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I welcome you to the official website called "The Stories of Legends"! It's a TTRPG I've been working on since 2019. I offically explained, and in a way released it, on the 5th of May 2025!
The Stories of Legends (Once called "The Story Game" & "Spiele") is a TTRPG (Tabletop Role-Playing Game) inspired by Dungeons & Dragons, but also videogames like Undertale and Earthbound.
Because of its inspirations, the "game engine" works best in a modern-day setting. However, it can be adapted to fit any world you wish! Though I think the base game can work well in any scenario too.
This TTRPG is free to use in any way you wish, even homebrewing new things. I even encourage you to make your own things! The only thing (for now) you're not allowed to do is make money off of it.
This webpage is made to help you understand the TTRPG and to make your own campaigns. I know this is not the prettiest website, I'm not really good at web development, but I'll try my best to make it prettier in the future!
There might be some things missing, but I'll be sure to add it (hopefully). But you should have access to enough information to make your own campaign. Besides, the Don't Forget video is a great introduction as well!
Again, if you don't like something, like some game mechanics, you can always edit it for your campaign. Even removing a class for your campagin! It's your story, so tell it however you wish! Just be transparent to your group and all should be fine!
If something seems unclear, always be sure to look at the examples, as that might clear things up.
So, welcome! I cannot wait to see what legend you'll be or what worlds you will create that your legends will go through! What I'm sure of though, it'll be quite an adventure with infinite possibilities!
I would now suggest you what tab you should check out first, but I think you should search through the website on your own. So, have fun, legend. Just be sure to get out a notebook!... or not. It's your adventure after all!
If there is something confusing or I might've forgotten something, you can ask under the Syalps Stuff video introducting this website and I'll try to respond as fast as I can! I'll be sure to create an FAQ if there are enough repeated questions.
You can also tell me errors I did in the gramma. I want to be as clear as possible, which is hard sometimes, given english is not my native language.
Warning: It is not recommend to drink Maggi Seasoning in real life. It has a lot of salt and flavor enhancers. (Bad for you)
[Here is a 17 minute introduction to the TTRPG]
This website and TTRPG was entirely made by Syalp and is through that entirely owned by them (except for the name Maggi). So don't claim it as your own game.
However, like already said, you are allowed to make your own campaigns and homebrew your own ideas into it. But don't claim it as your own.
Maggi is owned by Nestle and the ingame counterpart has no connection to the actual seasoning, which is being sold in real life.
Most of these are the standard stats that most (TT)RPGs have. However, game mechanics are always different from game to game. That's why I'm writing these down. In case people get confused.
Also because the The Stories of Legends has their own ideas that needs to be written down aswell. May it be because of lore or gameplay reasons. At the most when it comes to MAGGI.
There is a difference between Main Stats and Special Stats. Main stats are statistics that basically everyone has. HP, MAGGI, ATK, DEF. However Special Stats are rare ones, which bosses/advanced enemies can have to make fights more difficult.
Just like the Main Stats, the Special Stats can be on weapons and armor too. As an example, a sword can give you DEF and/or ATK, but also can allow you to attack twice or ignore DEF. Special Stats are simply unusual statistics!
The game works in a turn-based style. So, basically its your partys turn and then the enemies turn. Technically, your party can go in any order they want, same for the enemies. Knowing that will be important when reading this.
HP (Health Points) are like in any RPG. HPs can be reduced through damage from an enemies ATK. Once they reach 0, the character is dead. However, unlike some games, they don't come back and you can't bring them back with standard health items.
If it's a party members HP reaches 0, they're gone forever, if you don't have an item that can revive (recently or not so recently) dead people. If the player character(s) died, you'd go back to the last checkpoint. Like before a boss or in the last town. So... don't die.
Also, usually the HP is the age the character is at. If someone is 20 years old, their HP is 20. If someone is 80, their HP is 80.
MAGGI (Mighty|And|Great|Grotesque|Ignorance). It works like the mana stat in any other (TT)RPG, however it is not magic in a lore sense. It is the evilness that the people have in them.
