Yu-Gi-Oh Unbound Kingdom

Feature Creep!
So my original plan was to just arbitrarily decide what monsters got when they level up based on how they were performing. Unfortunately this did not sate my need for crunch so I went and made a system where you get level up points every level that you can assign to stats and abilities. Of course not everyone is down to leveling up things manually so I'm putting it up for a vote assign points manually or let me arbitrarily decide how they're allocated for reference you'll start with 10 points per level that upgrades to 15 per level at level 4.

You will get 10 at level one and every monster has affinities for stats that determine how much they cost to update with an additional cumulative cost every time you spend points in the same attribute.

250 atk: affinity high 5 points, affinity medium 8 points, affinity low 10
250 def: affinity high 5 points, affinity medium 8 points, affinity low 10
150 health: affinity high 5 points, affinity medium 8 points, affinity low 10
1 ap: affinity high 10 points, affinity medium 13 points, affinity low 15
1 Speed: affinity high 7 points, affinity medium 10 points, affinity low 13

So the question is...

[ ] You spend all points

[ ] You spend points for main squad

[ ] I spend all points

Also bestiary has been updated.
 
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[X] You spend all points

I... wouldn't be surprised if I have to take on the responsibility of planning out the best uses of points, but... more control over this kinda thing is almost always better than less control.
 
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Chapter One Post Five: Shopping
If you're choices are being set against Archfiend, being put smack dab in the middle of a cold war or pissing off a group of mercenaries, well you'd rather piss of the mercenaries. "I'll take care of Mao" you exclaim, much to William's and surprisingly Saito's delight.

"Well glad to see you have some backbone. First day here and you're already squaring off to show everybody who's boss. You have a conqueror's spirit, I look forward to testing it." With that Saito turns and walks out of the room, his monsters in lockstep. Satoshi utters a nice to meet you, then gives Alexander and William cordial nods.

"An unexpected outcome, but not an unwelcome one" says Alexander "While direct intervention is not something we can afford given the circumstances we can donate some equipment of significant value."

"That would be most welcome" you start before turning your attention to William "and what of you? Care to join us, this was you idea to begin with."

William takes a second to look bashful before responding "While I'd love to be the one to take care of Mao, unfortunately my situation is much the same as our hosts. The Knights of Ruin and the Townless Guard are let's say ideologically opposed and there are those within both our organizations that would want nothing more than full on war. Although it appears such a thing may be inevitable I won't be the one to spark it. I can however offer a reward in the form of a highly discounted contract with any of our members redeemable after Mao has been humbled."

'Well that's disappointing' you think to yourself. "I understand, politics can be quite limiting. Now Alexander I think I'll take you up on that offer. While I doubt Mao's underlings will prove too difficult its still three versus four in an entrenched position and I'd like something to even the odds."

Spells
1x Multiply: Target monster gains 50% evasion for the engagement. Uses 3
1x Sparks: Inflict light damage to and lowers ap of one target. Uses 5
1x Acid Rain: Inflict light damage on all foes and lower their defense by 1000. Uses 3
1x Goblin's Secret Remedy: Heal entire team 400 each. Can only be used in combat. Uses 3

Items
3x Blue Medicine: Heals 1/3rd base health of target monster. Uses 7
1x Book of Moon: Target monster gains Autoguard for two turns. Uses 3
1x Polymerization: Fuses two to three monsters in to a stronger monster. Uses 3.

Traps
1x Backfire: Every time your opponent defeats a monster the attacking monster takes a medium damage attack. Uses 3
1x Castle Walls: Increase the def of all friendly monsters by 1000. Uses 2
1x Gift of the Mystical Elf: Heal friendly monsters 500 at the end of every engagement. Uses 3


Pick two

Spells
1x Allure of Darkness: Give one monster two action points. This effect does not use an action. Uses 3
1x Mystical Space Typhoon: Target opponent's item losses 1 use and cannot be used for the engagement. Uses 3
1x Ancient Rules: Disable all enemy Fusion, Synchro or XYZ for the duration of the engagement. Uses 2

Items
2x Book of Moon: Target monster gains Autoguard for two turns. Uses 3
1x Pot of Greed: Give a monster 2 action points. Uses 3.
2x Rush Recklessly: All of your monsters gain 700 attack for the turn and attack the same target. This still consumes action points as a normal attack. Uses 3
1x Sanctuary in the Sky: All friendly monsters automatically revive at quarter health at the end of the engagement. This applies even if unit is wiped out. Uses 1 per spirit on team. (Note both Plant and Pyro count as spirit)

Artifact
1x Bait Doll: Absorb the first status effect that would be inflicted upon each of your monsters. Costs 1 ap.
1x Big Bang Shot: Monsters on your team ignore enemy defense for one round. Costs 2 ap
1x Raregold Armor: For the duration of the engagement opponent's monsters must always attack your highest healh monster. Costs 2 ap

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Well we're almost to the meat of the quest. Next update is the planning phase although I might post the battle map sooner along with the opponents starting positions and stats.
 
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I'm thinking...

[X] Rush Recklessly + Raregold Armor

...as Rush Recklessly allows us to focus down threats more reliably, and Raregold forces the opponents to spread their damage across a team instead of focusing on a low-health or particularly threatening member of whichever squad we give the armor to. It'll pair well with stuff like Goblin's Secret Remedy too, once we can actually use stuff like that reliably.
 
[x] Bait Doll + MST

My thinking is that we have a few healing spells in our inventory already, but Bait Doll unique in it's anti-status effect, which is highly possible if this is a bandit camp and all that trope entails. MST is really my choice for an anti-superwepon option to avoid any other pesky items that we don't want to bother with (or just reduce it's use).

