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[RPG] Mine.chr (DDLC/Minecraft)

Discussion in 'Questing' started by Alien-Kun, Oct 23, 2020.

?

Which android should be added to the story?

Poll closed Apr 6, 2022.
  1. 9S

    1 vote(s)
    6.7%
  2. 2B

    11 vote(s)
    73.3%
  3. A2

    3 vote(s)
    20.0%
Loading...
  1. Extras: Status
    Alien-Kun

    Alien-Kun See this guy? This is Dumb. Don't be like Dumb.

    Joined:
    Oct 9, 2020
    Messages:
    1,714
    Likes Received:
    6,206
    • Name: Monika
      Rank: 5
      To next rank: 9/20
      HP: 20/20 (+1/hour)
      MP: 20/20 (+1/hour)
      Armor: 23
      Magic Armor: 8
      LV: 18 (this is the minecraft exp level, if it wasn't clear)

      Perk points: 1 (Mining Only)

    • -Iron Tools (+3 to harvesting rolls)
      -Diamond Saber (7 damage, +50% to unarmored foes)
      -Iron Mace (5 damage, ignore target armor if value is less than half damage)
      -Iron Shield (+3 to Combat rolls)
      -Iron Helmet (+2 to Armor rating)
      -Diamond Chestplate (+8 to Armor rating)
      -Diamond Leggings (+6 to Armor rating)
      -Iron Boots (+2 to Armor rating)
      -Old Enchanted Bow (6+2d4 damage, stagger, long-range) [DUR 5/20]
      -Bow (6 damage)
      -Basic Arcane Robes (Grants Mana Gauge: 20 MP, +2 Magic Armor)
      -Tenaci Dei (+5 Armor, +6 Magic armor, Telekinesis 250kg)

    • Mining (Lv 1*, 4/10) [1/15 perks] (1 PP)

      Woodcutting (Lv 7, 28/35) [0/15 perks]

      Farming (Lv 4, 7/20) [0/15 perks]

      Melee (Lv 6, 29/30) [1/15 perks]

      Acrobatics (Lv 4, 6/20) [2/15 perks]

      Archery (LV 4, 8/20) [0/15 perks]

      Magic (LV 4, 16/20) [1/15 perks]

      Red-Engineering (LV 4, 17/20) [0/15 perks]


      • Incarnate (Tier 1/8)
        - Born of thought.

      • Nightvision (Tier 1/4)
        - You can make out the shapes around you even in complete darkness

      • Armswoman (Tier 1/5)
        - Melee attacks deal 20% more damage

      • Nimble (Tier 1/3)
        - Your movement speed and reflexes increase by 25%

        Unhindered (Tier 1/3)
        - Armor feels lighter and you can move easier while wearing it

      • Respite (Tier 1/4)
        - All Defense spells cost -10% MP



      • Name: Natsuki
        LV: 3 (6/25 Mobs)
        HP: 20/20

        Power: 5 (8)
        Agility: 2 (1)
        Toughness: 2 (7)
        (1 point)

        Equipment:
        -Iron Armor (+5 Toughness, -1 Agility)
        -Iron Overclaw (+3 Power)

        Status:
        -Content (no negatives)

        Skills:
        -Hunting 2 [1/6]
        -Scavenge 4 [0/10]
        -Combat 1 [2/4]

      • Name: 2B
        LV: 2 (11/12 Mobs)
        HP: 20/20

        Power: 3 (6)
        Agility: 3 (2)
        Toughness: 3 (8)
        (1 point)

        Equipment:
        -Iron Armor (+5 Toughness, -1 Agility)
        -Iron Saber (+3 Power)

        Status:
        -Content (no negatives)

        Skills:
        -Combat 3 [1/8]
        -Exploration 3 [0/8]
        -Tactics 2 [0/6]
        -Building 0 [0/2]
        -Harvest 0 [1/2]
        -Red-Engineering 2 [0/6]
        -Magic 0 [0/2]



      • Chicken - Killed: 10
        Threat: 0/10
        Food: seeds
        Drops: Raw chicken, feather
        Weakness: Low attention span, give it seeds
        Resistance: Can semi-glide to nullify fall damage
        Origin: ? (kill 25)
        ???: ? (???)

