* cough * reorganization abilities * cough * Note: This forum game's turns last 1-3 days. Feel free to join and leave as you wish. I need a version log Current Version: 4.0 Version 4.0 adds special summons, wahoo! Spoiler: Version 4.0 Spoiler: Dealing Damage Single Hit: 10xD20 Multi Hit:10xD12x4 Spoiler: Boost Requires at least one person to attack. Adds +100% damage to an attack.(ex: Person 1 attacks for 10 Damage. Player 2 boosts player 1. +100% damage. Player 1's attack now does 20 damage. ))When boosting, say who you boost. Spoiler: OverBoost When boosting a boost, roll a D4: 1 - Take 5 Damage. Your boost fails. 2 - Take 2 Damage. Add +100%. 3 - Add +100% 4 - OverBoost! The original boost is 10x more powerfull! The original boost will still affect the original target. Ex: Player 1 attacks. Player 2 Boosts player 1. Player 3 Boosts player 2. A 4 is rolled.Player 2's boost is +1000%(10x), and still affects player 1. Spoiler: Summons You may have seen my Mysty Apparition before. He has 1 HP, appears when players need help, but disappears for the rest of the fight if he takes a hit. He attacks like a normal player, though. Summons are similar. It requires 2 players, or two turns (posts)to summon an ally. They attack normally, controlled by the person who started summoning them, and only have 50 HP, unlike normal players. They cannot be re-summoned if they die in this round. Summoning is similar to boosting, as you cannot do anything else if you summon that turn. (Ex: Player 1 starts summoning Summon 1. Player 2 helps summons Summon 1. Summon 1 appears, is controlled by Player 1, but must wait for the next round to start attacking.) Spoiler: Special Summons Special summons are, well, special. First, they count as two summons (meaning you can play as you, a summon and a Spec Summon), each requiring 4 summons to be used (instead of 0/2), and get special perks, which are rolled from a list. Summoning Perk List: 1-Double Damage: Base damage is 20, instead of 10. 2-Perkmaster: Gets two perks from the summon perk list. 3-Twice Chance: Can perform two actions. (For example, attacking twice, attack + boost. Boost + overboost) 4-Rend Foe: Active Ability (Cannot be Boosted): Deals 3% of the opponent's current HP as damage. 5-Double Health: Has a total of 100 HP, instead of 50. Spoiler: Enemies Normal Enemy HP: 1000+500xD20 Damage: D10 Boss HP: 10000+5000xD20 Damage: D12 Spoiler: Boss Perks Bosses need more than HP, so they now have perks (rolled of amount present) 1-Crit Proofing: Boost are only half as effective! (+50% and Overboost x5) 2-Poison Aura: All players take 2 damage a turn! 3-Nothing:Not all bosses are unique. 4-Heavy Shell: Take 10 less damage per individual attack. 5-MorArm: Can target 2 players! 6-Boring: This boss is uneventful. -10 interestingness! (Does nothing) 7-Extra Claws or Something: This boss does x2 damage! It also may look wierd. 8-Summon Jamming: Summons don't work in this fight! Excludes Mysty Apparition 9-Spike Shell: Players take 3 damage every time they attack! Multi attacks must hurt! (Only affects attacking player) 10-Useless: This boss can't do much. -10 useability! 11-Divine: A rare trait that allows it to bring in a temporary ally with 1D10 x 100 HP. Cooldown after ally is slain: 4 turns. 12-Wrath: At 50% HP, do x2 damage. and 25% HP, do x4 damage! 13-Retribution: Roll a D20, if 16 or higher, do 10% of damage taken this turn to the current target as bonus damage. 14-Helpless: The first negative trait! After going below 50% HP, the boss does half as much damage! 15-Banishment:Targets a random summon and deals 10 Damage. Spoiler: Event Enemy Event enemies don't follow normal rules: - Their health isn't rolled, but is 5000+ - Their damage is either set or rolled of a d12. Look at their attack to see it. [D12] means it's a dice roll. Spoiler: Taking Damage Each player has 100HP. Monsters deal damage by rolling dice.Each player has a number next to them on an update (in the order you you posted). The target choses takes the damage the monster rolled. When you have 0HP, you cannot attack anymore. Wait 2 turns (2 update posts) before someone can revive you to 75HP. When an enemy dies, all players are revived and set back to full health. Have a nice day. Also, previous version will be shown in case I want to rollback (for broken updates) in if I want to re-implement something.