The Subspace Chronicles

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Yoshi64Mario

Player of all consoles!
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Plot: Several years have passed by now since the events of the legendary Thousand Year Door. A brave hero amassed the Crystal Stars and locked away the evil Shadow Queen from this world.

Several years passed and the hero joined with a whole host of others to save the world from the greater evil known as Tabuu.... Before the hero rescued all dimensions from the void.

Basically, it's been quite a long time.

But now, there's a new threat. Ok, not ONE. MULTIPLE. That Tabuu found out about the Crystal Stars, and somehow transported his followers to the Door, where the hero had left them. They where missing only days later. A week after they went missing a mysterious bomb went off on distant Brawl Island that inhaled everything nearby.

The Star Spirits where quickly alerted and took the Star Rod away to Dreamland, but it seems Tabuu has escaped.

With the removal of the Crystal Stars, the Door weakened so much the Shadow Queen managed to escape. Tabuu than sought out the Star Spirits and forced them into being captured. He than scattered the Crystal Stars.

The Shadow Queen, meanwhile, grabbed the Pure Hearts from their Pillars in the towns of Flipside and its sister, Flopside, unleashing the Chaos Heart once more and re-forming the Void off in the distance.

This is a huge task... Gather the Crystal Stars, Pure Hearts, AND Star Spirits, locate the Star Rod, and use it to hopefully send Tabuu back!

Edit: When you first start out, please start in Rogueport!

NINTENDAN NOTE:
If the thought of rolling the dice on random.org and constantly checking on the topic daunts you, try out The Subspace Chronicles Dice Roller, currently with all main features of the game built into a compact, online (or offline) program type thing.
(Subject to update/change at any time)

Code:
http://filesmelt.com/dl/TheSubspaceChronicles3.swf
Version 1.3 of the Dice Roller has been released.

This tool lets you not only roll a dice to generate a random number from 1 to 6, but also tells you what that number means based on what mode you have currently selected! Enjoy!
 
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Alright gang, let's... get some stars? Yeah!
 
This'll be a ridiculous task to complete, but I, Shy Guy (name o' me character *shifty eyes*) shall rise up to the challenge! *jumps away*
 
Heh,Its combining one of my favorite things;Paper Mario,with one of my worst;the enemies in the subspace emisary(except the mario enemies,theyre cool)
 
It's 1 in the morning. Clouds cover most of the Void-filled sky, leaving the town of Rogueport shrouded in the faint moonlight that pokes through the cloudy gaps above. Shy Guy is trailing a suspicious character that keeps daring their head left to right, checking to make sure nobody is following them. Little do they know, they are being followed. Shy Guy uses the many shadows to his advantage to stay close to his target whilst still remaining undetected.

Ever since the news of the terrible disaster, Shy Guy had been lingering around Rougeport, with the intent of finding a clue on the whereabouts of the Star Rod. This was his closest lead, a strange looking figure, a Koopa judging by the silhouette, shiftily moving around the parts of the town.

The Koopa ventured out of Rogueport, and Shy Guy followed closely. The mysterious person disappears behind a shrub, and Shy Guy is prepared to finally encounter him, face-to-face, and get answers.

---ROLLED DICE FOR FIELD ACTION---
Rolled a 5: I can continue what I was doing!

Shy Guy lept into the bushes and tackled the character, rolling out onto the vast, grassy field. "WHAT'S GOING ON?!" screamed the Koopa in shock. Shy Guy quickly got up and got into his battle stance, before realising he had tackled a mere salesman who dealt on the black market. Ever since the sudden events, crime had sky rocketed in Rougeport. Shy Guy said nothing; instead, he swiftly sliced the Koopa's bag of stolen goods in half and hopped off, back towards Rogueport.

---ROLLED DICE FOR FIELD ACTION---
Rolled a 5: I chose to encounter an enemy!

As Shy Guy was hopping towards Rogueport, he notices more criminal activity. This time, a robber trying to bust into a window of one of the town's houses. Shy Guy throws the enemy down and prepares to fight.

---ROLLED DICE FOR ENCOUNTER---
Rolled a 3: A basic enemy. Enemy was a Spiked Goomba.


BATTLE:
Shy Guy: launched an attack, but the enemy dodged!
Spiked Goomba: launched an attack, but missed!
Shy Guy: landed an attack! Spiked Goomba lost 3 HP, with 3 HP left!
Spiked Goomba: launched an attack! Shy Guy lost 3 HP, with 7 HP left!
Shy Guy: landed an attack! Spiked Goomba lost 3 HP, with 0 HP left!
VICTORY!

Shy Guy gains 2 EXP!


---ROLLED DICE FOR POST BATTLE ACTION---
Rolled a 6: I succeed so well that I hurt myself! Roll again for damage.
Rolled a 2, and lost 2 HP. HP is now 5.

