|
Updates
Mar 9, 2009 15:29:19 GMT -5
Post by THE GODZILLA on Mar 9, 2009 15:29:19 GMT -5
Update 1:
-Changed one rule and added more explanation for another. The changes are in bold. -Added Magma Breath, Lava Saliva, Lava Blood, Lava Fluid, Whirlwind, Mesmerize, and Chainsaw to Attacks. -Added Improved Stamina to Abilities. -Monsters will now have room for a seventh ability.
Rules:
Each new player starts off with two slots for monsters and unlimited slots for humans and aliens. They have a total of 700 Monster Points (MP), and may use a maximum on 350 on each of these two starting monsters. The player then uses the template to create their monster. When you are creating your first monster, you don’t need to buy the abilities/attacks at the shop. Include your point amount leftover incase you didn’t spend them all. Your monster will then be looked at by a mod or me, and once everything is good, it will be approved. You will then be able to play!
-----
Special Abilities and Weaknesses- All kaiju get these automatically, and how many each has depends on their purchases (and sometimes even the attack or ability). Upon 10 purchases (this can include upgrades to moves) are required to get a second ability, which also adds on another weakness to balance this out. All special abilities are personally inspected by me. Even if a mod approves your monsters, this may not mean I approve of the abilities you've come up with.
For special abilities, you can use some of the abilities in the shop. If you choose a higher ranking of one however, it may not be allowed, depending on how powerful the ability is. I will inform you whether it is allowed or not.
When adding these weaknesses and abilities after the 10th purchase, post in your kaiju's thread that you have done so. You may wait for a specific point to add these, but if you add one, you MUST add the other. These weaknesses should not be crap ones like “can’t enter water above the waist” or “can’t read the minds of simple kaiju”. They MUST be exploitable weaknesses.
For reference, "purchase" is anything bought from the shop for the monster. This does not include the 350 MP for starting kaiju.
-----
Attacks:
Magma Breath- Rank 1 -Breathe searing hot lava onto a foe, burning them- Cost: 50 MP
Lava Saliva- Rank 1 -Saliva of the monster is searing hot lava, burning anything it touches- Cost: 35 MP
Lava Blood- Rank 1 -Blood of the monster is searing hot lava, burning anything it touches- Cost: 35 MP
Lava Fluid- Rank 1 -Blood and saliva of the monster is searing hot lava, burning anything it touches- Cost: 70 MP
-----
Whirlwind- Rank 1 -Spin wildly while wielding bladed arms or bladed weapons, damaging all foes around you. The damage done varies depending on your melee weapons rank or bladed weapon rank. In addition, these blades can charge up with energy with the right rank of Improved Melee Weapons.- Cost: 50 MP
-----
Mesmerize- Rank 1 -Create an illusion, whether it is from flapping wings rapidly or otherwise, to momentarily disorientating any nearby foes. The opponents escape this when the monster stops the illusion or delivers any attack to knock them out of the disorientation- Cost: 50 MP
-----
Chainsaw- Rank 1 -Monster uses a chainsaw to slice through the foe’s flesh- Cost: 45 MP
Chainsaw- Rank 2 -Monster uses a chainsaw to slice through the foe’s flesh. The chainsaw teeth are coated in energy when in use, increasing their cutting potential- Cost: 150 MP
Abilities:
Improved Stamina- Rank 1 -Monster’s stamina is improve by a small amount, allowing it take more damage than normal before going down- Cost: 45 MP
Improved Stamina- Rank 2 -Monster’s stamina is improve by a moderate amount, allowing it take more damage than Rank 1 before going down- Cost: 180 MP
Improved Stamina- Rank 3 -Monster’s stamina is improve by large amount, allowing it take more damage than Rank 2 before going down- Cost: 325 MP
Improved Stamina- Rank 4 -Monster’s stamina is dramatically improved, allowing the monster to tank blows and take quite a bit more damage than Rank 3- Cost: 600 MP
|
|
|
Updates
Mar 11, 2009 18:29:42 GMT -5
Post by THE GODZILLA on Mar 11, 2009 18:29:42 GMT -5
Update 2:
-Added a new rule regarding monster deaths. -Added a new sub board to the kaiju section; The Monster Graveyard. -Added Anti-Coagulant Bite to Attacks. -The 7th ability slot will officially be added to the template today. Please update your kaiju for this change.
