Battle On! The Quest
INTRODUCTION
If you have any questions, feel free to ask so!
"Battle On! The Quest" is a RPG as it is designed to generate a small world for a player or more. It will include small story, a few puzzles, some enemies to defeat, some quests to compete. It will has a boss to defeat then player can move to different world when they feel like it. Other players don't have to wait for that! If you are interested in playing, skip ahead to "Create Your Own Character" then say you wanted to open small world, if there isn't. Then read "Battles and puzzles" and "Small world".
SMALL WORLDAs you open portal to get into small world, the portal will remain open for unknown time. You will be given 5 minutes warning before it closes. When it closes, any characters in that small world will be stuck and goes down with the small world. Pull them out before that happens. There can be only one small world open at time. However, if someone tries to open another small world, that small world will be generated then stays closed until existing small world closes. (Requests after that will be denied.) Generating a small world may slow me down.
ITEMS AND EXPDuring your adventure in the small world, you will find some items to help you with your quests and EXP allows you to advance level. See "LEVELING" for more explanations. When you leaves the small world, items and EXP you earned will stay with you. Beware, you WILL LOSE items and EXP when your character dies or becomes stuck in small world when it closes.
BATTLES AND PUZZLESEvery small world contains one of them, perhaps both. It is randomized, however, you may be rewarded with items and/or EXP when you compete it. During the battle, you can only create a spell with color matches your character's color and its mana cost must be equal to your level or below. If it has no mana cost then it must contain negative ability or "As additional to cast this spell..." ability. If your character dies during battle or puzzle, you will lose a life. For each time your character dies in a small world, life loss doubles up. (1, 2, 4, 8...) It resets when you left the small world.
LEVELINGWhen you gained enough EXP, you will advance to next level, offering you two Stats Points (See Stats points and skill points for more information) adding one power, toughness, ability, or increasing rarity will use one stats point. Common can have only one ability, uncommon may contain two abilities or one complexed ability, rare can have three or even more complexed ability. Mystic is final rarity that allows four abilities or two complexed abilities. (An ability must be a sentence whilist complexed ability may contain a few sentences but uses one stats point for each sentence.)
QUESTSOptional tasks that are given every small world. When it is completed, players in the small world will be rewarded with small EXP.
CASTING SPELLSAs you enter the battle, your mana will be limited to the number of your level. You can create a spell you see fit as long as it is;
- Balanced according to its mana cost
- It doesn't break color pie
- It matches your character's color
- It's an instant or sorcery spell
- Its mana cost isn't greater than your current level
- It has negative ability or "As additional to cast...", if its mana cost is zero.
- Must be common. You can only cast uncommon spells after 3 level, rare spells after 9 level, and mystic after 27 level.
STATS POINTS AND SKILL POINTS- Balanced according to its mana cost
- It doesn't break color pie
- It matches your character's color
- It's an instant or sorcery spell
- Its mana cost isn't greater than your current level
- It has negative ability or "As additional to cast...", if its mana cost is zero.
- Must be common. You can only cast uncommon spells after 3 level, rare spells after 9 level, and mystic after 27 level.
Every player starts with 2 stats point as their characters' base power and toughness will be 0/1. You gain 1 skill point for each the boss of small world been defeated. You can invest one stats point in:
- +1 Power
- +1 Toughess
- An ability (Or a sentence to complexed ability)
- Increase rarity.
Whilist you can invest one skill point in:
- +1% Power bonus
- +1% Toughness bonus
- +1% Spell damage bonus
- +1% Life bonus
- +1 Mana bonus
- +1 Color bonus
- +1% EXP bonus
(Note that when your character dies, you loses all stats point but you still get to keep skill points)
CREATE YOUR OWN CHARACTER- +1 Power
- +1 Toughess
- An ability (Or a sentence to complexed ability)
- Increase rarity.