The word MAGGI, despite being an acronym, is also often shortened as MG. It still means the same thing, it's simply to make things more readable. MAGGI = MG.
The limit of MAGGI is 777, however the usual cap for a normal person is 666. Anything above that is at the very least a demi-god, as 778 and above have no meaning. The middleground is 30. That person is not good nor bad.
The lowest an alive being can have is 1. Usually newborns or extremely pure souls have that amount. If someone has an MAGGI of 0, they're not alive, they're a robot... or a long deseased corpse.
Despite it being based on the evilness of the person, it is still just a tool. You can heal with your MAGGI just as you can kill with it. You can do as much good with it as bad. It is, in a way, still magic.
If I ever sell this, I'm likely going to have to change the name to M.A.G.I.C. (Mighty|And|Great|Ignorant|Crazyness). You can change MAGGI to MAGIC in your campagins, if you want. It's the exact same thing, just a different name.
ATK (Attack) is a stat that is the most similar to any other game. It is the base strength you have. It can increase through weapons, armor, and items. When you attack, you decrease the HP of the enemy.
Here is how it is calculated: YourATK - EnemyDEF = YourDMG | YourDMG - EnemyHP = NewEnemyHP.
If your ATK is 1 or higher, you always deal at least 1 damage. If it's 0 or less, you deal no damage. It is so you can always can beat an encounter, it just might take a while.
DEF (Defense) is a stat that makes the damage of the enemy less strong (YourDEF - EnemyATK = Damage). DEF cannot grow naturally. It can only increase DEF through outside factors, like armors, weapons, and items.
If your DEF is negative, you take more damage: -1 DEF means x1.5 damage, -2 is x2, -3 is x3, and so on. If your DEF is in the plus, it's just EnemyATK - YourDEF = EnemyDamage. It's to discourage having minus DEF.
You start with 0 Base DEF and end with it, except if the player character is 70 years old, then their DEF starts at -1, at 80 it is -2, at 90 -3, and so on.
MDEF (Mighty|Depression|Ending|Form) is the average happiness of the person. It goes from -7 to 7. Your MDEF work just like your DEF, however it just activates if someone uses a MAGGI spell against you.
The stat depends on the average mental health of the person, not if they're currently happy or not. Someone imprisoned for centuries might have an MDEF of -4, while a person who has lived a joyful life might have an MDEF of 4
Someone with an MDEF 7 might have no worries in life and achieved inner peace and lives with a constant smile on their face, while someone with MDEF -7 might be filled with grief and sees no point in anything anymore.
The player character(s), at least in my games, have a constant MDEF of 0, given the Legend Stat.
This stat is tracking their progress on gaining new spells. Characters can gain +1 learn stat, when sleeping in an Inn or something similar to that. They also can increase that stat through items, like a book.
The first spell might just require 2 to 3, but the last might require 8 to 10. This stat also doesn't reset, except for plot purposes, if required.
The level stat works differently, depending on what class you have. With Determination, Downfall, Bad Luck Soul, and Bat Fate you need a certain amount of kills until you get a level up, which adds 1 HP, MAGGI, and ATK.
Termination requires a boss kill for a level up. Some classes don't even have Levels.
In this TTRPG, there are no EXP, there are Kills. Every time you kill someone, you gain one kill. When kills are tied to level ups, the counter reset upon the level up.
No enemy can give more than one kill, except if that enemy is secretly multiple people in a trenchcoat. Even if you kill a person with Destructive Rage, who has a souls counter, you only gain one kill.
It's a stat that is exclusive for Deviation. It tracks your kills that specifically for spells. It is important, since every spell kill you get +1 MAGGI and every 5 you get +1 HP and +1 ATK.
It is to encourage the player, that if they kill enemies, that they use their spells, when doing it. Since Deviation revolves around spells.
The Souls stat is exclusive for Destructive Rage. Every time you kill someone, you gain a soul. In the most basic sense, it's a kill count.
Every time you get a soul, you get soulpoints ((MAGGI/8)/3) which you can higher your ATK & HP with. Each soul also gives you one MAGGI.That is less of a stat and more of a gameplay mechanic. Wether you wanna split it up between party members or all of them sharing their currency is up to you. Maybe a mix of both?