-----
NEW RULE: Monster Deaths- When a monster on your roster is slain, whether for storyline purposes or because you no longer want it or have a use for it, the monster will be put into the monster graveyard. Its attacks and abilities MP cost is tallied up, and all of the points are refunded back to you. In the case that this is a starting monster, and you do not have more than 1 other monster, you do not need to buy another kaiju for it. Instead, it is treated as a normal starting monster, with whatever MPs are leftover from the killed monster able to be used on this monster, up to a maximum of 350.
-----
Anti-Coagulant Blow- Rank 1 -Deliver a melee blow ridden with anti-coagulant, either by teeth or claws, causing the wound to bleed continually. The amount of time the wound bleeds is increased depending on your melee weapons rank. Rank 5 Improved Melee Weapons causes this attack to negate regeneration. This attack does not affect foes machines, cyborgs, or monsters with Lava Blood, Fluid, or Acidic Blood, and Fluid- Cost: 55 MP
|
|
|
Updates
Mar 13, 2009 18:58:52 GMT -5
Post by THE GODZILLA on Mar 13, 2009 18:58:52 GMT -5
Update 3:
-Added Psychic, Psychic Orbs, Hemotoxin Injection, Neurotoxin Injection, Napalm Spray, and Napalm Missiles to Attacks. -Removed Poisonous Injection from Attacks. If your kaiju has Poisonous Injection, it is now replaced by either Hemotoxin Injection or Neurotoxin Injection, depending on your choice. -If your kaiju has not been edited to have 7 ability slots, I shall edit it.
-----
Psychic- Rank 1 -Fire weak beams of psychic energies at a foe- Cost: 40 MP
Psychic- Rank 2 -Fire moderately powered beams of psychic energies at a foe. Stronger than Rank 1- Cost: 100 MP
Psychic- Rank 3 -Fire powerful beams of psychic energies at a foe. Stronger than Rank 2- Cost: 205 MP
Psychic Orbs- Rank 1 -Fire two weak orbs of psychic energies at a foe- Cost: 35 MP
Psychic Orbs- Rank 2 -Fire two moderately powered orbs of psychic energies at a foe. Stronger than Rank 1- Cost: 90 MP
Psychic Orbs- Rank 3 -Fire two powerful orbs of psychic energies at a foe. They also can have their movement controlled. Stronger than Rank 2- Cost: 195 MP
-----
Hemotoxin Injection- Rank 1 -Inject a hemotoxin into a foe. It attacks the red blood cells, disrupts blood clotting, and causes terrible pain. Lasts 2 turns, including both you and your opponent’s turns- Cost: 40 MP
Hemotoxin Injection- Rank 2 -Inject a hemotoxin into a foe. It attacks the red blood cells, disrupts blood clotting and causes terrible pain. Lasts 4 turns, including both you and your opponent’s turns - Cost: 110 MP
Hemotoxin Injection- Rank 3 -Inject a hemotoxin into a foe. It attacks the red blood cells, disrupting blood clotting and causing terrible pain. Lasts 6 turns, including both you and your opponent’s turns - Cost: 270 MP
-----
Neurotoxin Injection- Rank 1 -Inject a neurotoxin into a foe. It attacks the nervous system, slowing a kaiju’s movement and causing dizziness. Lasts 2 turns, including both you and your opponent’s turns- Cost: 40 MP
Neurotoxin Injection- Rank 2 -Inject a neurotoxin into a foe. It attacks the nervous system, slowing a kaiju’s movement and causing dizziness. Lasts 4 turns, including both you and your opponent’s turns - Cost: 110 MP
Neurotoxin Injection- Rank 3 -Inject a neurotoxin into a foe. It attacks the nervous system, slowing a kaiju’s movement and causing dizziness. Lasts 6 turns, including both you and your opponent’s turns - Cost: 270 MP
-----
Napalm Spray- Rank 1 -Spray napalm on a foe, covering them in burning liquids that ignite upon contact. The liquids stick to the target, making them hard to get rid of- Cost: 50 MP
