Originally posted by ???
It seems Bowser is at it again.
What now? Did he capture the princess again?
No, though that is very likely on his to-do list. He's... done something to Mario, who is now missing, and he's now leading an army of cybernetic minions to invade the Mushroom Kingdom.
I see. So he's learned his lesson then.
Indeed. If no one opposes him, the kingdom will be conquered in a week at most.
Should we send someone?
...yes, I believe so.
What now? Did he capture the princess again?
No, though that is very likely on his to-do list. He's... done something to Mario, who is now missing, and he's now leading an army of cybernetic minions to invade the Mushroom Kingdom.
I see. So he's learned his lesson then.
Indeed. If no one opposes him, the kingdom will be conquered in a week at most.
Should we send someone?
...yes, I believe so.
Yeah. Thread #3. This one's a campaign though (if you didn't guess based on the lore quote above this text), using the same system as Time Loop (except, well, not a boss rush). However, if you haven't gone and read that thread yet (which I don't see why you wouldn't have), I'll go ahead and explain everything for you.
The concept is simple- much like Infinite Battles, this is a chain of consecutive battles, only instead of, like Time Loop, nothing but bosses, this one is a full campaign. What exactly entails 'full' is yet to be decided.
The combat system is likewise quite simple, and is actually even simpler than the previous Paper Mario Reloaded system. You have five stats- HP (your health; if it hits 0, you get KOed), FP (used for special attacks), BP (used for equipping badges), ATK (defines your damage), and DEF (protects from attacks at a rate of 1 point = 1 damage removed). Additionally, you start with two base attacks which (usually) have no cost, and can unlock skills every five levels from one of your two skill trees. There's also an element system in place, but it's strictly a case-by-case thing, and for the most part won't see a massive amount of use with the exception of specific enemies or bosses.
Additionally, you can pick a class to play as, from the seven listed here:
Code
Every class starts with 5 HP, 5 FP, 3 BP, 1 SP, and 1 level up to spend. Every battle results in a level up, where players may choose HP, FP or BP to raise by 5, 5 or 3 respectively. To promote teamwork, everyone shares FP. Every second and fifth of five levels, you can raise either your ATK or DEF as well. You unlock one move from a skill tree every five levels. Shared Skill | Cost | Effect Defend | None | Sacrifice your turn to take half damage. Focus | None | Gain 0.25 SP. Any other action will grant you 0.1 SP. Human ATK | DEF 1 | 0 Skill | Cost | Formula | Target Jump | None | 1ATK*2 | Not Ceiling, Flip, Contact Hammer | None | 2ATK | First Ground Coverage | Cost | Formula | Target Tornado Jump | 2 FP | 1ATK*2 | Any, Flip, Contact Hammer Throw | 2 FP | 2ATK | Any Void Boots | None | Passive | Ignore All, +1 Light+Elec Defense Damage | Cost | Formula | Target Fire Flower | 2 FP | 2ATK*2 | Any Jump Charge | 3 FP | JATK+2 | Self, One-Time Hammer Charge | 3 FP | HATK+2 | Self, One-Time Goomba ATK | DEF 1 | 0 Skill | Cost | Formula | Target Jump | None | 1ATK*2 | Not Ceiling, Flip, Contact Multibounce | 2 FP | 1ATK | All Not Ceiling, Flip, Contact, May choose to stop bouncing, starting from the left Coverage | Cost | Formula | Target Tornado Jump | 2 FP | 2ATK | Any, Flip, Contact Quake Stomp | 2 FP | 2ATK | All, Not Air Void Boots | None | Passive | Ignore All, +1 Light+Elec Defense Support | Cost | Formula | Target Rally Wink | 4 FP | None | Any Ally, Not Self, gives them one extra action on the turn it's used Kritzkrieg | 4 FP | None | Any Ally, adds your Max SP to their ATK for one turn Ubercharge | 4 FP | DEF*2 | Any Ally Koopa ATK | DEF 1 | 1 Skill | Cost | Formula | Target Shell Toss | None | 2ATK | First Ground Power Shell | 2 FP | 1ATK | All Ground Damage | Cost | Formula | Target Dizzy Shell | 4 FP | 2ATK | All Ground, 25% Dizzy Fire Shell | 5 FP | 3ATK | All Ground, Fire, 25% Burn Shell Slam | 6 FP | 3ATK | All Ground, Ignore DEF Defense | Cost | Formula | Target Tough Shell | None | Passive | Self, DEF*2 Taunt | 4 FP | None | Any, Target Self Shell Shield | 5 FP | DEF+2 | Any Ally Bob-Omb ATK | DEF 2 | 0 Skill | Cost | Formula | Target Dash | None | 2ATK | First Ground, Contact Bomb | None | 1.5ATK | First Ground, Flip, Fire Gunpowder | Cost | Formula | Target Power Bomb | 3 FP | 1.5ATK | All Ground, Flip, Fire Mega Bomb | 6 FP | 2.5ATK | All, Fire Rapid Bomb | 9 FP | 2ATK*3 | First Ground, Fire Technique | Cost | Formula | Target Bomb Squad | 3 FP | 1ATK*3 | Any 3 Ground, Fire, 1 Turn Delay Hold Fast | 4 FP | 2ATK | Self, Damages Contact Footwork | 4 FP | None | Self, 50% Dodge Chance for 3 turns, does not stack Yoshi ATK | DEF 4 | 0 Skill | Cost | Formula | Target Pound | None | 1*ATK | Not Ceiling, Flip, Contact Gulp | 4 FP | E ATK | First Two Ground, Heat Contact, Ignore DEF Status | Cost | Formula | Target Mini-Egg | 3 FP | 1*(ATK-1) | Any Random, 75% Shrink Poison-Egg | 3 FP | 1*(ATK-1) | Any Random, 75% Poison Softener-Egg | 4 FP | 1*(ATK-1) | Any Random, 75% Soft Damage | Cost | Formula | Target Stampede | 4 FP | 1*(ATK+2) | All Ground Egg Throw | 2 FP | 1ATK | Any Multi-Egg | 6 FP | 2*(ATK-2) | Any Lakitu (Floating) ATK | DEF 1 | 1 Skill | Cost | Formula | Target Spiny Throw | None | 1ATK*2 | Any Spiny Surge | 4 FP | 1ATK | All Buffs | Cost | Formula | Target Cloud Nine | 4 FP | None | Any Ally, Not Self, 50% Dodge Chance for 3 turns, does not stack Fertilizer | 4 FP | None | Any Ally, Not Self, ATK*2 for 3 turns, does not stack Cloud Guard | 5 FP | DEF+2 | Any Ally, Not Self Minions | Cost | Effect Summon Buzzy | 3 FP | Create a Koopa class minion with your stats and Fire immunity. Summon Spiny | 4 FP | Create a Koopa class minion with your stats and spikes. Summon Blooper | 3 FP | Create a Human class minion with your stats which floats. Minions will never have skilltree attacks. They may be controlled either by the Lakitu or another assigned player. Siren ATK | DEF 1 | 0 Skill | Cost | Formula | Target Punch | None | 2ATK | Ground, Contact, Ignore DEF Veil | 1 FP | None | Any Ally, make Self and Ally invincible, non-consecutive Status | Cost | Formula | Target Freezing Slap | 3 FP | 1ATK | Ground, Contact, Ignore DEF, 100% Freeze for 3 turns Confusing Slap | 4 FP | 2ATK | Ground, Contact, Ignore DEF, 75% Confuse for 3 turns Softening Slap | 3 FP | 2ATK | Ground, Contact, Ignore DEF, 75% Soft for 3 turns Healing | Cost | Formula | Target Heal FP | 1 FP | 1BP | Self, restores FP. Heal HP | 1 FP | 1BP | Any Ally, restores HP. Group Hug | 5 FP | 1BP | All Ally, restores HP. Duplighost ATK | DEF 1 | 0 Skill | Cost | Formula | Target Dive | None | 2ATK | Any, not Ceiling Mimic | ???? | None | Repeat one of the other actions done this turn, costs and everything. No skill trees. Choose one of the ones that already exist, and you're locked in until you get every skill from that tree.
Now for the interesting part. You might notice that I posted this thread rather than Giga. The reason for this is quite simple- this is a tag team campaign! Kinda. Unlike the whole double campaign thing me and Impetus did/tried doing previously, this is a different take on the concept of tag-teaming a campaign. Giga will be doing the majority of the hosting (I'll be happy to step in if needed, though), and I will be supplying a sizable portion of the creative backend (specifically the story and the base concepts for (most of the) enemies and the like). And fret not! No interdimensional shenanigans is involved this time.
For like. The first time out of any campaign I've ever made. *cough* Anyway...
How badges and the like will work compared to Time Loop has yet to be decided, though I have an idea in mind that I'll probably bounce off Giga later. That said, for pretty much anything else relevant, see the Time Loop thread.
Also, I will be taking part as a player, both to fill any holes in the class distribution (IE if there's no Lakitu, I'll play that; if there's at least one of each class, I'll pick something myself), and to act as a 'guide' of sorts in-story. And no, not the annoying exposition fairy type of guide. More like the 'supply tactical information and important story details' fairy. Except I won't be a fairy. Or a butterfly. (Only people who've been around for a long time will get the latter joke.)
And no. I'm not saying who the dialogue at the top is between.