How you wish to call it is your choice aswell. Euro, Dollar, Pounds, Sents, Yemo, Gold. Hence why I call it CURRENCY. Maybe your game doesn't even have any currency and relys on trading?
In the end, your currency is what players gives the opportunity to buy items such as healing items, weapons, armor, etc.
Just like with HP, MAGGI, ATK, DEF, and MDEF. These stats can be on weapons or armor, maybe even items(?), except the Legend stat.
You have an X in 100 chance of dodging or blocking, or however you wanna call it. So, the damage the enemy wanted to do doesn't matter. You completely negated the damage. You can also have a dodgerate and blockrate at the same time.
You could technically make yourself invincible if you have enough of these damage negating rates at the same time. Though only invincible through luck, as you can still get hit, as it depends on your luck. Are you feeling lucky?
Just so you know, you can call it however you see fit. It could be a dodgerate, it could be a blockrate, even a missrate (The enemy misses you through luck). It all works the same.
Poison deals damage over turns. X DMG X Turns. For example "10 DMG 1 Turn" would deal 10 Damage when its the enemies turn. However with "1 DMG 10 Turns" it would deal 1 damage, for the next 10 times it's the enemies turn.
The evil thing about poison is that it is stackable. So, each time you poison the enemy with "1 DMG 10 Turns" it gets stacked until the first poison runs out. So the maximum would be 10 DMG per the enemies turn, as long as you still poison it.
If you have this stat, you ignore the DEF of the enemy, no matter how much they have. You just go directly for the HP. There is not much to add.
This allows you to attack more than once per turn. That means you can also target more than one opponment in your turn.
This can also technically be interpreted as not only attacking with violence, but also with MAGGI, words or any other action, even if it was thought up as attack only.
It's best to talk about which intepretation works the best for the players and the campaign, if it is going to be used.
If you have this stat, you are always starting the battle. Usually, the one who starts the battle is second. However, if you have this stat, it doesn't matter. You ALWAYS start. If both you and them have the stat, it cancels each other out.
Which means, if the boss has this stat and you, and the boss starts the fight, you begin. It could work well as a weapon or armor, but I think even an item could work well with it.
The legend stat is a hidden stat given to player characters. It is a lore stat, so it doesn't influence too much outside of lore. However it still changes a bit in gameplay.
It doesn't allow passive HP increase through age. MDEF is set to 0 permanently. And if a legend fights another legend, it says "A legendary fight begins" before "[X] wants to battle".
Also in lore, when the campagin ends, the player character gets a feeling of hollowness, upon not being controlled by the player anymore.
This stat is made for an enemy called the Timebound Pursuer for the Timebound Racer class. So, it isn't expected to be used outside of it.
Upon the death of an enemy with that stat, it would respawn x1.2 stronger (HP, MG, ATK, DEF). It wouldn't and couldn't die.
This class is inspired by Undertale by Toby Fox.
You level up through kills. A level up raises your HP, MAGGI, and your ATK by 1. Wielding guns makes your ATK weaker (ATK/2).
[Name Here]
HP:
MG:
MAGGI:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] ALL MG:
ATK:
DEF:
MDEF:
Learn:
Weapon:
Head:
Shirt:
Pants:
Shoes:
LV:
Kills:
Determination
This is a template, which every character with the class "Determination" would have. Just fill it out and you have a character.
Reminder: MG is short for MAGGI. The "MAGGI:" does not have a number, it's just a header for the spells.
LV 1 | 0 Kills
LV 2 | 2 Kills
LV 3 | 4 Kills
LV 4 | 6 Kills
LV 5 | 8 Kills
LV 6 | 10 Kills
LV 7 | 12 Kills
LV 8 | 14 Kills
LV 9 | 16 Kills
LV 10 | 18 Kills
LV 11 | 20 Kills
LV 12 | 22 Kills
LV 13 | 24 Kills
LV 14 | 26 Kills
LV 15 | 28 Kills
LV 16 | 30 Kills
LV 17 | 32 Kills
LV 18 | 34 Kills
LV 19 | 36 Kills
LV 20 | 38 Kills
This Level up Sheet only goes until Level 20, however it has no limit.