Napalm Spray- Rank 1 -Spray napalm on a foe, covering them in burning liquids that ignite upon contact. The liquids stick to the target, making them hard to get rid of. Stronger than Rank 1- Cost: 135 MP
-----
Napalm Missiles- Rank 1 -Fire missiles at a foe that upon contact, explode, covering them with burning liquid that ignite upon contact. The liquids stick to the target, making them hard to get rid of- Cost: 135 MP
|
|
|
Updates
Mar 15, 2009 15:01:50 GMT -5
Post by THE GODZILLA on Mar 15, 2009 15:01:50 GMT -5
Update 4:
-Changed the rule regarding kaiju limits and how much additional kaiju slots cost. Changes made will be in bold. -Changed the rule regarding how often you may kill NPC's. You may now kill NPC's once every FOUR days. Change is in bold. -Added Electro Magnetic Pulse, Shadow Beam, Dark Pulse, and Shadow Bite, and Acidic Mist to Attacks. -Added another rank of Improved Melee Weapons to Abilities. Previous Rank 5 has been changed to Rank 6. -Removed Specium Beam from Attacks. -Reduced the cost of Ranks 2 and 3 of Swift Swim and Ground Speed Increase.
----
Kaiju Limits- You may only make up to seven kaiju for use in the RPG. No more than that is allowed. You may only roleplay with your monster and not someone else’s (unless you are facing them in battle. See the Combat System for further details). Currently, the price of additional kaiju slots depends on what number slot they are when you purchase them and are bought from the shop.
3rd Monster Slot- 35 MP 4th Monster Slot- 125 MP 5th Monster Slot- 300 MP 6th Monster Slot- 450 MP 7th Monster Slot- 600 MP
So if you have 4 monsters already, and you decide to buy another monster slot, this will cost you 300 MP.
-----
NPCs- This stands for Non Playable Characters. They serve as practice tools for players to use. These creatures are allowed to be killed, have bones broken, etc. by your own free will. Try to have them fight back instead of just blowing them all up. When an NPC post or thread is finished, the player earns 35 MP. You may only earn this MP once every four days. However, all of your monsters are capable of doing this, but only each can do this once per four days.
-----
Electro Magnetic Pulse- Rank 1 -Emit an electro magnetic pulse, stunning all machines and cyborgs for 3 seconds- Cost: 50 MP
Electro Magnetic Pulse- Rank 2 -Emit an electro magnetic pulse, stunning all machines and cyborgs for 7 seconds- Cost: 200 MP
-----
Shadow Beam- Rank 1 -Fire a weak beam of shadow energy at a foe- Cost: 40 MP
Shadow Beam- Rank 2 -Fire a moderately powered beam of shadow energy at a foe. Stronger than Rank 1- Cost: 130 MP
Shadow Beam- Rank 3 -Fire a powerful beam of shadow energy at a foe. Can be charged to be made stronger. Stronger than Rank 2- Cost: 250 MP
-----
Dark Pulse- Rank 1 -Pulse shadow energy through your touch to weakly shock a foe- Cost: 50 MP
Dark Pulse- Rank 2 -Pulse shadow energy throughout your entire body, blasting a foe off of you and doing powerful damage- Cost: 200 MP
-----
Shadow Bite- Rank 1 -Pulse weak, shadow energy through your bite- Cost: 25 MP
-----
Acidic Mist- Rank 1 -Breathe an acidic mist onto the foe, burning them- Cost: 50 MP
-----
Improved Melee Weapons- Rank 5 -Melee weapons are now stronger and cause more damage than normal. They also contain bacterium that weakens the foe by a small amount every time they are struck by melee attacks. Stronger than Rank 2- Cost: 210 MP
|
|
|
Updates
Mar 15, 2009 17:47:42 GMT -5
Post by Omegarex24 on Mar 15, 2009 17:47:42 GMT -5
So, I'm just wondering here, when we purchase a slot for a new kaiju, if we want it to have abilities, do we have to spend whatever MP we have left over in order to equip it with abilities?