Shy Guy smacks the Spiked Goomba across the field an incredibly far distance, and finds himself hurting his right arm in the process. This is the first time in years Shy Guy has had to battle, so he still felt a little bit rusty. Shy Guy resumed what he was doing, however, and bounded back towards Rogueport, still on the hunt for any clues that would lead him to the Star Rod... why he was so eager to find it, nobody knew. In fact, nobody even knew were Shy Guy stayed during the day, let alone what he did during the night...

(Well, that was different, heh. Not sure if I did it right, but hey, I wanted to battle something).
 
Wetherall was far from home with no way to get back. He had come to Rogueport with the intention of finding a set of Crystal Stars rumored to be kept by a squadron of greedy Goomba thieves in the sewers beneath the city. Unfortunately, his wallet, as well as his robotic companion I.S.H. (the Inventory and Statistics Helper), were stolen while he slept. One of his Rogueport contacts gave him all he could, at 10 Rupees, but that wouldn't be enough for anything at this point. Besides, Wetherall knew he couldn't leave without his bionic helper. He was worth too much, and he was only a loan from an old friend anyway. Wetherall silently cursed himself for not being more vigilant, and set off.
Rolled for encounter. Rolled 4. Not robbed.
Wetherall knew where ISH was, though. Psychic powers are quite useful. Unfortunately, he was in the Underground. Wetherall grunted and set off into the murky depths. Hopefully his hat would survive.
Rolled for encounter. Rolled 4. No enemies nearby.
After checking to make sure the coast was clear, he set off down the pathway that would hopefully lead him to ISH.
Rolled for field action. Rolled 1. Action failed.
To his surprise, the path he took curved off far to the left. Far away from ISH. Wetherall headed back to his starting point.
Rolled for encounter. Rolled 6. Surprised by tough enemy.
Rolled for number of enemies. Rolled 5. 5 enemies.
Rolled for skill level of enemy #1. Rolled 6. Basic enemy.
Rolled for skill level of enemy #2. Rolled 3. Basic enemy.
Rolled for skill level of enemy #3. Rolled 3. Basic enemy.
Rolled for skill level of enemy #4. Rolled 4. Stronger enemy.
Rolled for skill level of enemy #5. Rolled 4. Stronger enemy.
Rolled for inventory of enemy #1. Rolled 5. Is carrying Shroom Shake.
Rolled for inventory of enemy #2. Rolled 1. Is carrying nothing.
Rolled for inventory of enemy #3. Rolled 2. Is carrying nothing.
Rolled for inventory of enemy #4. Rolled 2. Is carrying nothing.
Rolled for inventory of enemy #5. Rolled 5. Is carrying Shroom Shake.
Wetherall planned to use an underground rock as his jumping-off point to reach the tattered ladder that would take him back to the city. Unfortunately, the rock was really a pack of Goombas. Wetherall grunted.
-- WETHERALL /VS/ 3 GOOMBAS, 2 SPIKED GOOMBAS--
After turn 0:
Wetherall: HP: 11/11 MP: 7/7 ATK: 4 DEF: 3
Goomba: HP: 5/5 ATK: 3 DEF: 0 (Shroom Shake)
Goomba: HP: 5/5 ATK: 3 DEF: 0
Goomba: HP: 5/5 ATK: 3 DEF: 0
Spiked Goomba: HP: 6/6 ATK: 5 DEF: 1
Spiked Goomba: HP: 6/6 ATK: 5 DEF: 1 (Syrup)
Rolled for move. Rolled 2. Magic attack successful.
Wetherall opted to go the strategic route. Lifting his cane in the air, the Goombas watched mesmerized as shadows began to whirl and coalesce around the sword that was once a cane. The blade glowed with an eerie purple light. (-4 MP to Wetherall)(+2 ATK, 5 turns to Wetherall)
Rolled for Goomba 1 move. Rolled 4. Launched tough attack.
(I'm not quite sure how tougher attacks work. It doesn't say. For now, I'll just add 1 to the ATK power.) The first Goomba charged up, its skin emitting a rainbow glow. It charged at Wetherall and hit. (-1 HP to Wetherall)
Rolled for Goomba 2 move. Rolled 3. No item, launched basic attack.
The second Goomba charged as well, but Wetherall was ready. He braced himself and the Goomba's attack power was dulled.
Rolled for Goomba 3 move. Rolled 6. Attack countered.
By now, Wetherall was getting used to the Goombas' attack patterns. He expertly dodged the animal's charge and stabbed the Goomba as it passed. The counter wasn't as powerful as an attack, but with the boosting power of the shadows, it was enough to almost kill the poor creature on the spot. (-3 HP to Goomba 3)
Rolled for Spiked Goomba 1 move. Rolled 3. No item, launched basic attack.
The first Spiked Goomba saw its chance to attack, and did so. The spike on its head distracted Wetherall for long enough to stab him. He grimaced in pain. (-2 HP to Wetherall)
Rolled for Spiked Goomba 2 move. Rolled 6. Attack countered.
Wetherall was dulling his pain by turning it into rage. The shadows on his blade bubbled as he waited for the second Spiked Goomba to begin its charge. As if on cue, the beast finally moved, and Wetherall thrust his sword deep into the Goomba's head-spike. Apparently it was a body part. (-2 HP to SG 2)
After turn 1:
Wetherall: HP: 8/11 MP: 3/7 ATK: 6 DEF: 3 (Buff: Shadow Sheath - 4 turns left)
Goomba 1: HP: 5/5 ATK: 3 DEF: 0 (Shroom Shake)
Goomba 2: HP: 5/5 ATK: 3 DEF: 0
Goomba 3: HP: 2/5 ATK: 3 DEF: 0
SG 1: HP: 6/6 ATK: 5 DEF: 1
SG 2: HP: 4/6 ATK: 5 DEF: 1 (Shroom Shake)
Rolled for move. Rolled 5. Attack Successful.
Wetherall decided to focus his efforts on the wounded Spiked Goomba. He whirled around to face it and stabbed it once more, this time in its soft flesh. (-3 HP to SG 2)
Rolled for Goomba 1 move. Rolled 2. Launched basic attack.
The Goomba with the Shroom Shake bit Wetherall. He shook it off.
Rolled for Goomba 2 move. Rolled 2. Launched basic attack.
The exact same happened with the other Goomba. These things can get quite annoying, thought Wetherall.
Rolled for Goomba 3 move. Rolled 6. Attack countered.
The wounded Goomba attempted to bite Wetherall. It only succeeded in falling flat on its face. Wetherall stepped on it and it died unceremoniously. (-3 HP to Goomba 3) (Goomba 3 is dead)
Rolled for SG 1 move. Rolled 5. Magick Attack launched.
The unhurt Spiked Goomba started glowing much like the first. This type of Goomba seems to show more self-control than the unspiked ones. Hm. (+1 ATK to SG 1)
Rolled for SG 2 move. Rolled 6. Attack countered.
The wounded Spiked Goomba launched a stumbling charge on Wetherall. He countered it easily, jabbing the Goomba in the eye and wounding it further. (-2 HP to SG 2)
After turn 2:
Wetherall: HP: 8/11 MP: 3/7 ATK: 6 DEF: 3 (Buff: Shadow Sheath - 3 turns left)
Goomba 1: HP: 5/5 ATK: 3 DEF: 0 (Shroom Shake)
Goomba 2: HP: 5/5 ATK: 3 DEF: 0
SG 1: HP: 6/6 ATK: 6 DEF: 1 (Buff: Charge - 1 turn left)
SG 2: HP: 2/6 ATK: 5 DEF: 1 (Shroom Shake)