... now we're in a split and must convince the other of our choice or risk a coin flip again.

I do like the theme of the other plan though, but since Raregold is an Item, can't help but worry if it only gives taunt to who uses it instead of the per-attack/check spread that is intended?
 
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[x] Bait Doll + MST

My thinking is that we have a few healing spells in our inventory already, but Bait Doll unique in it's anti-status effect, which is highly possible if this is a bandit camp and all that trope entails. MST is really my choice for an anti-superwepon option to avoid any other pesky items that we don't want to bother with (or just reduce it's use).

... now we're in a split and must convince the other of our choice or risk a coin flip again.

I do like the theme of the other plan though, but since Raregold is an Item, can't help but worry if it only gives taunt to who uses it instead of the per-attack/check spread that is intended?
We do not currently have anyone capable of casting spells (until we've earned enough points to buy the ability per 'mon), and reducing the uses of items doesn't really help much unless we've got multiple casters to spam it or encounter one-time-use items; most items seem to be three use, so MST will not be fast enough to prevent Polymerization or most Spells. Furthermore, most such items can be baited safely via proper tactics or consolidate the opponent's monsters, allowing us to focus Fire them down more easily as long as we're properly expecting it and can conserve AP. We can also quite possibly just buy MST later, if we deem it necessary. Not soon, per se, but later.

Bait Doll, on the other hand... It's not bad, per se, as prevention is safer than curing them afterwards... Everyone already gets passive rolls to cure ailments based on their Perception tier. Ours aren't amazing, but it's not as though status effects will immediately force a loss.

In regards to the Raregold issue, well... QM clarification would be useful.

Edit: reread MST, I now see that it prohibits the item that encounter, too. I maintain, however, that we still can't actually cast it yet.
 
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On MST being a spell, yeah sure I get that. But Bait Doll really is my main draw for that one because our stats on Perception (and all other stats) are kind of shit and will probably stay shit beyond maybe padding it to reach 60 for the threshhold. Also yeah we're gonna need QM for the armor.
 
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Clarifications and Intel
All items except for spells (unless you have the magus perk) are used by the marshal with their action points and yes Raregold Armor checks target for every attack. As for casting spells while we haven't officially picked our perk I kinda just assumed the mage build would take magus so you could cast spells up to level 4 yourself.

Since I was bored I decided to go ahead and give you the intel from the next update now.


Mao the Bandit King
Mao respects one thing and one thing only, power. His army of bandits contains enough marshals to threaten any of the major factions if unprepared, but their discipline and skill leave much to be desired, leaving none of note except Mao himself. He has a muscular frame with shaggy brown hair and brown eyes. He dresses in a nobles garb with some clear alterations to make it more practical for combat.

Starting position: Enemy Fort
Projected Action: Guarding Enemy Fort

Armed and Dangerous

Items
None

Power 50
Speed 40
Intelligence 60
Charisma 60
Perception 40

Battleguard King
3000 atk / 1100 def
1000 health / 2 ap
Speed 3
Lv.1 None
Lv.2 King's Due
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

Special Ability

King's Due
Deal light damage to an ally to attack again once per turn. Lp cost 20

Lava Battleguard
1550 atk / 1800 def
800 health / 3 ap
Speed 4
Lv.1 None
Lv.2 ???
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

Swamp Battleguard
1800 atk / 1500 def
800 health / 3 ap
Speed 4
Lv.1 None
Lv.2 ???
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

-----------------------------------

Mao's lackey 1
Too poor for polymerization.

Position Camp 3
Projected Action taking Camp 1

Items
None

Power 30
Speed 30
Intelligence 30
Charisma 30
Perception 30

Battle Ox
1700 atk / 1000 (1250) def
750 (1150) health / 3 ap
Speed 6
Lv.1 150 hp
Lv.2 150 hp 250 def
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

Mystic Horseman
1300 (1550) atk / 1550 def
800 health / 3 ap
Speed 7
Lv.1 250 atk
Lv.2 ???
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

Giant Rat
1400 atk / 1450 def
680 health / 3 ap
Speed 5
Lv.1 None
Lv.2 Float On
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

Special Ability

Float On
The first time in a combat this monster would be defeated it is revived with 250 health. Cannot revive if it is the last monster on its side of the field. Lp cost 20

-----------------------------------

Mao's lackey 2
You think you recognize this one, no wait that's some one else.

Position Camp 3
Projected Action taking Camp 1

Items
None

Power 30
Speed 30
Intelligence 30
Charisma 30
Perception 30

Des Koala
1100 (1350) atk / 1800 def
800 health / 3 ap
Speed 4
Lv.1 250 atk
Lv.2 Des Counterblow
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

Special Ability

Des Counterblow
The first opponent to attack this guarding monster each turn takes light damage. Lp cost 15

Des Kangaroo
1500 atk / 1700 (1950) def
750 health / 3 ap
Speed 5
Lv.1 250 def
Lv.2 Des Counterblow
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

Special ability

Des Counterblow
The first opponent to attack this guarding monster each turn takes light damage. Lp cost 15


Frenzied Panda
1200 (1450) atk / 1000 (500) def
700 health / 3 ap
Speed 5
Lv.1 250 def
Lv.2 250 def 250 atk
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???


-----------------------------------

Mao's lackey 3
Why are you still reading these?

Position Camp 4
Projected Action taking Camp 2 then ???