Say, for example, I've got 185 MP, and I spend 35 of it to purchase a new monster slot. Do I have to use the remaining 150 MP to equip it with abilities, or do we get the 350 point starting package like we did with our first two?
|
|
|
Updates
Mar 15, 2009 17:53:00 GMT -5
Post by THE GODZILLA on Mar 15, 2009 17:53:00 GMT -5
So, I'm just wondering here, when we purchase a slot for a new kaiju, if we want it to have abilities, do we have to spend whatever MP we have left over in order to equip it with abilities? Say, for example, I've got 185 MP, and I spend 35 of it to purchase a new monster slot. Do I have to use the remaining 150 MP to equip it with abilities, or do we get the 350 point starting package like we did with our first two? You must spend whatever points you have or gain on it. You do not receive the standard 350 starting package for your 3rd+ monster slot.
|
|
|
Updates
Mar 20, 2009 15:32:43 GMT -5
Post by THE GODZILLA on Mar 20, 2009 15:32:43 GMT -5
Update 5:
-Military Vehicles have now been added to the game. They have their own special rules for themselves and do not cost any MP to make. You may have a maximum of six vehicles. -Added Shadow Ball to Attacks. -Removed Impulse from Attacks. -Stealth moved Body Heat and Body Chill a few days ago to Attacks. >_>
-----
Shadow Ball- Rank 1 -Fire a weak ball of shadow energy at a foe. Can be charged to be made stronger- Cost: 30 MP
Shadow Ball- Rank 2 -Fire multiple weak balls of shadow energy at a foe- Cost: 45 MP
Shadow Ball- Rank 3 -Fire a medium powered ball of shadow energy at a foe. Can be charged to be made stronger. Stronger than Rank 1- Cost: 125 MP
Shadow Ball- Rank 4 -Fire multiple medium powered balls of shadow energy at a foe. Stronger than Rank 2- Cost: 150 MP
Shadow Ball- Rank 5 -Fire a powerful ball of shadow energy at a foe. Can be charged to be made stronger. Stronger than Rank 3- Cost: 270 MP
|
|
|
Updates
Mar 25, 2009 15:15:20 GMT -5
Post by THE GODZILLA on Mar 25, 2009 15:15:20 GMT -5
Update 6:
-Added the Bank to the RPG. The bank's rules will be placed under the RPG Rules. -Intellgience- Rank 3 has been removed from the game. The ability to communicate with humanoids and other monsters has been added to Rank 2. -Different vision modes have been added to Improved Senses- Rank 1 and 2. However, only Rank 2 can detect invisible or camouflaged foes.
-----
Bank Rules:
The bank was created as a way for players to earn MP passively. This means that by putting a certain amount of MP into the bank, players can gain MP that adds onto this deposited amount. The bank adds this extra MP every five days. If you wish to deposit or withdraw MP, simply post the amount you are depositing or withdrawing. Only withdrawal posts will need to be approved by the staff members. The rest will be handled by me.
The amount of MP you deposit will affect how much you gain per five days. You may only deposit amounts that are multiples of five (aka, no 47 or 192). It goes amount deposited- amount received in five days. These numbers may be changed in the future..
Deposited / Earned in 5 Days
5-50 MP / 10 MP 55-100 MP / 20 MP 105-200 MP/ 30 MP 205-300 MP/ 40 MP 305-400 MP/ 50 MP 405-500 MP/ 60 MP 505-600 MP/ 70 MP 605-700 MP/ 80 MP 705-800 MP/ 90 MP 805-900 MP/ 95 MP 905-1000+ MP/ 100 MP
|
|
|
Updates
Apr 3, 2009 18:40:55 GMT -5
Post by THE GODZILLA on Apr 3, 2009 18:40:55 GMT -5
Update 7:
-I would like to take this time to thank all who are currently participating in this RPG. For staying and playing, each player will receive 100 MP for FREE. This will be added into the player's Bank totals to make it easier for me to keep track of. -Changed the amount of MP received in matches. Changes are in bold. -Added Weapon Formation to Abilities. -A new rank of Improved Melee Weapons has been added to include explosive attacks. Rank 6 has been changed to Rank 7. -Added Illusion to Attacks. -Increased the range of Teleportation and Extraordinary Jumping.