Rolled for defense. Rolled 1. Defense boost at 1.
In accordance with the Spiked Goomba's Charge ability, Wetherall steeled himself to further dull the impact. (+1 DEF, 1 turn to Wetherall)
Rolled for Goomba 1 move. Rolled 3. Used Shroom Shake.
The Goomba must have been dehydrated, for it unnecessarily drank its Shroom Shake and threw it away. Wetherall felt a small pang of sorrow at the waste of such an item.
Rolled for Goomba 2 move. Rolled 5. No Magick Attack. Launched basic attack.
The second Goomba kept trying its same strategy of uselessly walking into Wetherall's leg. He didn't even feel it.
Rolled for SG 1 move. Rolled 4. Tougher attack launched.
Against all odds, the Spiked Goomba charged up even further, and launched itself spike-first at Wetherall. Ow. (-3 HP to Wetherall)
Rolled for SG 2 move. Rolled 4. Tougher attack launched.
The wounded Goomba, perhaps seeking vengeance, charged up and attacked as well. (-2 HP to Wetherall)
After turn 3:
Wetherall: 3/11 MP: 3/7 ATK: 6 DEF: 3 (Buff: Shadow Sheath - 2 turns left)
Goomba 1: HP: 5/5 ATK: 3 DEF: 0
Goomba 2: HP: 5/5 ATK: 3 DEF: 0
SG 1: HP: 6/6 ATK: 5 DEF: 1
SG 2: HP: 2/6 ATK: 5 DEF: 1 (Shroom Shake)