      • Cow - Killed: 7
        Threat: 0/10
        Food: wheat
        Drops: Raw beef, leather
        Weakness: Voracious appetite for wheat, no threat assessment skills
        Resistance: ? (kill 10)
        Origin: ? (kill 25)
        ???: ? (???)

      • Sheep - Killed: 8
        Threat: 0/10
        Food: wheat
        Drops: Wool, raw mutton
        Weakness: Catches fire easily
        Resistance: ? (kill 10)
        Origin: ? (kill 25)
        ???: ? (???)

      • Skeleton - Killed: 4
        Threat: 7/10
        Food: none
        Drops: Bones, arrows, bows (rarely)
        Weakness: ? (kill 5)
        Resistance: ? (kill 10)
        Origin: ? (kill 25)
        ???: ? (???)

      • Zombie - Killed: 8
        Threat: 6/10
        Food: none
        Drops: Rotten flesh, potatoes, carrots, iron ingots.
        Weakness: Sunlight, Light-type magic
        Resistance: ? (kill 10)
        Origin: ? (kill 25)
        ???: ? (???)

      • Spider - Killed: 13
        Threat: 6/10
        Food: none
        Drops: Spider eye, string, poison sac
        Weakness: Fire-type magic
        Resistance: Poison, Slash (low)
        Origin: ? (kill 25)
        ???: ? (???)

      • Creeper - Killed: 21
        Threat: 9/10
        Food: none
        Drops: Gunpowder
        Weakness: Terrified of felines
        Resistance: Nothing
        Origin: ? (kill 25)
        ???: ? (???)

      • Enderman - Killed: 0
        Threat: 5/10 (uninterested); 10/10 (Enraged)
        Food: ???
        Drops: ? (kill 1)
        Weakness: ? (kill 5)
        Resistance: ? (kill 10)
        Origin: ? (kill 25)
        ???: ? (???)
        System's notes: Don't look at its face.


      • Current features:
        -Tools: Iron (can break diamond and Ironwood)
        -Saber: Diamond
        -Mace: Iron
        -Armor: Helmet, Boots [Iron], Chestplate, Leggings [Diamond], Gauntlets [Tenaci Dei]
        -Defense: Iron Shield
        -Clothes: Basic Arcane Robes, shoddy pants

        Upgrades available:
        -Tools: Diamond (Can break obsidian and ???) [No time cost, 5% Diamond]
        -Mace: Diamond [No time cost, 5% Diamond]
        -Armor: Boots, Diamond [No time cost, 2% Diamond]
        -Armor: Helmet, Diamond [No time cost, 2% Diamond]
        -Defense: Diamond Shield [No time cost, 5% Diamond, 2% Iron]
        -Clothes: Handmade outfit [Half hour, 10% Wool, 5% String]
        -Clothes: Adept Arcane robes [Two hours, 10% Wool, 3% String, 5% Mana Crystals, 10% Gold]

      • Current:
        -Iron Armor (+5 Toughness, -1 Agility, Middling enchant potential)
        -Iron Weapons (+3 Power, Middling enchant potential)