-----
Also, let’s not forget the spoils of victory. The winner of the fight gains 175 Monster Points (MP). Of course, it would be unfair if the loser didn’t get anything! So the loser of the match receives 135 Monster Points. In the case of a tie, both monsters receive 150 Monster Points, and both post retreats. If a monster defeats two monsters in battle, the points are doubled in the victory. The loss points are kept as normal. If a monster faces three monsters and somehow wins, then it gets the points tripled, and so on and so forth.
-----
Weapon Formation- Rank 1 -You may now spawn melee weapons, such as swords, axes, maces, etc. out of thin air to use against a foe- Cost: 150 MP
-----
Illusion- Rank 1 -Spawn an illusion of either yourself or the foe. This illusion has the same abilities of whatever it was made it be identical to, but all its attacks are half as damaging. Any attack that the illusion performs counts as one of your attacks in a turn, but creating the illusion does not. The illusion can be destroyed in one hit and does not take up a foe’s attack during their turn. Cost: 100 MP
-----
Improved Melee Weapons- Rank 6 -Melee weapons are now stronger and cause more damage than normal. They are also tipped with explosives that detonate upon impact, damaging the foe in addition to normal melee damage. The melee weapons themselves are immune to this damage. Stronger than Rank 2-
|
|
|
Updates
Apr 18, 2009 18:20:44 GMT -5
Post by THE GODZILLA on Apr 18, 2009 18:20:44 GMT -5
Update 8:
-Reduced the prices for the 4th, 5th, 6th, and 7th monster slots. -The bank no longer requires players to have their withdrawals approved. -Monster Trades now applies to all monsters. -DH and I have a boss battle in the works, so get yourselves prepared!
------
4th Monster Slot- 75MP 5th Monster Slot- 125 MP 6th Monster Slot- 230 MP 7th Monster Slot- 350 MP
|
|
|
Updates
Apr 18, 2009 21:01:40 GMT -5
Post by DinoHunter2 on Apr 18, 2009 21:01:40 GMT -5
*cracks knuckles*
This shall be fun.
|
|
|
Updates
May 3, 2009 16:05:12 GMT -5
Post by DinoHunter2 on May 3, 2009 16:05:12 GMT -5
A second set of NPC monsters has been added to the Lawless Zone, to help balance out the areas that didn't have as many monsters. A list has also been provided, showing which NPCs reside in which areas. Enjoy.
|
|
|
Updates
Jun 15, 2009 10:57:47 GMT -5
Post by THE GODZILLA on Jun 15, 2009 10:57:47 GMT -5
Update 9 (The Invasion- Part 1):
-Added multiple new "Vortex" attacks, Bacterial Saliva, Blood, Fluid, Breath attacks, and Mine Plant to Attacks. -Added Disease Immunity and Conversion to Abilities. -Added new ranks for Frostbolt and Freezer Beam. -Adjusted the cost of Frostbolt Ranks 1 and 2 and Psychic Ranks 2 and 3.
