Luigi QuestA suggestion game
Hello, Bay 12! If this is your first time here, let me explain a few things. Luigi Quest is my only long-running suggestion game, and the main counterpart to my longest-running game in general, Mushroom Kingdom Wars. I started Luigi Quest near the start of 2012 as an exercise to improve my laughable art skills, and it's evolved into my favorite forum game to run. I've been stunned by the amount of support it's received, especially by other GMs.
The story is the same as Mushroom Kingdom Wars, only instead of being heroes trying to save Mario, Luigi and Peach, you play as Luigi himself, who attempts to get free on his own time and go on multiple action-packed journeys. Along the way, he makes new friends, participates in RPG-style battles and unravels a dark story revolving around the far past of the Mushroom Kingdom. But most importantly, he has fun!
The original opening post and a navigation for the chapters lies below. I hope you enjoy reading through the game half as much as I've enjoyed writing and drawing it.
Your name is LUIGI MARIO.
What is your name?
TUTORIALS! This game has gotten rather complex in terms of combat and mechanics, so I'm going to catalogue all the relevant mechanics right here.
Every action with a chance of failure is now determine by rolling a 1d20 versus a number (the difficulty class). Rolls will be noted in the update where appropriate.
Every character can now have Items and Abilities that add bonuses or penalties to dice rolls when doing specific things. Active abilities are manually triggered, but passive abilities affect your character without reader input.
You can now suggest commands for specific characters by way of ">LINK:" or ">LUIGI:". If you do not, commands are assumed to be given to both characters.
Zones labeled "Special" have unique properties. It may take experimentation and examination to figure out how to effectively use each one!
Credit goes to Dexexe who I shamelessly stole this idea from. But hey, I'm paying 10 USD a month for use of his brainwaves!
Each battle arena is seperate into six (or less) ZONES. These zones dictate what actions a character can perform on their allies and enemies. Each side (allies and enemies) have their own MELEE ZONE, MEDIUM ZONE and MAGI ZONE. The allies' MELEE ZONE always is right next to the enemies' MELEE ZONE.
Melee (Range 1) attacks can only be made against the zones directly adjacent to your zone. For example, Fuzz and the two front Koopabots can attack each other, but none of the Koopabots can harm Zelda! Because of this, it's ideal to keep characters who can soak up damage the best in the MELEE ZONE!
Characters in the Medium and Magi zones are protected from attacks as long as there is an ally in the zone ahead of them. These characters cannot make melee attacks, but they can make ranged attacks. For example, Zelda can make a ranged attack against either of the two nearest Koopabots. However, due to the zone-based protection, she cannot target the Koopabot in the back with most abilities!
Each character in battle can make one Major Action and one Minor Action per turn. Major actions include consuming a mushroom, attacking, using most active abilities and anything else that would take a decent amount of time. Minor actions include shifting zones (which will be covered later), Link passively searching for fairies and anything else that can be done in combat that wouldn't take much time.
Note that a character's major action may be exchanged for an extra minor action (but not the other way around). For example, Fuzz could move backward and cast a fireball or move backwards two zones at once, but he could not cast two fireballs in one turn.
Shifting is a minor action that any healthy character can take. It consists of shifting into an adjacent zone. Note that you cannot shift into a zone occupied by enemies! You can, however, shift into a zone occupied by allies.
In an effort to make this game more needlessly complicated, everyone now has D&D attributes. Strength, Dexterity, Intelligence, Wisdom, Constitution, Charisma. For each two points above or below 10, these attributes gain or lose one point in their "modifier". So a character with a STR/Strength of 16 would have +3 as their "Strength modifier). Many rolls will be subtly modified by these small bonuses or penalties, but it's not something you as a player have to worry about much.
Prologue Part 1: Castle Escape - Starts here!Prologue Part 2: Stardust FieldsChapter 1: Enter the Beanbean KingdomPart 1: Hoohoo MountainPart 2: Soldier for His KingdomPart 2.5: Blast from the PastChapter 2: An Incomplete QuestPart 1: To Beanbean CastlePart 1.1: Waluigi's Introduction: The HeistPart 1.2: Grimtoad's Introduction: Koopa Capture!Part 1.3: Heroes' Introduction: Save the World!