        Upgrades available:
        -Leather Armor (+3 Toughness, +1 Agility, Low enchant potential) [10% Leather, Combat 1 OR 1 day to adjust] {Applies to all}
        -Gold Armor (+4 Toughness, -1 Agility, High enchant potential) [10% Gold, Combat 2 OR 2 days to adjust] {Applies to all}
        -Diamond Armor (+6 Toughness, High enchant potential) [15% Diamond, Combat 4 OR 4 days to adjust] {Applies to all}
        -Stone Weapons (+2 Power, Low enchant potential) [5% Stone, Combat 1, 1 day to adjust] {Applies to all}
        -Gold Weapons (+2 Power, High enchant potential) [5% Gold, Combat 2, 2 days to adjust] {Applies to all}
        -Diamond Weapons (+5 Power, High enchant potential) [7% Diamond, Combat 4 OR 4 days to adjust] {Applies to all}
        -Stone Tools (+2 to harvesting actions) [5% Stone] {only to humanoids}
        -Gold Tools (+2 to harvesting actions, High enchant potential) [5% Gold] {only to humanoids}
        -Iron Tools (+3 to harvesting actions) [5% Iron] {only to humanoids}
        -Diamond Tools (+4 to harvesting actions, High enchant potential) [7% Diamond] {only to humanoids}
      • Current features:
        -House
        -Farmland
        -Animal Pens
        -Mine
        -Walls
        -Tree farm (medium) [25%/25 saplings planted. Production: +5% wood/day]
        -Training field: Simple (Gives +2 EXP to Melee, Archery, Acrobatics rolls)
        -3 spaces

        Upgrades available:
        -Tree farm (large) [Requires Tree farm (medium) with full capacity (25%). 2 hour, one more Space]
        -Large Farm [4 hours, one more Space]
        -Training field: Average (Gives +3 EXP to Melee, Archery, Acrobatics rolls) [15% Wood, 10% Wool, 5% Iron, 1 hour]
        -Training field: Advanced (Gives +5 EXP to Melee, Archery, Acrobatics rolls) [20% Wood, 15% Wool, 10% Iron, 5% Redstone, 2 hours, Requires Average version, Requires Red-Engineering skill]
        -Stables (Gives a place to hold the horse(s), max 4) [35% Wood, 10% Stone, 5% Iron]
      • Curent features:
        -Kitchen (Furnished)
        -Storage (Large: max holding 500%)
        -Basement (10x10)
        -Basement: magic lab (basic) [Spell-scribing table, Mana Condenser (+1% Mana Stone every day)]
        -Bedroom
        -Material: Wood (Damage threshold: 50%, may burn)

        Upgrades available:
        -Material: Stone (Damage threshold to 100%, inflammable) [8 hours, 75% Stone] [Recover 75% Wood]
        -Increase storage (Massive: max holding 1000%) [One hour, 50% Wood, requires Bigger Basement]
        -Detailed roof [3 hours, 25% Wood, 10% Stone]
        -Attic (requires detailed roof) [1 hour, 15% Wood]
        -Second floor [4 hour, 45% Wood]
        -Basement: magic lab (advanced) [3 hours, 15% Gold, 10% Mana Crystals, 30% Wood, requires Bigger Basement]
        -Bigger Basement (20x15) [2 hours]
        -Massive basement (requires Bigger Basement)
        -Enchantment Table room [2 hours, 20% Wood, 15% Sugarcane, Enchantment Table]
        -Enchanting Altar [2 hours, 45% Nether Quartz, 10% Mana Stone, Mana Condenser]
      • Current features:
        -Wheat (+2% Food every day)
        -Rice*2 (+4% Food every day)
        -Strawberries (+2% Food every day)
        -Potato (+2% Food every day)
        -Corn (+2% Food every day)
        -Size: Medium (max 6 plants)

        Available upgrades:
        -Add plant: Strawberries [half hour]
        -Add plant: Rice [half hour]
        -Add plant: Potato [half hour]
        -Add plant: Corn [half hour]
        -Add plant: Cucumber [half hour]
        -Add plant: Lettuce [half hour]
        -Large Farm (max 10 plants) [Main action, requires one building slot]
      • Current features:
        -Cows (4 adults, 2 babies = 6, max 10)
        -Sheep (4 adults, 2 babies = 6, max 10) [+0.5% Wool per adult sheep (+2%)]
        -Chicken (9 adults, 4 babies = 13, max 20) (chickens need less space, maximum is doubled)