Reminder: Leveling up means reseting the kill counter.
This class is inspired by Overtime by Germanpeter (an Undertale fangame).
You level up through boss and miniboss kills. A level up raises your HP by 5, MAGGI by 1, and your ATK by 1. Wielding melee weapons makes you weaker (ATK/2).
Kill are simply being tracked for fun and have no influence on your LV.
[Name Here]
HP:
MG:
MAGGI:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] ALL MG:
ATK:
DEF:
MDEF:
Learn:
Weapon:
Head:
Shirt:
Pants:
Shoes:
LV:
Kills:
Termination
This is a template, which every character with the class "Termination" would have. Just fill it out and you have a character.
Reminder: MG is short for MAGGI. The "MAGGI:" does not have a number, it's just a header for the spells.
This class is completely original.
You level up through kills from your spells. Every spell kill gives you +1 MAGGI. Every 5 spell kills, you get +1 HP and +1 ATK aswell.
This class also doesn't allow you to equip any weapons whatsoever. However, you have double the spells at your arsenal.
Kill are still being tracked, but have no influence on anything.
[Name Here]
HP:
MG:
MAGGI:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] ALL MG:
ATK:
DEF:
MDEF:
Learn:
Head:
Shirt:
Pants:
Shoes:
Spell Kills:
Kills:
Deviation
This is a template, which every character with the class "Deviation" would have. Just fill it out and you have a character.
Reminder: MG is short for MAGGI. The "MAGGI:" does not have a number, it's just a header for the spells.
This class is completely original.
It is a very unique class, because when you kill an enemy, their MAGGI turns into points that you can put on your HP and/or ATK ( (MAGGI/8)/3 = Points ).
There is no level or kill count. The Souls stat, in a way, is the kill count. You are also able to use both melee weapons and guns.
[Name Here]
HP:
MG:
MAGGI:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] ALL MG:
ATK:
DEF:
MDEF:
Learn:
Weapon:
Head:
Shirt:
Pants:
Shoes:
Souls:
Desctructive Rage
This is a template, which every character with the class "Destructive Rage" would have. Just fill it out and you have a character.
Reminder: MG is short for MAGGI. The "MAGGI:" does not have a number, it's just a header for the spells.
This class is inspired by DOOM by id Software.
Downfall is basically Determination, but you have 4 weapon slots.
You're suppoed to have a higher than usual MAGGI & ATK. You're supposed to feel powerful when playing this playing this class.
[Name Here]
HP:
MG:
MAGGI:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] ALL MG:
ATK:
DEF:
MDEF:
Learn:
Weapon1:
Weapon2:
Weapon3:
Weapon4:
Head:
Shirt:
Pants:
Shoes:
LV:
Kills:
Downfall
This is a template, which every character with the class "Downfall" would have. Just fill it out and you have a character.
Reminder: MG is short for MAGGI. The "MAGGI:" does not have a number, it's just a header for the spells.
LV 1 | 0 Kills
LV 2 | 2 Kills
LV 3 | 4 Kills
LV 4 | 6 Kills
LV 5 | 8 Kills
LV 6 | 10 Kills
LV 7 | 12 Kills
LV 8 | 14 Kills
LV 9 | 16 Kills
LV 10 | 18 Kills
LV 11 | 20 Kills
LV 12 | 22 Kills
LV 13 | 24 Kills
LV 14 | 26 Kills
LV 15 | 28 Kills
LV 16 | 30 Kills
LV 17 | 32 Kills
LV 18 | 34 Kills
LV 19 | 36 Kills
LV 20 | 38 Kills
This Level up Sheet only goes until Level 20, however it has no limit.
Reminder: Leveling up means reseting the kill counter.
This class is inspired by Dark Souls by FromSoftware.
If you choose to play this class, you are in for a wild ride, because it really doesn't look good for you. Your HP is your age divided by 2. If you're 18, you have 9 HP at the beginning of the game.