Items
None

Power 30
Speed 30
Intelligence 30
Charisma 30
Perception 30

Hyena
1000 atk / 300 def
600 (750) health / 4 ap
Speed 7
Lv.1 150 hp
Lv.2 Pack Hunter
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

Special Ability

Pack Hunter
The first time this monster is defeated each engagement it is revived with 250 health and gains 500 attack and 1200 def. Cannot revive if it is the last monster on its side of the field. Lp cost 15

Hyena
1000 atk / 300 def
600 (750) health / 4 ap
Speed 7
Lv.1 150 hp
Lv.2 Pack Hunter
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

Special Ability

Pack Hunter
The first time this monster is defeated each engagement it is revived with 250 health and gains 500 attack and 1200 def. Cannot revive if it is the last monster on its side of the field. Lp cost 15

Hyena
1000 atk / 300 def
600 (750) health / 4 ap
Speed 7
Lv.1 150 hp
Lv.2 Pack Hunter
Lv.3 ???
Lv.4 ???
Lv.5 ???
Lv.6 ???
Lv.7 ???
Lv.8 ???
Lv.9 ???
Lv.10 ???

Special Ability

Pack Hunter
The first time this monster is defeated each engagement it is revived with 250 health and gains 500 attack and 1200 def. Cannot revive if it is the last monster on its side of the field. Lp cost 15

For reference low speed is 3, medium 5, fast is 7 and extremely fast is 10 per cycle. Also speed determines who moves first. If you're wondering where this is in the rule book it isn't. This system is constantly changing and editing a pdf and reposting each individual page is kind of a pain. So I'm putting it here and am just gonna staple it on to the rules post. I also don't know how many cycles it will be between posts, just gonna wing it.

Edit: Hmm that came off very flippant while I was going for casual. I really do appreciate the effort you both put in to posting and hope to make something worth it.
 
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None seem affliction focused at a glance, so yeah might as well switch to the bum rush strategy.

[X] Rush Recklessly + Raregold Armor
 
Tactical analysis...
Lackeys are all Slow, Mao is Medium but unlikely to move... George is Fast, Lukas is Medium, Lydia is Medium.

Lackey 1 and 2 will each take five cycles to reach their destination, Lackey 3 will take 3 cycles to reach his first destination and another five cycles to reach his second.

L&L can each reach Camp 2 in 3 cycles and Camp 1 in 2 cycles; George can reach Camp 2 in 2 cycles and Camp 1 in a single cycle... However, George is also lowest damage output of our group, and is relatively unsuitable for clearing out the Hyenas Lackey 3 is bringing along. Lukas's traps would be splendid for dealing with them, but eh, he'd reach the camp the exact same cycle as an enemy and thus wouldn't have time to set traps... he does reach Camp 1 faster than enemies, though, and paired with George... Gift of the Mystical Elf and maybe Castle Walls should be splendid for keeping George's units in good enough shape to handle both Lackeys headed there, I would hope...

Lydia to Camp 2, George and Lukas to Camp 1 is looking to be the obvious deployment option, but also the best of our available options. Lydia vs Hyenas that won't die is going to be a bit annoying, but Rush Recklessly would help with that, and handing the Raregold over to George helps keep him alive longer...

Item distribution would look something like...
Lukas: Backfire, Castle Walls, GotME, Sparks, Polymerization, Blue Meds
George: Raregold Armor, Book of Moon, Blue Meds
Lydia: Multiply, Acid Rain, GSR, Rush Recklessly, Rush Recklessly, Blue Meds

Assignments being something like...
Lydia to Camp 2, Rush Recklessly repeatedly to focus fire on one Hyena at a time, XYZ Summoning only to extend the encounter or prevent her monsters from getting KO'd.
Lukas to Camp 1, set GotME, and Castle Walls if there's time. Do not engage in combat unless necessary.
George to Camp 1, primary defender. Pop Raregold Armor ASAP, contribute damage via Armed And Dangerous, or heal in emergencies. Synchro to prolong encounters or prevent his monsters from getting KO'd.

There'll probably be a bunch of repeat engagements until Lydia clears Hyena Lackey and George manages to grind the other two Lackeys to dust; Lukas's job is to intercept any that try sneaking away from the meatgrinder. Once Lydia's done, she's off to investigate ??? and should heal on the way. Once George is done, George diagonals to Camp 4 while Lukas heads to Camp 3. From there it's just a matter of whittling away at the boss. Probably something along the lines of... Lukas first, as he's both the freshest and has a bunch of good damage dealers to wear away at Mao with. As per usual, Poly is to be saved for prolonging encounters or saving his monsters. His actions should be used to heal as needed. George should be used to maintain pressure while Lydia diagonals over to Mao, hopefully having afforded Laughing Fog by then, and Lydia cleans house by using her remaining Rush Recklessly to finish things off as-needed.

This is how I foresee the battle going, basically. Might have to improvise if our combat luck is poor, but we've got the tools to improvise if need be, and enough prepwork to hopefully not require such drastic measures. Any opinions, TimEd? Or other readers who might be inclined to care?
 
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Chapter One Post Six: What's yours is mine!
You leave the armory with an ornate set of armor and two stones said to contain the spirit of viscous animals, good for marking targets for your monsters. You're confident you can put them to good use against Mao, speaking of Mao "Alexander are there reports of the makeup of Mao's forces?"

"Fortunately there are and they are quite extensive. It seems Mao prefers intimidation to fighting. Whenever he comes across another marshal he sees fit to flaunt the entirety of his forces, here are the reports."

Mao the Bandit King
Mao respects one thing and one thing only, power. His army of bandits contains enough marshals to threaten any of the major factions if unprepared, but their discipline and skill leave much to be desired, leaving none of note except Mao himself. He has a muscular frame with shaggy brown hair and brown eyes. He dresses in a nobles garb with some clear alterations to make it more practical for combat.