Rolled for move. Rolled 4. Attack successful.
Wetherall launched himself for one last attack against the offending Spiked Goomba. It died growling and Wetherall picked up its stolen Shroom Shake. (-5 HP to SG 2) (SG 2 dies)
Rolled for Goomba 1 move. Rolled 2. Basic attack launched.
Nothing new here.
Rolled for Goomba 2 move. Rolled 5. No magic attack. Launched basic attack.
*snore*
Rolled for SG 1 move. Rolled 3. No item. Launched basic attack.
The remaining Spiked Goomba bit Wetherall. (-2 HP to Wetherall)
After turn 4:
Wetherall: HP: 1/11 MP: 3/7 ATK: 6 DEF: 3 (Buff: Shadow Sheath - 1 turn left)
Goomba 1: HP: 5/5 ATK: 3 DEF: 0
Goomba 2: HP: 5/5 ATK: 3 DEF: 0
Spiked Goomba: HP: 6/6 ATK: 5 DEF: 1
Rolled for move. Rolled 5. Magic successful.
Wetherall, being at low health, casts Potluck Heal at cost of 25% of his max MP. With no party members, the spell is finished more quickly. (-2 MP to Wetherall) (+11 HP to Wetherall)
Rolled for Goomba 1 move. Rolled 1. Attack missed.
The Goomba, who apparently couldn't handle the caffeine from his shake, collapsed on the floor rather than launching an attack.
Rolled for Goomba 2. Rolled 5. No magic attack. Launched basic attack.
The other Goomba continued uselessly bonking against Wetherall's lower leg. He didn't bother to squish it; he had better things to worry about.
Rolled for Spiked Goomba. Rolled 3. No item. Launched basic attack.
Unfortunately, the Spiked variety of Goomba is a fair bit less useless. (-2 HP to Wetherall)
After turn 5:
Wetherall: HP: 9/11 MP: 1/7 ATK: 4 DEF: 3
Goomba 1: HP: 5/5 ATK: 3 DEF: 0
Goomba 2: HP: 5/5 ATK: 3 DEF: 0
Spiked Goomba: HP: 6/6 ATK: 5 DEF: 1
Rolled for move. Rolled 2. Attack successful.
A newly-healed Wetherall turns his attention to the surviving Spiked Goomba. Attention hurts. (-3 HP to Spiked Goomba)
Rolled for Goomba 1 move. Rolled 2. Basic attack launched.
*whistles*
Rolled for Goomba 2 move. Rolled 1. Attack missed.
This whistle belongs to the second Goomba, who decides not to do anything.
Rolled for Spiked Goomba move. Rolled 1. Attack missed.
The Spiked Goomba is joining in. How cute. Now time to stab it.
biggrin.gif

After turn 6:
Wetherall: HP: 9/11 MP: 1/7 ATK: 4 DEF: 3
Goomba 1: HP: 5/5 ATK: 3 DEF: 0
Goomba 2: HP: 5/5 ATK: 3 DEF: 0
Spiked Goomba: HP: 3/6 ATK: 5 DEF: 1
Rolled for move. Rolled 4. Attack successful.
With one more lunge, the Spiked Goomba is down. (-3 HP to Spiked Goomba) (Spiked Goomba dies)
Rolled for Goomba 1 move. Rolled 5. No magic attack. Launched basic attack.
*siiiiiiiiiiiiiiiiiiiiiiiiiiiiiii-
Rolled for Goomba 2 move. Rolled 3. No item. Launched basic attack.
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiigh*
After turn 7:
Wetherall: HP: 9/11 MP: 1/7 ATK: 4 DEF: 3
Goomba 1: HP: 5/5 ATK: 3 DEF: 0
Goomba 2: HP: 5/5 ATK: 3 DEF: 0
Rolled for move. Rolled 2. Attack successful.
DIE YOU ANNOYING GOOMBA (-4 HP to Goomba 1)
Rolled for Goomba 1 move. Rolled 6. Attack countered.
The nice Goomba let you kill it. Awww. (-2 HP to Goomba 1) (Goomba 1 dies)
Rolled for Goomba 2 move. Rolled 3. No item. Launched basic attack.
...
After turn 8:
Wetherall: HP: 9/11 MP: 1/7 ATK: 4 DEF: 3
Goomba: HP: 5/5 ATK: 3 DEF: 0
Rolled for move. Rolled 4. Attack successful.
-4 HP to Goomba. (-4 HP to Goomba)
Rolled for Goomba move. Rolled 3. No item. Launched basic attack.
*is running out of crap to say*
After turn 9:
Wetherall: HP: 9/11 MP: 1/7 ATK: 4 DEF: 3
Goomba: HP: 1/5 ATK: 3 DEF: 0
Rolled for move. Rolled 1. Attack missed.
I hope you enjoy your last moments, Goomba scum.
Rolled for Goomba move. Rolled 6. Attack countered.
Or not. Wetherall slices the attacking Goomba in two. Apparently this only does 2 damage. (-2 HP to Goomba) (Goomba dies)
--BATTLE OVER--
Spoils:
(1) Shroom Shake
Rolled for EXP (5) times. Rolls: /2/3/1/1/1/
Total gained EXP: 8
Rolled for field action. Rolled 5. Epic bonus gained.
(I don't know how bonus works either. Making stuff up now.
biggrin.gif
)
One of the dead Goombas melts, revealing ISH. Wetherall reboots him and checks him. He is working fine. Wetherall goes to check his inventory and finds a strange medallion with an engraving in the shape of a pyramid of three stars atop a stack of wide, upside-down V's. Wetherall would inspect it, but suddenly he is stuck in completely unchangable stasis for a week because I'm going to summer camp.