Leveling up means not all stats are raised. Your MAGGI stat is always raised by 1. However, you also get 2 points, which you can spend on either ATK, HP, MAGGI, and Dodgerate.
Another thing is when equiping any weapon, Melee weapon or gun, it's ATK/2. It is also expected of the storyteller to make harder enemies for you.
If you choose this class. You are in for a challenge It's hard mode afterall.
[Name Here]
HP:
MG:
MAGGI:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] ALL MG:
ATK:
DEF:
MDEF:
Learn:
Weapon:
Head:
Shirt:
Pants:
Shoes:
LV:
Kills:
Dodegerate: 0% (Max 80%)
Bad Luck Soul
This is a template, which every character with the class "Bad Luck Soul" would have. Just fill it out and you have a character.
Reminder: MG is short for MAGGI. The "MAGGI:" does not have a number, it's just a header for the spells.
LV 1 | 0 Kills
LV 2 | 4 Kills
LV 3 | 8 Kills
LV 4 | 16 Kills
LV 5 | 32 Kills
LV 6 | 64 Kills
LV 7 | 128 Kills
LV 8 | 256 Kills
LV 9 | 512 Kills
LV 10 | 1024 Kills
LV 11 | 2048 Kills
LV 12 | 4096 Kills
LV 13 | 8192 Kills
This Level up Sheet only goes until Level 13, however it has no limit. But I don't think you're going to get to Level 14.
Reminder: Leveling up means reseting the kill counter.
This class is inspired by I Wanna Be the Guy: The Movie: The Game, by Michael "Kayin" O'Reilly.
If you want to play this class, you actually don't... but if you still choose to, you are in for hell.
Bad Fate was an experiment of "what would happen if you had the lowest stats possible?", which developed into "How would I Wanna Be The Guy work in The Stories of Legends?"
The stats you see on the template are the ones you're going to have. Optionally, the one making the story can also give you this weapon at the beginning: Pebble shooter gun 0 - 1.
As you may have noticed, this class may work exactly like Determination, but you are not bound to melee weapons! Gotta give you something, you know?
The person who is making a campaign or one-shot for you also has to handcraft a special story for you. (At least so it's fun). If you or the person needs inspiration, there is an unfinished story in the examples tab.
Now of course, you can just play a normal story with this, but you're not getting far with it. However no one can stop you from NOT picking this class. So... have fun!
[Name Here]
HP: 1
MG: 0
MAGGI:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] X MG:
[X Learn] ALL MG:
ATK: 0
DEF: 0
MDEF: -1
Learn: 0
Weapon:
Head:
Shirt:
Pants:
Shoes:
LV: 1
Kills: 0
Dodegerate: 90%
Bad Fate
This is a template, which every character with the class "Bad Fate" would have. Just fill it out and you have a character.
Reminder: MG is short for MAGGI. The "MAGGI:" does not have a number, it's just a header for the spells.
LV 1 | 0 Kills
LV 2 | 4 Kills
LV 3 | 8 Kills
LV 4 | 16 Kills
LV 5 | 32 Kills
LV 6 | 64 Kills
LV 7 | 128 Kills
LV 8 | 256 Kills
LV 9 | 512 Kills
LV 10 | 1024 Kills
LV 11 | 2048 Kills
LV 12 | 4096 Kills
LV 13 | 8192 Kills
This Level up Sheet only goes until Level 13, however it has no limit. But I don't think you're going to get to Level 14.
Reminder: Leveling up means reseting the kill counter.
This class (add-on) is inspired by Pizza Tower by Tour De Pizza.
The Timebound Racer is less of a class itself and more of an add-on to the class you have.
This class add-on has never been tested before, so it might not be fun to be played, however you can the first to test it you!
This is an add-on that you can add to your class after the campaign is over. It would make no sense to use it during or at the beginning of the campaign.
The point of this class is to basically recreate the Wario Land 4/Pizza Tower experience of racing. However you don't race back in this, but from the beginning back to the end over and over.
You'll of course keep your Level, items, etc upon going back to the beginning. Once you're at the beginning, you have an two hours to go to the end, to complete a round. Of course, you can find rarely something that adds 30 minutes onto your timer.