Whilist you can invest one skill point in:
- +1% Power bonus
- +1% Toughness bonus
- +1% Spell damage bonus
- +1% Life bonus
- +1 Mana bonus
- +1 Color bonus
- +1% EXP bonus
(Note that when your character dies, you loses all stats point but you still get to keep skill points)
Before you start your first adventure, you must create a common, monocolor legendary creature. You will have two stats point to spend on it as its power and toughness will be 0/1. Your starting life will be 10 and it returns back to normal when you leave or enter the small world.
If you have any questions, feel free to ask so!
Comments
Of course! Just read "Create Your Own Character"
Mtgcardsmith.com is up now.
Awesome! Just a few thing before you can open a world;
When a creature gains a new keyword temporary, it will read as:
That way states the creature to have a keyword for short time. If your intention was to make it permanent, you should rephrase this to:
Unfortunately, that ability falls in uncommon area or rarer, you will have to nerf it to
It's actually balanced! Really! Just problem is ability alone is too powerful for its common rarity.
(Don't worries, enemies you encounter will be also weak as you.)
I will open the world for you as soon as you updated your character.
Got it! Here’s my character:
Legendary Creature:
Description: Thalor is a spirit of the forest, resilient and steady. He draws strength from nature itself, making him tougher than he appears.
Starting Life: 10
Ready to enter the first adventure with Thalor, the Verdant Guardian!
https://mtgcardsmith.com/view/thalor-the-verdant-guardian
Koro's Stats:
Length: 24' 7"
Height: 7' 6"
Age: 15 years
Koro was separated from his pack at a young age, and now stalks the forests as a lone Raptor, looking for pray.
You may use same artwork for your character to update.
@jpastor opens new world!
THE TRAINING WORLD
QUESTS
* Defeat 5 Offensive Training Dummies* Defeat 5 Defensive Training Dummies
Thalor and Whitefang encounters first wave:
1x DEFENSIVE TRAINING DUMMY
@Mellow_MC, you may swap your character with another character if you want.Looks fire! However, common cards usually can have only one ability and this belongs to rare rarity or rarer. You should remove an ability then its back to balanced. (Preferably second ability)
@Jpastor
It's your turn, read "CASTING SPELLS" and your creature may fights target creature you desire to kill. You have one mana. Beware, they will deal damage back to you just like normally battle.
Jpastor and Mellow, it's your turn, so you can only cast an instant or sorcery. If your creature isn't tapped, you can have it attack target creature. Your creature and that creature will deal damage each other. At end of turn, your creature and enemy creature will restore toughness to max. Read "CASTING SPELLS" for further information.
Koro is balanced for its single mana, however, first ability favors green more than red. If you were to edit it to +1/+0 then it wouldn't break color. Extra ability with its strength pushes the rarity too far, so it is recommended to remove it.
If you want to keep first ability, make Koro green.
You can get away with "Flying" as second ability
May I join the current small world, or do I need to request another one and wait for it to open?
Welcome back! The small world remains open, so you may join in, but you will have to wait for the battle to end.
@jpastor
Sorry, you may take time if needed.
Ah, I understand now! Let’s go through the turn step by step under these rules. Thalor is Level 1, so I can create and cast a common green instant or sorcery spell with a mana cost of 1 or less.
My Turn:
Spell Creation:
I’ll create a balanced common green instant to fit the situation:
Growth Strike
{1}
Instant
Target creature you control gets +1/+1 until end of turn. Then it fights target creature you don’t control.
“Strength comes as the forest endures.”
Action:
Casting Growth Strike
Combat Damage Resolution
Thalor survives with 1 toughness remaining.
End of Turn
Status Update:
It’s the dummies’ turn now! How would you like them to act?
Understood. Here's would happens;
Your character will take only one damage as long as the damage is one or greater. That doesn't apply the enemies.
You casted Growth Strike. That way, Thalor gets +1/+1 until end of turn then he fights Offensive Training Dummy. Your creature is now has 2 toughness left. Offensive Training Dummy been destroyed this way.