Hope I did this right, but for now, a few queries:
-The bonus I mentioned
-The "Tougher Attack"
-How enemy selection works - i.e. there are Paragoombas in this area, but I don't see why they would show up ever.
-And what the deal with the Speed stat is.

Until then, keep RPing!
biggrin.gif
 
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Hope I did this right, but for now, a few queries:
-The bonus I mentioned
-The "Tougher Attack"
-How enemy selection works - i.e. there are Paragoombas in this area, but I don't see why they would show up ever.
-And what the deal with the Speed stat is.

Until then, keep RPing!
biggrin.gif
Those are my queries as well, heh. When making the dice roller, I just copy pasted what Y64M had written. A bit of info regarding these things you've pointed out would be good. Also, when are we supposed to roll for a robbery?

Also, with EXP, I don't think it's been mentioned, but your EXP to level up is 5 multiplied by your current level. In your case, your EXP to next level up is 5 times 1, so seeing as you got 8, you level up to Level 2! And that leaves your current EXP at 3/10, 10 being EXP needed to next level (because like I said, EXP to next level = 5 * Level, so 5 * 2 = 10, heh).
 
Skulduggery was enjoying the bar he was currently in, when something outside caught his eye(socket). He looked out the window to see a rather shady-looking figure scurrying up and over the walls of the city with a purse in hand. Skulduggery sighed. This sort of thing was heppening more and more often lately. He glanced around to see if anyone was going to help before getting up with a grunt. He sees the man running, and quickens his pace to stop him.

-Field Action-
It's a 3!
Skulduggery pauses as an enemy spots him, and it was a goomba, but it was one of those ones that had something, er, wrong in the head.
After Skulduggery had wrenched his gaze from the decidedly creepy goomba, the man had already run off. Cursing, he turned back to the goomba, ready to take down the, uh, thing that had caused him to lose the theif.

But then he decided not to.

Ambling along, Skulduggery begins to return to the city.
-Field action-
It's a 5! Skulduggery agains spots the retarded Goomba, and decideds to kick its' creepy arse across the floor.

Skulduggery Pleasant vs Retarded Goomba(same as regular goomba, just stares more, not really a new enemy.

Skulduggery: HP: 10/10 MP: 7/7 ATK: 2 DEF: 2
Goomba: HP: 5/5 ATK: 3 DEF: 0


Rolled for attack. Rolled a four.
Calm and collective, Skulduggery punches those eyes so hard they almost close. -2 for da goomba.
Rolled for goomba attack. Rolled a two.
The goomba staggers around and eventually manages to bump into his legs hard enough to scrape some skin off. -1 from Skulduggery.

After turn 1
Skulduggery: HP: 9/10 MP: 7/7 ATK: 2 DEF: 2
Goomba: HP: 3/5 ATK: 3 DEF: 0


Rolled for move, rolled a 4.
Skulduggerys fist shatters the goomba peircing gaze so hard his hands are ablaze. the goomba falls over, and faints. -4 Hp.

After the battle with the creep, Skulduggery turns away, unaware that the goomba still lived to stare another day.
 
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Hope I did this right, but for now, a few queries:
-The bonus I mentioned
-The "Tougher Attack"
-How enemy selection works - i.e. there are Paragoombas in this area, but I don't see why they would show up ever.
-And what the deal with the Speed stat is.

Until then, keep RPing!
biggrin.gif

This is fine, Bio. As for your queries:
1. You did it perfectly. This is the kind of bonus you score when rolling a 5.
2. The 'tougher' attacks are the Magic Abilities outlined on the Enemy post in the sign-up topic. If the enemy doesn't have a MA, than they perform a basic attack.
3. Enemy selection is simply your choice right now. I'll change this in the future, maybe. Basically, you can choose to battle a Paragoomba or a Goomba.
4. Whooops, MEGA mistake on my part there. Speed is used for determining who goes first in a battle (so I need to give the Goombas and other enemies some speed) and can decipher how many times you attack in a turn. It's also vital for chasing down theives after getting robbed, the higher the speed stat the easier it'll be depending on the die roll.

NintenDan, you roll for a robbery each time you enter and exit a town, and every time you post whilst in Rogueport.

And no, EXP has not been mentioned. I'll add it right now.
 
Hope I did this right, but for now, a few queries:
-The bonus I mentioned
-The "Tougher Attack"
-How enemy selection works - i.e. there are Paragoombas in this area, but I don't see why they would show up ever.
-And what the deal with the Speed stat is.

Until then, keep RPing!
biggrin.gif

This is fine, Bio. As for your queries:
1. You did it perfectly. This is the kind of bonus you score when rolling a 5.
2. The 'tougher' attacks are the Magic Abilities outlined on the Enemy post in the sign-up topic. If the enemy doesn't have a MA, than they perform a basic attack.
3. Enemy selection is simply your choice right now. I'll change this in the future, maybe. Basically, you can choose to battle a Paragoomba or a Goomba.
4. Whooops, MEGA mistake on my part there. Speed is used for determining who goes first in a battle (so I need to give the Goombas and other enemies some speed) and can decipher how many times you attack in a turn. It's also vital for chasing down theives after getting robbed, the higher the speed stat the easier it'll be depending on the die roll.