Armed and Dangerous

Items
None

Power 50
Speed 40
Intelligence 60
Charisma 60
Perception 40

Battleguard King
3000 atk / 1100 def
1000 health / 2 ap
Speed 3
Lv.1 None
Lv.2 King's Due

King's Due
Deal light damage to an ally to attack again once per turn. Lp cost 20

Lava Battleguard
1550 atk / 1800 def
800 health / 3 ap
Speed 4
Lv.1 None

Swamp Battleguard
1800 atk / 1500 def
800 health / 3 ap
Speed 4
Lv.1 None

---------------------------

Mao's lackey 1
Too poor for polymerization.

Power 30
Speed 30
Intelligence 30
Charisma 30
Perception 30

Battle Ox
1700 atk / 1000 (1250) def
750 (1150) health / 3 ap
Speed 6
Lv.1 150 hp
Lv.2 150 hp 250 def

Mystic Horseman
1300 (1550) atk / 1550 def
800 health / 3 ap
Speed 7
Lv.1 250 atk

Giant Rat
1400 atk / 1450 def
680 health / 3 ap
Speed 5
Lv.1 None
Lv.2 Float On

Float On
The first time in a combat this monster would be defeated it is revived with 250 health. Cannot revive if it is the last monster on its side of the field. Lp cost 20

---------------------------

Mao's lackey 2
You think you recognize this one, no wait that's some one else.

Position Camp 3
Projected Action taking Camp 1

Items
None

Power 30
Speed 30
Intelligence 30
Charisma 30
Perception 30

Des Koala
1100 (1350) atk / 1800 def
800 health / 3 ap
Speed 4
Lv.1 250 atk
Lv.2 Des Counterblow

Des Counterblow
The first opponent to attack this guarding monster each turn takes light damage. Lp cost 15

Des Kangaroo
1500 atk / 1700 (1950) def
750 health / 3 ap
Speed 5
Lv.1 250 def
Lv.2 Des Counterblow

Des Counterblow
The first opponent to attack this guarding monster each turn takes light damage. Lp cost 15

Frenzied Panda
1200 (1450) atk / 1000 (500) def
700 health / 3 ap
Speed 5
Lv.1 250 def
Lv.2 250 def 250 atk


---------------------------

Mao's lackey 3
Why are you still reading these?


Power 30
Speed 30
Intelligence 30
Charisma 30
Perception 30

Hyena
1000 atk / 300 def
600 (750) health / 4 ap
Speed 7
Lv.1 150 hp
Lv.2 Pack Hunter

Pack Hunter
The first time this monster is defeated each engagement it is revived with 250 health and gains 500 attack and 1200 def. Cannot revive if it is the last monster on its side of the field. Lp cost 15

Hyena
1000 atk / 300 def
600 (750) health / 4 ap
Speed 7
Lv.1 150 hp
Lv.2 Pack Hunter

Pack Hunter
The first time this monster is defeated each engagement it is revived with 250 health and gains 500 attack and 1200 def. Cannot revive if it is the last monster on its side of the field. Lp cost 15

Hyena
1000 atk / 300 def
600 (750) health / 4 ap
Speed 7
Lv.1 150 hp
Lv.2 Pack Hunter

Pack Hunter
The first time this monster is defeated each engagement it is revived with 250 health and gains 500 attack and 1200 def. Cannot revive if it is the last monster on its side of the field. Lp cost 15

---------------------------

Well you didn't expect the notes to be so thorough. By your estimation the only real threat was Mao, but father always taught you never to underestimate the quality of quantity. George was a known quantity that you could depend on, but Lukas you honestly had no clue. He was supposedly good with traps, from what you heard after the attempt on his life he became more than a little paranoid and took to the principles of defense quite handily. That penchant for self preservation could just as easily spell your doom as it could victory. Still him and George were all you had, something you'd have to remedy if you wanted to control any real amount of land.

"Thank you Alexander, you've been a great help" you say and are surprised by a seemingly genuine smile form the stoic man.

"You're quite welcome. May fortune favor you" says Alexander in return. After the exchange of pleasantries its back to the ship to check on your monsters. Even with your independent streak you were still a marshal after all and it just felt wrong to be apart from them for so long. Of course for you and George it was just a slight nagging feeling, but for Lukas, well the man looked visibly shaken. Maybe from now on it was best to keep him on assignments in close proximity with his monsters.

Speaking of monsters you were in sight of the boat and could just barely make out two aristocratic figures at the helm having tea, Fire Princess and Flame Ruler no doubt. You found yourself a little annoyed, not that they were above deck, but that they were having tea without you! You begin rushing to the ship in mostly exaggerated anger before you're stopped by a Will'o'Wisp. You have seconds to prepare for the coming inferno as it forms in to Infernal Flame Emperor. Of course with your magic prowess it was easy to stave off the blast, he wouldn't do it if he lacked faith in your abilities or so he says. "I see opulence hasn't dulled your abilities, nor has the trip over that accursed ocean dulled mine. Months spent in that form has nearly driven me mad. Tell me I will get a a chance to stretch my legs soon, a spar at the very least."

You're about ready to blow up at him in return when you feel a fiery hand on your shoulder, Flame Vixen though lacking the strength to form without the energy of your other monsters is still a calming presence none the less. "Yes my dear emperor" you say, a tinge of sarcasm reminding him of your relative stations. "More than a spar soon you shall get a chance to conquer as you wish." You feel the tinge of annoyance through your link, but it is quickly discarded in favor of excitement at the thrill of combat. An excitement that was admittedly contagious.

A week of walking later and it was time to take vengeance on Mao for all the evil he's done and most importantly for making you walk so far!