        Upgrades available:
        -Extra pen (allows one more animal type) [Minor action, 5% wood]
        -Extra space (allows +5 maximum animals per pen) [Minor action, 10% wood]
        -More animals (breed animals) [Minor action, 1% Food for each new animal]
      • Current features:
        -Medium (stops medium groups of skeletons, creepers and zombies: +5 to Night Rolls)
        -Lit (prevents spawning within wall's perimeter)
        -Area: Large (Covers the home, pens, farm, mine, 2+3 empty slots)
        -Moat (prevents Endermen from wandering near the wall)
        -Material: Stone (Damage threshold to 100%, inflammable)
        -Traps: Simple (Gives +2 to Night rolls, 1d4(1) chance to break)
        -Damage: 90/100

        Upgrades available:
        -Material: Obsidian (Damage threshold to 500%, Blast-proof) [Main action, 120% Obsidian] [Recover 120% Stone]
        -Height: Large (stops hordes of skeletons, creepers and zombies) [Main action, 95% Stone]
        -Area: Massive (Adds empty space for four structures) [Three Main sctions, 250% Stone]
        -Traps: Average (Gives +3 to Night rolls, 1d6(1) chance to break) [Main action, 25% Redstone, Requires Traps: Simple. Requires Red-Engineering LV 5]
        -Traps: Advanced (Gives +5 to Night rolls, 1d10(1) chance to break) [Main action, 40% Redstone, Requires Traps: Average. Requires Red-Engineering LV 8]



      • Defense:
        -Emergency Jump (Self+Leap): 1 MP cost, Basic (Adds +5 to your next disengagement roll, or on any situation where jumping high could help)
        -Recovery (Self+Regeneraton): 1 MP cost, Basic (Heals 2 HP every turn, for 3 turns)

        Utility:
        -Dig (Touch+Break): 1 MP cost, Basic (Adds +1 to mining rolls for each MP used. In combat deals -1 to enemy rolls for 3 turns. Stackable.)

      • Owned:

        -Offense:
        --N/A

        -Defense:
        --Self (Shape, no cost, Basic)
        --Leap (Effect, +1 MP, Basic)
        --Regeneration (Effect, +1 MP, Basic)

        -Utility:
        --Touch (Shape, no cost, Basic)
        --Break (Effect, +1 MP, Basic)


        Avaliable: (Each new component is 1/2 hour)

        -Offense:
        --Projectile (Shape, no cost, Basic)
        --Heavy (Modifier, +2 MP, Basic, requires Projectile) (Effects will be slightly stronger)
        --Bounce (Modifier, +2 MP, Basic, requires Projectile) (Spell effects will bounce from a target to another)
        --Bash (Effect, +1 MP, Basic, requires Projectile)

        -Defense:
        --Slowfall (Effect, +2 MP, Basic)
        --Heal (Effect, +2 MP, Basic)

        -Utility:
        --Stationary (Modifier, +2 MP, Basic) (Makes the spell take effect on a specific point in space, even in the air)
        --Light (Effect, +2 MP, Basic)
        --Vision (Effect, +2 MP, Basic, requires Light)
        --Binding (Modifier, +3 MP, Basic, requires Light) (Effects applied to items will last longer)


    • Gains:
      +1% Mana Crystal
      +12% Food
      +5% Wood

      Loss:
      -12% Food (6% Animals, 2% Monika, 2% Doggo, 2% 2B)
    • Food: 55%
      Stone: 40%
      Wood: 76%
      Coal: 108%
      Iron: 41%
      Gold: 37%
      Redstone: 4%
      Diamond: 4%
      Mana Crystals: 6%
      String: 2%
      Wool: 26%
      Lapis: 9%
      Saplings: 0%
      Rotten Flesh: 6%
      Bones: 0%
      Gunpowder: 9%

      Total Storage space: 423/500%

    • Challenge Quests - 2/6
      1 - Collect 100% Stone [DONE]
      2 - Gather 10% Obsidian (0/10, +15 Mining EXP)
      3 - Kill 15 Mobs (6/15, +15 Melee EXP)
      4 - Learn 3 Spell Components [DONE]
      5 - Create a Nether Portal (N/A, +10 Free EXP)
      6 - Complete all Challenge Quests (2/6, +1 Perk Point)
     
    Last edited: May 5, 2022
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