NintenDan, you roll for a robbery each time you enter and exit a town, and every time you post whilst in Rogueport.

And no, EXP has not been mentioned. I'll add it right now.
Okay, thanks for clearing that up. I shall add some of this info to the dice roller right away, actually.
 
a'ight, let's roll.

*note-and because Rogueport has little detail, I'm making it up based on what everyone's written so far. (If you want, Yosh, you can add this in a description of the town somewhere.) and this is just what I see when i read the towns name.

20 hours away from home, Kaito starts to grow uneasy. Boats were never his thing. But water was.
Land slowly starts to come into view. One look at this town, and Kaito knew nothing was worth stealing.
The town was worn out with moss growing from wooden walls, the homeless and hungry walking the streets and a port which nobody comes to. The only thing still standing and in good condition is the bar, with money pouring in from wanna-be-explorers and rich alcoholics. One look at the homes and he could tell thieves own every bit of this place, except the bar.
'Minus well check this town out' he says in his thoughts. The boat stops at the docks, and he steps off the boat with a sigh.

In Kaito's hands holds his die. Some unknown creature gave it to him, and said it had magical powers. It said the die could alter reality and cause the unknown to change your Fate.
But before he could question the creature, it vanished. He rolled it then, but nothing happened. It rolled a 1.

Kaito decides to roll the dice again, to see if it it would work.
It rolled a 4. (Field Action)

Nothing happens. The die just sits there, with it's four eyes staring at him almost mockingly. he picks it up and puts it in his pocket.

(Now to join up with what just happened on Phantoms part.)

He walks into the bar. He was right. People in tuxedo's fill the place. there are some explorer-looking people amongst them, but are getting to the point of passing out. Kaito frowns. 'All these rich b@stards and none of them are offering help to the people outside.'
Kaito takes a seat behind a skeletal man. Looks to be a detective. Looks to be he's in the wrong place. A Goomba with it's eyes boggled and with what hopefully looks like a tumor on the side of it's head walks across the window, trying it's best to eye the detective.
The man suddenly gets up, and beats the living hell out of it, disregarding it's special state. Everyone from the bar watches.

The man stares coldly at the Goomba, and it falls to the ground. As the man walks away, a drunk walks out of the bar, and pounds it's foot into the Goomba's face. As it's flattened on the ground, the dunk says "Squishy Squishy Little Bug!" he pounded it's face in, but forgot about the tumor. it slowly grows and grows, until it pops, sending green ooze in every direction, soaking the drunk. Then as he wipes the ooze from his face he says another sentence. "Oooh, it just went SPLAT." Then he passes out and hits the ground.

Kaito reaches for his die again. He decides to roll it one more time on his table.
It rolls a 2. (Field Action)

The die shakes a little, but soon stops. "That's a funny looking die you got there." Kaito looks up to see a midget wearing a tux. "I'll fight you for it. Out in the street. Now." The man walks out, and motions him to come.
Before he goes, he rolls the die one final time.
It stops on 3. (Encounter Action)

He follows, and the man rips off his tux to reveal he's a Goomba wearing a mask. The Fight begins.

Kaito HP 10/10 MP 7/7 ATK 2 DEF 2
Goomba ATK 3 DEF 0 HP 5


Turn 1
Attack roll-4
Kaito Grabs his knife and puts a wound into it's flesh. 3HP left for Goomba.

Defence Roll-2
The goomba reacts quickly and gnaws on kaito's arm. 9HP Left for Kaito.

Turn 2
Attack roll-1
He tries to lash at the goomba, still on his arm. The goomba quickly lets go, having dealt no damage.

Defence roll-2

The goomba charges and attacks Kaito's left leg. 8HP left for Kaito.

Turn 3
Attack roll-2
He rips the goomba off his leg and punts him 10 feet of where he stands. 1HP left for the Goomba.

Defence Roll-2 (again!?)

it get's up and dashes. It jumps and kicks Kaito in the chest. 7HP left for Kaito. (He's getting killed out there!)

Turn 4
Attack roll-2

He quickly grabs the Goomba's foot, swings him around and smashes him against the Bar window. -1HP for goomba.
the goomba is unconscious. Kaito won the Fight.


Kaito grabs his die and throws it up in the air. it hits the ground, revealing a 2. (._.) (Post fight)
He picks it back up, and checks the coat the goomba wore. A monacle rests in it's pocket, along with the shattered glass. must have broke when it hit the ground. he puts it back and returns to the bar, looking for something else he could steal.
 
Hmm. I know rougeport is supposed to be a weird place, but why is there a huge cube-shaped rock lying next to the rougeport bar on 12th street? And is that a red mask attached to it?
Oh, wait, that's no rock, that's Dev, the cowardly person I'm roleplaying. Lulz. I didn't even recognize him. Lulz.