Mao
Starting position: Enemy Fort
Projected Action: Guarding Enemy Fort

Mao's lackey 1
Position Camp 3
Projected Action taking Camp 1

Mao's lackey 2
Position Camp 3
Projected Action taking Camp 1

Mao's lackey 3
Position Camp 4
Projected Action taking Camp 2 then ???


Plans

[ ] Take and Hold
- Lydia takes Camp 2 and holds off lackey 3, using Acid Rain if two or more hyena's are on their second life and then investigates ???. Lukas takes and fortifies camp 1 with Gift of the Mystical Elf and Castle Walls. George also goes to camp 1 and they tag in and out against the opponent's onslaught and then go on ahead to fight Mao.

[ ] Blitz
-Same as above but without investigating ???.

[ ] Write In

----------------------------------------------------------------------

So a couple of things to clarify, like in Falsebound Kingdom marshals and monsters come back after a little while, but here they will grant half experience. If I see deliberate farming it will be no experience. They will come back in 6 10 cycles, this is up for change and debate. Marshal speed is not only how fast a marshal moves, but when in the cycle they move, so for instance it takes both Lydia and lackey 3 three cycles to get to camp 2, but Lydia still gets there first. Finally is targeting priority. I'm not going to have you vote to focus down an opponent every combat, instead I will roll for who you targeted. If you want to see how it works I'll post in spoilers below.

Target priority

For opponent I roll a d10 with 1-3 being slot one, 4-6 being two, 7-9 being slot three and 10 being what I think would hurt most.

For players I roll a d10 with 1-2 being slot one, 3-4 being slot two, 5-6 being slot three and 7-10 being what I think would hurt the opponent the most.


Finally another vote as we are going in to combat we need to allocate level up points. Every monster starts at level one with 10 points, but I'm letting you choose one monster on every team to be level two, so have at it. If you don't feel like leveling them that's fine, I'm perfectly willing to do it.

Edit: Also who's getting what items?
 
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[X] Write In: Use the plan spoilered in this post

Edit: Gimme a few minutes to figure out the best use of our free Level 2's...

Edit 2: Well... 'Cumulative cost' is unfortunately vague and vaguely unfortunate, but...

[X] Levelups:
-[X] Infernal Flame Emperor, 0->1, No Points Spent
-[X] Flame Ruler, 0->2, 20pts on Burning Barrage
-[X] Fire Princess, 0->1, 5pts on ATK Up
-[X] Summoned Skull 0->1, 5pts on ATK Up, 5pts on HP Up
-[X] Keeper of Dragon Magic 0->2, 5pts on ATK Up, 15pts on Magus
-[X] Archfiend Soldier 0->1, 5pts on ATK Up
-[X] Angel Trumpeter 0->1, 10pts on AP Up
-[X] Green Phantom King 0-1, 5pts on ATK Up
-[X] King Fog 0->2, No Points Spent
 
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[X] Take and Hold

[X] Levelups:
-[X] Infernal Flame Emperor, 0->1, No Points Spent
-[X] Flame Ruler, 0->2, 20pts on Burning Barrage
-[X] Fire Princess, 0->1, 5pts on ATK Up
-[X] Summoned Skull 0->1, 5pts on ATK Up, 5pts on HP Up
-[X] Keeper of Dragon Magic 0->2, 5pts on ATK Up, 15pts on Magus
-[X] Archfiend Soldier 0->1, 5pts on ATK Up
-[X] Angel Trumpeter 0->1, 10pts on AP Up
-[X] Green Phantom King 0-1, 5pts on ATK Up
-[X] King Fog 0->2, No Points Spent
 
Plan Ryumancer wins! I've updated the bestiary and added Lydia's stats finally, kinda embarrassed it escaped my notice for so long. So I want to talk about the cumulative cost on upgrades. It's primarily there to stop monsters with high ap affinity from gaining too much ap. The problem upon reflection is it prices the other upgrades out of the market on just a few purchases depending on affinity. Since this is a collaborative game I figure I might as well get people's opinions on it.

So as it stands each rank in a specific upgrade costs an additional two points i.e level one costs 5, level two 7, level three 9. Should we continue with it as is or remove the extra cost and have each level cost the base cost?

Another thing I want to talk about are advanced monsters (extra deck). For the purpose of this update they will gain the upgrades that their components have. So Infernal Flame Vixen will get Burning Barrage if Flame Ruler is used and an attack up if Fire Princess is used. Just to reiterate because I'm not sure if I said it before in this quest, Advanced monsters are the level of the highest monster plus one half rounding up the lowest. If both monsters are the same level I'll just choose the one with the better abilities. This is all open to feedback, thank you for reading!
 
Two extra points per level is... Better than the worst case scenario (every purchase being as expensive as all previous purchases) but not quite as good as the best case scenario (one extra per level). The uh, sheer variance there should be indicative enough that perhaps we should've been given the actual number it increments by before being asked to make purchases, no?

I'm personally of the opinion that, at the rate we gain level up points, compared to the base costs, a cumulative increase is both unnecessary and quickly makes purchases impractical.
 
Yeah sorry about that. I thought I did give it, but upon rereading it isn't there. Must have been one of those things where you lose something over multiple drafts. Either that or sheer absent mindedness. I'll just go ahead and remove the cumulative upgrade cost. Instead I'll have to be more judicious about who gets high ap affinity, but don't worry no existing mons will be changed. As compensation for the mixup I'll go ahead and lower Laughing Fog to 20 cost so you can take it now if you want.

Edit: I'm just gonna assume you want Laughing Fog, bestiary updated and beginning work on update.
 