Upon completing a round, you get a debuff to make the next round harder. Also your timer doesn't reset back to 2 hours, so you have to find the items that add to your timer. Whatever they may be on your quest against time itself.
[ROUNDS]
1st Round: Nothing
2nd Round: Enemy Buff +5 (HP, ATK, & DEF)
3rd Round: The Timebound Pursuer retraces your steps and follows you. (Always 10 minutes behind). Encountering it would result in a battle
4th Round: The things that adds to your timer are rarer
5th Round: The player character gets damaged every 30 minutes (5 ATK (doesn't ignore DEF)). It increases +5 every round
6th Round: The thing that adds to your timer only gives 15 minutes now
7th Round: More enemy encounters (interpret it how you will)
8th Round: Enemy Buff +5 (HP, ATK, & DEF)
9th Round: Player loses 1 DEF point
10th Round: The Timebound Pursuer only has a 5 minute headstart now
There is no end, outside running out of time, so feel free to think of more, if the player actually (somehow) reaches round 11.
Encountering the Timebound Pursuer doesn't mean death, but a battle. This here are the stats.
Timebound Pursuer
HP: 100
MG: 777
MAGGI:
[Spells Of Your Player(s)]
ATK: 20
DEF: 5
MDEF: -1
Learn: 777
Weapon:
Head:
Shirt: Shirt? DEF ?
Pants: Paths? DEF ?
Shoes: Shoes? DEF ?
LV: ?
Kills: ?
Begins
Meta
Timebound Pursuer
The Timebound Pursuer class is one that you cannot obtain (mostly because it wouldn't make much sense). It gives one the Meta stat, which means that upon death, it gets x1.2 stronger, upon respawn.
However, if you have to battle it, you're in luck, as I don't think it's too much of a challenge with your equipment, since you completed the story. If you don't have a hard mode class of course.
The best tip I can give the player(s) is simply to try avoiding encounting it. As, if you win, it gets stronger. The best way to avoid is to be on the move, because if it gets too close to you, it will not anymore retrace your steps.
Here are some important information about some things! If I forgot something, please be sure to tell me!
Upon starting a new campaign, you need to ask your players a couple questions.
- Their characters name. (If this isn't the first campaign, they cannot choose the same)
- Their characters favourite food. (Which would be an item they can find once(?) in the campaign, which heals the one fully)
- Their characters favourite thing. (Which would be the ALL MAGGI attack)
- Their characters class.
Here are some things you need to do afterwards on your own:
- You need to figure out what their MAGGI is. It should be around the 20 to 40 range. 30 being the standard.
- You also need to figure out what their MAGGI attacks would be. Which is fine, because they firstly need to learn them via the learn stat.
- Don't forget to set their MDEF to 0!
Battles are fought in groups. A group is, for example, the enemies that team up against you. Your party is a group too.
When the enemy group starts the battle your party begins. When your party begins the battle, the enemy group begins. When someone has the "begins" stat, only they have priorty, no one else in that party has.
When it's your partys turn, each character can do one action (unless you. The order doesn't matter. Same goes for the enemy group.
When there are three or more groups fighting, that gets more complicated. However, when the party doesn't start the battle, they'd get priority, being the first group to start.
During your turn, you can do a lot of things.
Fighting would use your ATK firstly against the enemies DEF. Afterwards it would the rest of your ATK against the enemies HP if your DMG would result with 0 against the enemy, then you'd do only 1 DMG.
While it is called "talking", you can also act out things with this. This is the peaceful solution, which you can end the fight peaceful with. Though you could make it easier to kill as well, if you say the right things.
When using this option, you have to think on your own. The one who made the creator of the campagin will not give you options to choose from.
If you have spells on you, you can choose between them to cast a spell against the enemy or for yourself. If you have none of course, then this option is useless.
This is simply the option that lets you use items. You can use only one item per turn. What you do with it is up to you of course. Be creative!
Once the enemy doesn't seem to wanna fight anymore, you can always ask for the fight to stop. This option exists seperately to the talk command, to make sure people don't forget about that option.