The rock starts morphing into a small, medium-sized humanoid creature. He looks like Mr.L, Except he's black, and got a red mask. ''Ah, it's good to be out of that form. All that waiting for some sketchy person to come by made me hungry.'' Dev said.

Rolled for field action

4-Free to continue what I was doing.

Dev suddenly heard some footsteps. *Donk...Donk...Donk...* He quickly ducked behind a bush.

Rolled for field action

2-It's an enemy, but one of the weaker natives. No problem.

Dev decided to take this guy down.

Battle! Dev vs. Sketchy Goomba

Dev 11/11 HP 7/7 MP ATK = 2 DEF = 3 SPEED = 5
Goomba (weaker) ATK: 2 DEF 0 HP = 5 SPEED = 3

DEV ATK

5: Success! The enemy takes critical damage! (ATK x 2) - DEF

Damage = 4 HP! Goomba has 1 HP left!

ENEMY ATK

Goomba used Basic attack! ATK - DEF = 1 HP lost. Dev has: 10 HP Left!

DEV ATK

Success! Enemy DEF - ATK = 2 HP lost. Goomba has 0 HP left! Goomba was defeated! Dev wins!

---Post battle = 5

I succeeded and scored a bigger bonus. Dev got the person's ID. 'Private Goomba of the S--s-a-e A-my' (There were coffe stains on the rest of the ID) EXP GAINED: 3 EXP

Current stats:

HP: 10/11
MP: 7/7
ATK: 2
DEF: 2 (Cowardly instincts +1) = 3
Speed: 5
EXP: 3
 
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Lilly enters town looking for Candy. She ran away after Lilly evolved before her, which is why Lilly has a Sun Stone.

Roll for Robbery: 4! Robber took an equipped item! Robber took Razor leaves.
"HEY! Give them back!"
Roll for encounter: 4! Encountered slightly stronger enemy!
Robber turns around and attacks!
Roll for number of enemies: 4! (again?)
Three more Bandits jump out of the shadows and join the Big Bandit!

ARE YOU READY TO RAAAAWWWWWK!
Lilly vs. Bandit Squad

Lilly: HP: 10/10
MP: 8/8
ATK: 2
DEF: 2
SPD: 6

Bandits(x3): HP: 5
ATK: 4
DEF: 0
Ability: Rupee Dash (3); Steals (n) coins and does (n) damage. Run off; Runs away from battle.

Big Bandit: HP: 8
ATK: 6
DEF: 0
Abilities: Rupee Dash (5), Run off

Lilly attacks and (roll 5!) criticals Big Bandit: 4 damage!
(Roll 4!) (Roll 1!) Bandit 1 used rupee dash! Bandit 1 stole three rupees!
(Roll 4!) (Roll 2!) Bandit 2 ran away!
(Roll 1!) Bandit 3 missed!
(Roll 4!) (Roll 2!) Big Bandit stole the Sun Stone!

Lilly ran at the Big Bandit "HYAAAAA!" Lilly smashed the Big Bandit across the face then something hit her in the back. "Owww!" Lilly noticed the Bandit had taken three rupees. "OI!" One of the bandits got scared and ran away. Another bandit ran up to Lilly and she stepped to the side and the bandit fell to the ground. She noticed the big bandit get up and dashed at her. She readied herself but he had already attacked and her Sun stone fell on the ground... "NO!" she screamed as the Big Bandit picked it up.

End of turn 1: Lilly: HP: 3/10
Big Bandit: 4/8
Bandit 1: 5/5
Bandit 3: 5/5

Lilly used Gigadrain (Roll 4!) 6 damage taken from bandit 1! Bandit 1 is down! Lilly healed 4 health!
(Roll 6!) Bandit was countered! 1 damage!
(Roll 1!) Big Bandit missed!

Lilly charged up her energy and sucked the health of a Bandit and the bandit fell as Lilly's wounds healed. The next bandit ran up but Lilly was prepared, she blocked the punch and countered with her own. The big bandit charged and Lilly jumped out of the way.

End of turn 2: Lilly: 7/10 MP: 5/8
Big Bandit: 4/8
Bandit 1: 0/5
Bandit 3: 4/5

Lilly used Gigadrain! (Roll 3!) 6 damage taken from Big Bandit! Big Bandit is down! Lilly healed to the max!
(Roll 3!) No item! Bandit 3 attacked! 2 damage!

Lilly drained Big Bandit as well but forgot about the last bandit. The bandit smashed into her with great force.

End of turn 3: Lilly: 8/10 MP: 2/8
Big Bandit: 0/8
Bandit 1: 0/5
Bandit 3: 4/5

(Roll 2!) Lilly attacked Bandit 3! 2 damage!
(Roll 4!) (Roll 1!) Bandit 3 used rupee dash! Bandit 3 stole 3 rupees!

Lilly punched the bandit but not before he stole more of her money.