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Ya, grabbing Laughing Fog is fine. Saving to afford that is the reason no points were spent despite raising King Fog to level 2.
 
Chapter One Post Seven part 1: Poor Balancing
The drums of war are playing in your head while you and your fellow marshals draft up a plan. Your scouts indicate that the enemy knows you're coming and is already on route to intercept you, something you're just fine with. "Let them break upon me" George says in his impressive new armor, ready to take on the world. Lukas is also surprisingly animate too, in his own creepy little way. Honestly you're more than a little unnerved with the way too wide smile on his face before he regains his composure.

Your objective lies to the south, to the mysterious camp that your scouts can't seem to get a read on. For all you know it could be a trap, but you'd rather deal with it head on than leave your back to it.

Cycles 1-2
George and Lukas reach camp 1, Lukas installs Gift of the Mystical Elf and Castle walls

Cycle 3
Lydia reaches camp 2 slightly before lackey 3, combat is met.

Lydia vs Lackey

Surprise balance change, Pack Hunter is now a 20 point ability and even then criminally under costed. However I don't want to rewrite the entire encounter so its 20 points meaning they do not get the extra 150 health. Sorry to keep changing stuff so arbitrarily, but unless I get a beta a lot of this will just be sounded good at the time balancing.

Team Lydia
Flame Ruler slot 1, Flame Emperor slot 2, Fire Princess slot 3

Team Lackey
Hyena slot 1, Hyena slot 2, Hyena slot 3

Round 1

Marshal Phase

Lydia
Rush Recklessly Hyena 1

Flame Ruler to hit 72/80 hit!
1500 + 700 = 2200/10 220 vs 300/20 = 15 def
205 damage scored, 395 health remaining
Burning Barrage 14/80 hit!
1500/2 = 750 +700 = 1450 ignores def
145 damage scored, 250 health remaining

Infernal Flame Emperor to hit 68/80 hit!
2700 + 700 = 3400/10 = 340 atk vs 300/20 = 15 def
325 damage scored, 0 health remaining pack hunter triggered

Flame Ruler to hit 72/80 hit!
1500 + 700 = 2200/10 220 vs 300/20 = 15 def
205 damage scored, 70 health remaining
Burning Barrage 14/80 hit!
1500/2 = 750 +700 = 1450 ignores def
145 damage scored, 0 health remaining pack hunter triggered.

Fire Princess 6/80 hit!
1550 + 700 = 2250/10 225 attack vs 1500/20 = 75 def
150 damage scored 100 health remaining

Monster Phase

Hyena 1 attacks 21/70 hit!
Target Priority, roll 4 = Infernal Flame Emperor
1500/10 = 150 vs 1600/20 = 80
70 damage scored, 630 health remaining

Hyena 2 attacks 77/70 miss!

Hyena 3 attacks 88/70 miss!

Round 2

Marshal Phase

Lydia Rush Recklessly Hyena 1

Flame Ruler 7/80 hit!
2200/10 = 220 vs 1500/20 75
145 damage dealt 0 health remaining
Burning Barrage targeting Hyena 2 43/80 hit!
1500/2 = 750 +700 = 1450 ignores def
145 damage scored, 455 health remaining

Infernal Flame Emperor 54/80 hit!
2700 + 700 = 3400/10 = 340 atk vs 300/20 = 15 def
325 damage scored 130 health remaining

Fire Princess 83/80 miss!

Monster Phase

Hyena 2 2/70 hit!
Target Priority roll 3 Flame Ruler
1000/10 100 vs 1600/20 80
Minimum damage 50 health remaining 650

Hyena 3 65/70 hit!
Target Priority roll 7 Fire Princess
1000/10 100 vs 1500/20 75
Minimum damage 50 health remaining 650

Round 3

Marhsal Phase

Lydia uses Acid Rain 150 damage to all opponents and -1000 def to a minimum of 0

Hyena 2 health 0 trigger Pack Hunter, Hyena 3 health 450

Monster Phase

Fire Princess 35/80 hit!
Target Priority roll 10 dealer's choice, Hyena 2
1500/10 150 vs 1500/20 75
75 damage, health remaining 175

Hyena 2 44/70 hit
Target Priority roll 1 Flame Ruler
1500/10 = 150 vs 1600/20 = 80
70 damage scored, 580 health remaining

Hyena 3 33/70 hit!
Target Priority roll 7, Fire Princess
1000/10 100 vs 1500/20 75
Minimum damage 50 health remaining 600

Flame Ruler 72/80 hit!
Target Priority 6 since one opponent down 6 = dealer's choice hyena 3
1500/10 150 vs 300/20 15
135 damage, 315 health remaining.

Round 4

Marshal Phase

Lydia uses Acid Rain
Hyena 2 takes 150, 0 hp remaining. Hyena 3 takes 150, 165 remaining.

Monster Phase

Hyena 3 scatters leaving marshal to catch up with it.

You square off against a scruffy looking man and an army of Hyenas, your nerves begin to fray as the myriad of eyes all size you up. Fortunately you have a secret weapon, the stones of Rush Recklessly amplify your monsters aggression and channels it into a seething hatred. You watch the ensuing carnage and fear turns to pity. By the time your monsters calm down more than a third of the Hyenas are gone and so you do it again, wiping away more and now it is the enemy marshal's time to fear. You can see the resolve of both man and monster wavering and you decide to show your own might, conjuring an acid rain. At that the enemies resolve is completely shattered and you are free to move on to your secondary objective.

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Sorry for the short update. Its been a while since I updated and I wanted to get something out there. This definitely shone some light on problems with my system. The encounter as I originally had it was way too long without being particularly threatening. I think I'll avoid floaters from now on.
 
