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From Topic: DUNGEONS & BOMBERS
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Plasma Bomber
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Joined: 09 May 2005
Posts: 1573
Post#1  Posted: Sat Jun 26, 2010 11:39 pm  Reply with quote + 
Guys, let's do this.

Here's what I've got so far:

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Characters

Bomberman

Fighter Bomber

Witch Bomber

Cleric Bomber

Thief Bomber

Archer Bomber

Fairy Bomber

Monk Bomber

Giant Bomber

Bishop Bomber

Paladin Bomber

Samurai Bomber

Ninja Bomber

Hero Bomber

Plasma Bomber

Pretty Bomber

Character Types

Standard Character - This character gains no special type benefits and suffers no special type issues.

Short Character - This character has a higher chance of evasion and jumping but lower health and lower defenses.

Big Character - This character has greater strength and defense but suffers in terms of speed, evasion, and jumping.

Character Classes

Bomb Specialist - Learns attacks that center around the use and manipulation of bombs and special types of bombs. Begins with average strength and health but lower defense and speed.

Elementalist - Learns attacks based on the four elements, earth, wind, fire, and water. Generally this character class will pick one particular element to specialize in and will have lower capabilities involving the other elements. Begins with average health and speed but lower strength and defense.

Cyborg - Learns attacks based on technology. This character class has the benefit of choosing whether to specialize in ranged attacks or close attacks. Begins with average health and defense but lower strength and speed.

Magic - Learns magical abilities that can be used to help allies or damage foes. Typically keeps its distance from the fighting. Begins with average speed and health but lower strength and defense.

Fighter - Learns melee attacks and relies on brute strength more than anything else. Begins with average strength, defense, and health but lower speed.

Ninja - Learns both ranged and close attacks but relies mostly on speed. Begins with average speed and strength but lower defense and health.

Ranger - Learns distance attacks and specializes in ranged weaponry. Begins with average speed and health but lower defense and strength.

Paladin - Learns divine abilities that boost stats during battle. Also is capable of some healing abilities. Begins with average strength, health, and defense but lower speed.

Status Effects

Bad Effects

Stunned - Unable to do anything. The length of this depends on the attack and situation.

Defense Down - While afflicted, defense goes down.

Strength Down - While afflicted, strength goes down.

Speed Down - While afflicted, speed goes down.

KO - On ground, occurs when player has no health but is not in a dying state.

Severe - On ground, unconscious and in a dying state. The amount of time until death is determined by the severity of the final blow.

Dead - Player is dead and inactive. Can not take action or be chosen for play unless he/she is revived.

Transforming - On ground, unconscious and slowly shifting into a different perma-status, such as Undead. Can only be revived if an allie cures the player, or if the player undergoes the transformation.

Undead - Unable to regain health, but defense goes up.

Burning - Slowly losing health, fire goes out eventually.

Poisoned - Slowly losing health, depending on the poison strength it may not go away naturally.

Confused - Great chance of hitting the wrong target, missing, or dropping weapons.

Frozen - Player is frozen in a block of ice, defense goes up but if the ice (which has its own HP) is destroyed before melting the player takes double damage than what he/she would have from the attack.

Stone - Player is invulnerable and immobile, essentially in a Dead state. Can be revived but any items carried by the character are rendered useless unless the character is revived.

Good Effects

Defense Up - While under effect, defense goes up.

Strength Up - While under effect, strength goes up.

Speed Up - While under effect, speed goes up.



Monsters

Ballom
Type: Wind
Size: Standard
Speed: 1
Strength: 1
Defense: 1
HP: 7-10
Strategy: Moves about at random and attacks players who get in range or attack it.
Attacks: Melee (1-2 points)

Onil
Type: Earth
Size: Standard
Speed: 1
Strength: 1
Defense: 2
HP: 7-10
Strategy: Avoids players but will attack them if they attack it first.
Attacks: Melee (1-2 points)
Vapor (Defense Down)