-----
Burning Vortex- Rank 1 -Surround a foe within a vortex of dancing flames, searing them for moderate damage- Cost: 165 MP
Frozen Vortex- Rank 1 -Surround a foe within a vortex of hail and snow, chilling them for moderate damage- Cost: 165 MP
Watery Vortex- Rank 1 -Surround a foe within a vortex of intense water, crushing them for moderate damage- Cost: 165 MP
Lightning Vortex- Rank 1 -Surround a foe within a vortex of electricity, electrocuting them for moderate damage- Cost: 165 MP
Shadow Vortex- Rank 1 -Surrounds a foe within a vortex of darkness, blasting them for moderate damage- Cost: 165 MP
Energy Vortex- Rank 1 -Surrounds a foe within a vortex of energy, blasting them for moderate damage- Cost: 165 MP
-----
Disease Immunity- Rank 1 -Monster is resistant to disease based attacks and effects- Cost: 100 MP
Disease Immunity- Rank 2 -Monster is immune to disease based attacks and effects- Cost: 300 MP
-----
Bacterial Saliva- Rank 1 -Saliva of the monster contains a disease that weakens monsters slowly over time- Cost: 35 MP
Bacterial Blood- Rank 1 -Blood of the monster contains a disease that weakens monsters slowly over time - Cost: 35 MP
Bacterial Fluid- Rank 1 -Blood and saliva of the monster contains a disease that weakens monsters slowly over time - Cost: 70 MP
-----
Conversion- Rank 1 -Monster splits into multiple forms that are smaller and weaker than the original monster. However, they make up for it in terms of numbers. This ability is similar to Destoroyah’s various forms, and the smaller forms can have different looks than the normal kaiju- Cost: 125 MP
-----
Bacterial Breath- Rank 1 -Monster breathes a deadly cloud filled with bacteria. These bacteria inflict a disease on the foe that reduces their movement speed and reaction time. Lasts 2 turns, including both you and your opponent’s turns- Cost: 40
Bacterial Breath- Rank 2 -Monster breathes a deadly cloud filled with bacteria. These bacteria inflict a disease on the foe that reduces their movement speed and reaction time. Lasts 4 turns, including both you and your opponent’s turns- Cost: 110
Bacterial Breath- Rank 3 -Monster breathes a deadly cloud filled with bacteria. These bacteria inflict a disease on the foe that reduces their movement speed and reaction time. Lasts 6 turns, including both you and your opponent’s turns- Cost: 270
-----
Mine Plant- Rank 1 -Plant a mine into the ground below you that activates 10 seconds after it is dropped. When stepped on by any fighter, they explode, dealing weak damage- Cost: 50 MP
Mine Plant- Rank 2 -Plant a smart mine into the ground below you that activates 10 seconds after it is dropped. When stepped on by any fighter other than you, they explode, dealing moderate damage- Cost: 160 MP
Mine Plant- Rank 3 -Plant a smart mine into the ground below you that activates 10 seconds after it is dropped. When stepped on by any fighter that isn’t you or an ally, they explode, dealing powerful damage- Cost: 285 MP
-----
Freezer Beam- Rank 2 -Fire a moderately powered beam of ultra low temperature at a foe. It freezes whatever it hits on contact- Cost: 215 MP
Freezer Beam- Rank 3 -Fire a powerful beam of ultra low temperature at a foe. It freezes whatever it hits on contact- Cost: 340 MP
Frostbolt- Rank 1 -Fire a weak bolt of frost at a foe. Can be charged to be made stronger- Cost: 20 MP
Frostbolt- Rank 2 -Fire multiple weak bolts of frost at a foe- Cost: 40 MP
Frostbolt- Rank 3 -Fire a medium powered bolt of frost at a foe. Can be charged to be made stronger. Stronger than Rank 1- Cost: 100 MP
Frostbolt- Rank 4 -Fire multiple medium powered bolts of frost at a foe. Stronger than Rank 2- Cost: 140 MP
Frostbolt- Rank 5 -Fire a powerful bolt of frost at a foe. Can be charged to be made stronger. Stronger than Rank 3- Cost: 250 MP
-----
Psychic- Rank 2 -Fire moderately powered beams of psychic energies at a foe. Stronger than Rank 1- Cost: 140 MP
Psychic- Rank 3 -Fire powerful beams of psychic energies at a foe. Stronger than Rank 2- Cost: 300 MP
|
|
|
Updates
Jun 15, 2009 15:06:14 GMT -5
Post by DinoHunter2 on Jun 15, 2009 15:06:14 GMT -5
Looks good, but I think you need to do some quick edits on the Mines. They're all Rank 1, and the descriptions for the second and third ranks are identical.
|
|
|
Updates
Jun 15, 2009 15:40:38 GMT -5
Post by THE GODZILLA on Jun 15, 2009 15:40:38 GMT -5
Looks good, but I think you need to do some quick edits on the Mines. They're all Rank 1, and the descriptions for the second and third ranks are identical. The ranks are indeed wrong, my bad on that part. However, notice that the third rank deals more damage and also is not activated by allies when placed down. The second rank only doesn't activate when you step on it.
|
|