. Ability: Tame- When defeating an enemy, the Liontamer has a chance of getting the opportunity of recruiting the opponent [(Charisma/2.3)/100]. The Liontamer can have a total party of 4 at maximum (The Liontamer + 3 recruits). However, the Liontamer can only recruit defeated foes outside of tournaments (Mad hippies, old folk, or actual lions!). Compared to the Teacher, the Liontamer's recruits will start off much weaker, and usually come equipped with low level weapons, but will have a much higher stat growth, be more likely to know useful Techniques (Healing, Status-inflicting, etc) and be able to (eventually) equip new weapons and armor.
  107.  
  108. Fortune Teller
  109. Health: 42
  110. Attack: 8
  111. Tch. Attack: 63
  112. Defense: 17
  113. Tch. Defense: 40
  114. Charisma: 30
  115. Tch. Energy: 23
  116. Ability:
  117.  
  118. Nurse
  119. Health: 31
  120. Attack: 5
  121. Tch. Attack: 39
  122. Defense: 28
  123. Tch. Defense: 65
  124. Charisma: 32
  125. Tch. Energy: 23
  126. Ability: Hospital Equipment- When attacking with a weapon, the Nurse's damage output is always equal to the base power of the weapon they are using (even if their attack stat, when compared to the opponent's defense stat, would net them a higher damage output). Using healing Techniques consume 2/3 the normal TE requirements, medicine-based healing items (vitamins, bandage, etc) cost 0.75x their normal value. The Nurse can heal any other players (on their own expense) but can determine the cost of the healing (for example: Charging 30 Zenny to fully heal someone, or charging 10 Zenny to heal someone by 15 Health)
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