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Chapter One Post Seven part 2: Still Poor Balancing
Cycle 4-5
Lackeys 1 and 2 reach camp 1

George vs Lackey 1

George
Green Phantom King slot 1, Angel Trumpeter slot 2, King Fog slot 3

Lackey 1
Mystic Horseman slot 1, Battle Ox slot 2, Giant Rat slot 3

Round 1

Marshal Phase

George uses Raregold Armor

Monster Phase

King Fog uses Laughing Fog
Mystic Horseman 66/80 hit!
Battle Ox 73/80 hit!
Giant Rat 77/80 hit
Minimum damage 50, Mystic Horseman has 750 health, Battle Ox has 1200, Giant Rat 630.
All Blinded

Green Phantom King waits!

Mystic Horseman attacks 52/30 (80/2 -10) miss!
Rolls versus blindness 56/30 fail!

Battle Ox attacks 59/30 miss!
Rolls versus blindness 86/30 fail!

Angel Trumpeter attacks 93/80! miss

Giant rat attacks 17/30 hit!
Raregold armor overwrite priority, targeting Green Phantom King
1450/10 145 vs 1600/20 80
65 damage dealt remaining health 735
Roll versus blindness 86/30 fail!

Round 2

Marshal Phase

George Attacks
Target Priority 6, Giant Rat!
250 damage remaining health 380

Monster Phase

King Fog waits!

Green Phantom King Waits

Mystic Horseman attacks 9/30 hit!
Raregold Armor priority override, target Angel Trumpeter
1550/ 155 vs 1600/20 80
Damage dealt 75 health remaining 675
Roll versus blindness 46/30 fail!

Battle Ox attacks 89/30 miss
Roll versus Blindness 20/30 cured!

Angel Trumpeter attack 15/80 hit!
Target Priority 9, dealer's choice Mystic Horseman
1900/10 190 vs 1550/20 77
113 damage dealt, remaining health 637

Giant Rat Attacks 30/30 hit!
Target Priority Raregold Override, target Green Phantom King
Damage dealt 65, health remaining 670
Roll versus Blindness 34/30 fail!

Round 3

Marshal phase
George Attacks, Target Priority 3 Mystic Horseman
250 damage dealt, health remaining 387

Transformation Phase
Tune Angel Trumpeter 2 ap with King Fog 2 ap and Green Phantom King 4 ap = 8 ap synchro summon Circle of Faeries!

Monster Phase

Mystic Horseman attack 57/30 miss!
Roll versus Blindness 36/30 fail!

Battle Ox attack 16/70 hit!
1700/10 170 vs 2500/20 125
Minimum damage 50, remaining health 1350

Giant Rat attacks 43/30 miss!

Circle of Fairies uses Laughing Fog
To hit Mystic Horseman 31/80 hit, Battle Ox 93/80 miss, Giant Rat 52/80 hit!
2450/10 245 vs 1550/20 77
168 damage dealt to Mystic Horseman, health remaining 219
245 vs 1450/20 72
173 damage dealt to Giant Rat, 207 health remaining

Round 4

Marshal Phase

George attacks target priority 8 dealer's choice Mystic Horseman
250 damage dealt 0, health remaining.

Monster Phase

Circle of Fairies attacks 15/80 hit!
Target Priority 5, dealer's choice Battle Ox
245 vs 1250/20 62
183 damage dealt, remaining health 1017

Round 5

Monster Phase

Circle of Fairies attacks 12/80
Target Priority 2, Battle Ox
183 damage dealt, remaining health 834

Round 6

Monster Phase

Circle of Fairies attacks 51/80
Target Priority 4, Giant Rat
245 vs 72
172 damage dealt, remaining health 35


George squares off against the enemy marshal and says "You stand before the might of the Von Eiger royal family and conquerors of this land. Kneel or be knelt!"

"Kneel or be knelt? Your monsters are pathetic old man! Now your companion over there his monsters look like they could put up a fight and all he had to do was ally with Archfiends! Some royals you are."

The enemies intent clear George draws his sword and points it at the opposing team. "King Fog make them humble" and with that King Fog rushes towards the enemy team swords whirling in a veritable tornado of metal. His blades glide upon his foes at all angles leaving shallow cuts all across the enemies skin. The cuts however are merely secondary to the real goal of blinding them.

"What the hell guys, don't get thrashed by such a weakling, attack" exclaims the nameless lackey. The ensuing melee is kind of pitiful to watch as both Mystic Horseman and Battle Ox flail about wildly only succeeding in keeping Angel Trumpeter from being able to commit to an attack. By some miracle Giant Rat is able to find Green Phantom King, who was just off waiting in the corner and get a good scratch in, but that's about all that happens before both sides regroup.

From then on it's mostly George and Trumpeter trading blows with the enemy team while Phantom and Fog watch seemingly biding their time. A time that finally comes when Trumpeter disengages and initiates synchro summoning. The air grows heavy and thick, before seeming to condense in on itself obscuring all sight. Then where three monsters once stood a new greater monster stands, Circle of Fairies stands proud amongst its foes before letting out a cacophony of tiny roars and attacking. By this point the opponents monsters are too tired to fight back and suffer under the onslaught of George and Circle of Fairies before a retreat is called.

Unfortunately for George it is only a partial retreat as him and his now separate monsters have to deal with wave two. A boxing gloved hand heads right towards George's face giving him only a split second to react. He parries with his blade before jumping back and getting a good view of his opponents Des Kangaroo, Des Koala, Frenzied Panda and their master all stare back at him as his monsters take a defensive position around him. Suddenly both George and his monsters feel a wave of rejuvenation overtake them, it must be the work of Lukas's traps. George smiles, with this type of power at his back this should be all too easy.