Trent
Type: Earth
Size: Large
Speed: 1
Strength: 2
Defense: 2
HP: 8-15
Strategy: Remains hidden as a tree block until approached or alerted. Picks one player and soley attacks him/her.
Attacks: Melee (2-3 points)
Weakness: Fire

Rockun
Type: Earth
Size: Standard
Speed: 1
Strength: 1
Defense: 3
HP: 8-12
Strategy: Remains hidden as a stone block until approached or alerted.
Attacks: Melee (2-3 points)
Rock Defense (Defense Up for one turn)

Crimson
Type: Fire
Size: Standard
Speed: 2
Strength: 2
Defense: 2
HP: 8-12
Strategy: Alerted from a great distance due to its flare. Attempts to light all players on fire by attacking them.
Attacks: Melee (2-3 points, has a chance of causing Burning effect)
Spitfire (1-2 points, has a chance of causing Burning effect)
Weakness: Water

Sea Balloon
Type: Water
Size: Standard
Speed: 2
Strength: 2
Defense: 1
HP: 5-10
Strategy: Hides under the floor and moves to another position.
Attacks: Melee (2-3 points)
Grapple Strain (1 point per hold)
Spit Ink (causes Confused effect)

Fish Man
Type: Water, Humanoid
Size: Standard
Speed: 2
Strength: 3
Defense: 2
HP: 12-18
Strategy: Keeps its distance and tries to weaken the party by targeting all players in order.
Attacks: Melee (2-3 points)
Spear Throw (2-5 points, can cause Stunned effect)
Spear Jab (2-4 points)

Pharaoh
Type: Fire, Humanoid
Size: Standard
Speed: 1
Strength: 3
Defense: 3
HP: 13-18
Strategy: Performs fire attacks at regular intervals, wanders aimlessly but attacks when in range.
Attacks: Melee (1-2 points)
Spit Fire (2-4 points, has a chance of causing Burning effect)
Fire Spread (2-3 points, has a chance of causing Burning effect, goes in a set range which can damage multiple targets)
Weakness: Water

Hurricane
Type: Wind
Size: Standard
Speed: 3
Strength: 3
Defense: 2
HP: 10-13
Strategy: Attempts to knock set bombs away, targets the closest player.
Attacks: Melee (1-3 points)
Repel (knocks opponent across the room, causes 1/2 damage for every tile the player is flung, rounded down)
Repel Bomb (punches a bomb away)
Whirlwind (causes Confused effect)

Pygmy
Type: Humanoid
Size: Small
Speed: 4
Strength: 2
Defense: 1
HP: 12-15
Strategy: Attacks from a short distance, picks a target to focus on unless the target is too strong, evades if taking too much damage.
Attacks: Melee (1-2 points)
Iron Ball (3-5 points, has a chance of causing Stunned effect)

Ice Tower
Type: Ice
Size: Standard
Speed: 2
Strength: 3
Defense: 2
HP: 10-14
Strategy: Moves about attacking when nearby, then stops and attacks those who get in its way. Breaks into four Ice Fragments upon defeat.
Attacks: Cold Star (4-5 points, ranged)
Freezing Breath (2 points, causes Frozen effect)
Weakness: Fire

Ice Fragment
Type: Ice
Size: Small
Speed: 4
Strength: 2
Defense: 1
HP: 4-7
Strategy: Chooses a random target each turn.
Attacks: Melee (1-2 points)
Weakness: Fire

Uggho
Type: Humanoid
Size: Standard
Speed: 1
Strength: 2
Defense: 2
HP: 9-12
Strategy: Moves about and attacks only if first attacked.
Attacks: Club (3-4 points)

Pass
Type: Animal
Size: Standard
Speed: 4
Strength: 3
Defense: 2
HP: 7-10
Strategy: Attacks the nearest opponent, moves quickly.
Attacks: Melee (3-4 points)
Bite (2-3 points, has a chance of causing Stunned effect)

Keep in mind that this was taken from a document that was the first rough draft, and has not been touched since I made it.

So... post ideas and such.

NOTE: The thing about the character selection at the very top was just an initial idea. It may be better if the player can just design his/her character with custom parts or whatever.

Title by Soniti.
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