You skip your turn. You do nothing. You're simply standing there.
Guns are weapons with a range attack, for example -4 - 6, which means the weapon could miss (negative to 0) or do do damage (1 to 6). These attacks also ignore your BaseATK. Afterall, you cannot shot a gun harder.
However, guns usually have a higher max attack than melee weapons. Hence why they aren't useless, as they could do more damage than melee weapons.
Meanwhile Melee weapons have a set value. The ATK of the weapon is also added to your BaseATK. There is no randomness. If you know the enemies DEF, your BaseATK + weapon attack, then you know exactly how much DMG you do.
These are examples on how you can make your own campagins. I only took out campaigns that are finished, except the last one, which is unfinished. "The Terrible Kings" is a campaign made specifically for Bad Fate.
In my own opinion, it is important to build your campaign around the Bad Fate trait, firstly given its redicioulous stats and also to give it the "I Wanna Be The Guy" feel and to make your legend suffer.
Please keep in mind that these campaigns use an older version of The Stories of Legends, for examples only allowing one armor slot (which is nowadays only in the afterlife (in my campaign)).
Also, most of the campaigns are in german, however they are marked as german. I will not translate them over to english. However, you can try your luck with some translation tool!
Noah Metanoia
HP: 19/19
MG: 22/22
MAGGI:
12 MG: Good Memories | Heals HP = CurrentMG
20 MG: Chains of Hatred | All No DEF for 3 Rounds
20 MG: Judgement Day | ATKx2 & Ignoring DEF (1 Enemy)
ALL MG: Call of Duty | 10xATK ALL Enemies + HealHP=MaxMG
ATK: 2
DEF: 4
MDEF: -2
Learn: 2
Weapon:
Head:
Shirt: Black Hoodie DEF 2
Pants: Grey Pants DEF 2
Shoes: Black Shoes 1 DEF
LV: 2
Kills: 2
Determination
Orchideos
HP: 64/64
MG: 21/21
MAGGI:
6 MG: Stronger Attack | ATKx1.5
12 MG: Courage | Raises party 1.5 DEF for 3 turns
18 MG: X Slash | Attacks twice
ALL MG: MG Katana | ATKx1.5 + 200
ATK: 8 +15
DEF: 25
MDEF: 0
Learn: 31
Weapon: Katana ATK 15
Head: Sunglasses DEF 1
Shirt: Black Midnight Coat DEF 15
Pants: Black Jeans DEF 4
Shoes: Buisness Shoes DEF 5
LV: 6
Kills: 11
Determination
Ms. Seven
HP: 50/50
MG: 25/25
MAGGI:
10 MG: Disrespect | Punch enemy in the face x2 DMG (No Weapon)
20 MG: Parrying | If next is a projectile, attack is reflected back
30 MG: Euro Shot | 33% chance for x10 DMG, costs 1€ (Only Gun)
ALL MG: Circumventing Fate | 10 turns the DMG heals you half
ATK: [Gun] (5)
DEF: 8
MDEF: 1
Learn: 4
Weapon: Ultravolver -6 - 15 ATK Dodgerate: 10% (Ammo: X)
Head: Sunglasses DEF 1
Shirt: Red Suit DEF 3
Pants: Black Jeans DEF 2
Shoes: Black Shoes DEF 2
LV: 4
Kills: 24
Termination
Jimmy Redmond
HP: 26/26
MG: 56/56
MAGGI:
9 MG: Mocking | EnemyATK/1.5
14 MG: Concentration Shot | +2 Aim
26 MG: Headshot | ATKx2
ALL MG: Cash | ATKx2 & DEFx1.5 (for the fight)
ATK: [Gun] (2)
DEF: 7
MDEF: 3
Learn: 6
Weapon: Revolver -3 - 6 [Ammo: X]
Head:
Red Sweater DEF 2
Pants: Grey Jeans DEF 2
Shoes: Red-black Sneakers DEF 3
LV: 1
Kills: 4
Termination
[Jimbos Story]
Result: -
Soul Points:
Roll: -
Result: -
Yes this part was made with the help of ChatGPT. I'm sorry.>
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