George vs Lackey 2

George
Green Phantom King slot 1, Angel Trumpeter slot 2, King Fog slot 3

Lackey 2
Des Koala slot 1, Des Kangaroo slot 2, Frenzied Panda slot 3

Since Des Koala and Kangaroo have Des Counterblow it makes sense for them to guard the entire time. I'm gonna randomize if they attack or guard with 1-5 being attack and 6-10 being guard. Also I realize I forgot the effect of Castle Walls last battle, but with the healing you recieved it didn't matter.

Round 1

Marshal Phase

George uses Raregold Armor.

Monster Phase

King Fog uses Laughing Fog
Des Koala 84/80 miss!
Des Kangaroo 10/80 hit!
Frenzied Panda 30/80 hit!
Minimum damage 50 all, remaining health Des Kangaroo 700, Frenzied Panda 650

Green Phantom King attacks 18/80 hits!
Target priority 1 Des Koala
Minimum damage 50, remaining health 750

Angel Trumpeter attacks 59/80 hits!
Target Priority 1 Des Koala
1900/10 190 vs 1800/20 90
Damage dealt 100, remaining health 650

Des Kangaroo AI attack or guard 1 attacks 99/30 miss!
Roll versus blind 25 cured!

Frenzied Panda attacks 86/30 miss!
Roll versus blind 36 failed!

Des Koala AI attack or guard 4 attacks 70/30 miss!.
Roll versus blind 31 failed!

Round 2

Marshal Phase

George attacks
Target priority 6 Frenzied Panda
250 damage dealt, remaining health 400

Monster Phase

King Fog uses Laughing Fog
Des Koala 73/80 hit!
Des Kangaroo 62/80 hit!
Frenzied Panda 97/80 miss!
Minimum damage all 50, remaining health Koala 600, Kangaroo 650

Green Phantom King attacks 39/80 hit!
Target Priority 7 dealer's choice Panda
Minimum damage 50, remaining health 350

Angel Trumpeter attacks 84/80 miss!

Des Kangaroo attack or defend 2 attacks 49/70 hit!
Raregold priority overide Green Phantom King
1350/10 135 vs 1600/20 80
55 damage dealt, remaining health 745

Frenzied Panda attacks 76/30 miss!
Roll vs blindness 49/30 failed!

Des Koala attack or guard 2 attack 86/30
Roll vs blindness 34/30 fail!

Round 3

Marshal Phase

George attacks!
Target Priority 1 Des Koala!
250 damage dealt, remaining health 350

Monster Phase

Green Phantom King attacks 47/80 hit!
Target Priority 6 Frenzied Panda!
Miimum damage 50 health remaining 350

Angel Trumpeter attacks 43/80 hits!
Priority roll 6 Frenzied Panda
190 vs 1000/20 50
140 damage dealt, health remaining 210

Des Kangaroo attack or guard 9 guard!

Frenzied Panda attacks 81/30 miss!
Roll vs blindness 77/30 fail!

Des Koala attack or defend 1 attacks 48/30
Roll vs blindness 69/30

Round 4

Marshal Phase

George attack
Target priority 2 Des Koala
250 damage dealt, remaining health 100

Monster Phase

Green Phantom King attacks 16/80
Target priority 4 Des Kangaroo
Minimum damage 50, remaining health 600

Angel Trumpeter attacks 80/80 hit!
Target priority 2 Des Koala
190 vs 90
Damage dealt 100, remaining health 0

Despite their intimidating intro George's opponents fail to leave a lasting effect. Your opponent looks on in frustration when his koala falls and seems ready to redouble his efforts out of spite when the trap Lukas laid earlier kicks in washing away all of George's and his monster's fatigue. Lackey 2 looks on the verge of tears as he collects his koala and walks away. Lukas and George take a moment to bask in victory before heading out to their respective destinations.

Cycle 6
Lydia reaches ???

You hear the camp before you see it and you recognize the sounds, women, children and clapping? You turn to the treeline to your left and see a young woman in her early 20s flanked by a group of monsters (Gazelle, Berfomet and Beaver Warrior) "Bravo for defeating the Mr. Hyena he's always been a real pain in the ass. Now tell me why'd you decide to head to our camp and so slowly at that?"

"I didn't know what this place was, my scouts knew something was here, but couldn't get close enough to find out."

"Well you just happened upon the camp where Mao keeps the women and children, the camp where I guard."

"So you guard Mao's camp, if I say I have no business here and leave would you give chase or is your duty solely to your camp?"

"I have no love for the guy if that's what you're asking, no matter how much he wishes. Heck I might even have it out for him. Tell you what why don't you let me join you. As a sign of trust I'll even give you my name, Nina."

A couple of things go through your mind at her offer, she might just be waiting to backstab you the second you reach Mao. Still she was apparently close enough to watch your fight with Mao's lackey and didn't intervene. Yet again that could be just her getting one over on a rival. It might be prudent to deal with her here if you can't trust her.

Do you trust Nina?

[ ] Yes

[ ] No
- [ ] Deal with her now
- [ ] Deal with her later

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So I'll admit I was avoiding this update because combat takes longer than I'd like to calculate, but I'm getting used to it and its actually kind of growing on me. Although I do feel my writing was a bit lacking. I just don't know how to spice up more than 15 basic attacks a combat.
 
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[x] Yes

might as well? This choice is so bare of any information that any drawback won't really be much of an issue since we never would have been able to predict it anyway.
 
Might want to reword the vote so the tally cam differentiate which is for which choice.

Something like

[] Yes

[] No
- [] Deal with her now
- [] Deal with her later
 
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