End of turn 3: Lilly: 5/10 MP: 2/8
Big Bandit: 0/8
Bandit 1: 0/5
Bandit 3: 2/5

(Roll 4!) Bandit 3 is down! Lilly is the victor!

Lilly knocks down the bandit with a finishing blow.

End of battle! (Roll 5!) Lilly got a bonus!

Lilly searched through the bags of the bandits and not only got all her stuff back but also found 20 rupees!

EXP earnings (Roll 2! 1! 4!) 7 EXP! Lilly leveled up! +1 ATK! +1 DEF!

POST-BATTLE RESULTS!
HP: 5/10
MP: 2/8
ATK: 2 + 1 = 3 + 2 from Razor leaves
DEF: 2 + 1 = 3
Speed: 6
EXP: 7 (Lvl 2)
Equipped Medallions:
Equipped Armor:
Equipped Weapons: Razor Leaves
Equipped Items:
Bottomless Bag: A Sun Stone
Rupees (Pouch): 30/100
Rupees (Bank): 0

Phew, done. Oh and the second rolls were for which abilities...
 
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Dino stepped off the boat. He would have flown here, if his wings where much stronger. The reason why he was here, was because back on his home, he had spotted something mysterious in the sky. It was relatively small, but it looked suspicious. He had learnt about a legend that it was highly dangerous, and would need to be stopped. His best bet was to head for the town of Rogueport....

Rolled for Robbery: 6 (Gee, not off to a good start. The Robber steals everything.)

Suddenly, someone bumps into Dino, knocking him onto the ground. Dino shouts at him, and picks himself up, realising that he is now much lighter. He looks and sees his Pouch, Keyblade, and even his satchel bag have been stolen! 'I'm here three minutes and already I have nothing left....'

Rolled for Field Action: 4 (free to continue doing what it was I was doing)

'So much for getting to Petalburg Meadows... Looks like I'll have to chase this loser instead.' Dino looks around and, with luck, spots they Bandit running away.... Very slowly and with some difficulty. "Hey you dirtbag! Gimme back my stuff!"

The Bandit stops, and realising he's been caught, turns to face Dino.

Rolled for Encounter: 2 (Normal Enemy) Rolled for enemy number: 4 (4 bad guys)

The Bandit calls over a few of his mates, ironically 2 Spiked Goombas and a Goomba.

'This just keeps getting better and better...' Dino mutters.

Battle!

Dino
HP: 10/10
MP: 7/7
ATK: 3
DEF: 2
Speed: 6
EXP: 0

Goomba
ATK: 3
DEF: 0
HP: 5
Speed: 3
MA: None - Performs Basic Attack if this is rolled.

Bandit
HP: 5
ATK: 4
DEF: 0
Speed: 5
MA: Rupee Dash (3); Steals X coins and does X damage based on die roll. Run off; Runs away from battle.


Spiked Goomba 1
ATK: 5
DEF: 1
HP: 6
Speed: 4
MA: Charge - Increases ATK power by one next turn.

Spiked Goomba 2
ATK: 5
DEF: 1
HP: 6
Speed: 4
MA: Charge - Increases ATK power by one next turn.

Turn 1:
Dino's attack: Rolled a 2

Dino attacks the Goomba, swiftly roundhouse-kicking it to the face. Goomba takes 3 damage.

Bandits attack: Rolled a 2

The Bandit charges at Dino. As there is nothing left to steal from him, the Bandit simply runs into him. Dino takes 2 damage.

Spiked Goomba 1's attack: Rolled a 4

The Spiked Goomba charges up.

Spiked Goomba 2's attack: Rolled a 1

This time, Dino was ready for it. Seeing the attack coming, he jumped back slightly, and the Spiked Goomba missed.

Goomba's attack: Rolled a 4

The Goomba charges at Dino. Dino takes 1 damage.

Turn 1 results:

Dino: 7/10 HP
Goomba: 2/5
Spiked Goomba 1: 6/6
Spiked Goomba 2: 6/6
Bandit: 5/5

Turn 2

Dino's Move: Rolled a 1

Dino tries to attack but the Goomba sees it coming, and dodges.

Bandit's Move: Rolled a 2

The Bandit attacks basically. Dino takes 2 damage.

Spiked Goomba 1's Move: Rolled a 2

The charged Goomba attacks, Dino taking 4 damage. (OH, GREAT......)

Spiked Goomba 2's Move: Rolled a 3

The Goomba jumps at Dino and pokes him with the spike on its head. Dino takes 3 damage.

Battle Over. Dino loses!!

After Battle: Rolled a 3 (Can't do anything anyway)

Dino falls to ground. He sees the Bandit standing over him as his eyes slowly close.... And Dino faints away. He lays there on the ground in the middle of the Port, completely still.

Dino waits for help. (Rescued by NintenDan)

Wow, not off to a good start here, am I? Despite being the organiser of this game, I've failed already! Haha, GREAT.
 
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