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From BluWiki

Bluh. So, yeah, seanacton was a lazy prick and substituted drinking and Wrockband for working on VGOCVG this christmas. No new advancements. Sorry..

However, seanacton is still hoping to begin filming for the game's opening sequence with VGOC over the summer. He asks that all VGOC keep some day-time free during this week and also that anyone with filming equuipment and/or skills step forward to volunteer.

Check out current in-game pics and seanacton's VGOCVG work log for updates on progress.

Basically, due to its background in video games and the enthusiasm shared by its members, VGOC has decided to create its own role-playing game under the name VGOC-VG (pronounced Vee-gock-vee-gee), whose formal name has never been designated. The acronym stands for the VGOC Video Game.

The game's development owes a large amount of credit to its creator Seanacton. Several other VGOC members have also contributed noticeably to its contents. The game involves scenarios based very loosely on real-life events, and inspired by other role-playing games. It will be created using Gamemaker 7 Pro, an RPG-making software found free on the Internet.

The game will be released on internet in several parts, beginning, hopefully, with Chapter I by August 2009. A working demo of the opening sequence and Schoenfeld Tutorial is in the works for the end of Summer 2008.


To seanacton's top secret VGOC development lab. This is the new page dedicated to the conception, creation and eventual distribution of the much discussed VGOC Video Game. I will do my best to keep it up to date and upload pictures and playable demos whenever significant advances are made.

The plan, at present, is to create an awesome RPG (like 10-20 hours or better) using free software (ie: Gamemeker 6.1) that will feature all VGOC members in a grand quest to rid the world of some great evil. Thus far, seanacton is the self-appointed director in chief of planning, production, choreography, writing, programming, and damn near everything else. As one may very well expect, the creation of any Video Game, though RPGs especially, is a long and gruelling task, and it generally takes a team of veteran gamers and computer nerds any where from 3 to 10 years to create a quality game. Needless to say, one man will have a much harder time of things. As mentioned above, this page will document the production of this game, just in case y'all are curious about how its going. BUT, its also here, so that if you'd like to have some input or sway with regards to, well, anything, you can have your say. That said, seanacton greatly looks forward to your input and ideas as any and all enthusiasm will likely ensure that he is able to see this project through to its completion. Let's make this EPIC.

The Game

K, basically, this section exists to be a summary of the current final product. That is to say, my goal in designing this game. Please feel free to add, discuss, etc. whatever you hink might increase the awesomeness of this endeavour. Of course, at this time, I am reserving absolutely ALL rights to the final decision making. Especially, as many aspects are already under construction and will likely not be changing.

So, here goes. The VGOC Video Game will be based heavily on the famous SNES RPG "Tales" series. The key difference between these games and the Final Fantasy games being the utilization of a real time battling system. (I'm not sure if anyone but Ken and Rachel have played these games though, so if you need a better explanation, just ask). Simply put, this means that the overworld and menu screens will be just like a Final Fantasy game (at least, up to FF6, as 3D graphics at this point are impossible with the software I'm using). Players will move around in a non-linear format with an overhead 2D view of the overworld. Many menus will be available at different times, that will allow for all the standard conveniences: saving, equipping items, using magic, etc. Additionally, all VGOC members will be available as playable characters. For this reason, the player will be able to select a party of up to four VGOC members for their quest, which can be shifted around at a variety of locations within the game. Random encounters will comprise the majority of the non-story gameplay time, but there will also be many epic boss battles. These encounters will be the only part of the game to, as mentioned above, deviate substantially from the FF format. Namely, they will feature up to four party members in a realtime, side scrolling battle with the randomly generated opponents and boss monsters. The battle system will be modelled after the game "Tales of Phantasia" (which is a damned amazing game, I would recommend it to anyone), meaning that the player will maintain complete control over their primary party member while the others will attack, cast magic, and use items, according to a predetermined AI system. Characters will gain experience and money by winning battles and will gain levels as they progress through the game. Every playable character will have a unique skill tree comprising of 16 skills that will each level up 5 times and will cover everything from melee attacks to spells, healing magic, and buffs. These trees will be filled utilizing a skill web system loosely based on that of FF10, where Qi orbs found throughout the game can be assigned to a given charater to unlock/level up his/her abilities. The story is so far slated to span the entirety of our Grade 12 year, tying in all the hilarious real happenings (ie: SMUNA, Winter Formal, the Band trip) with my fictitious depictions of the evil machinations of VGOC's enemies. Locations in game will include nearly everything at WMCI, as well as a few other locations, like Master Li's house and the Band Trip.

That is, in a poorly grammar checked nutshell, my plan for the VGOC Video Game. Please, any thoughts, issues, ideas, or general suppport would be welcome with regards to the above.

Development Team (Job Opportunies)

Well, uh, bascially, right now it's just me. But I know there are a few of you out there who are willing to lend support in their spare time. Below will be a list of roles that I would love help with, please add your name wherever you think your input could be best used, and you have time to contribute. (Or feel free to add new sections)

  • Gameplay
    • Battle Logistics and Balancing
    • Overworld Design
    • Dungeon Design (MF expressed an interest in this)
    • Boss Design
    • Item List
    • Menu Design
    • Enemy Design
    • Encounter Planning
  • Character Design
    • Skill Trees
    • Statistics and Growth with Levels
    • Elemental Affinities
    • Items (Equippable)
      • Character Specific Items
      • General Accessories
  • Story
    • VGOC Jokes (I would like to work in as many as possible, so to fulfill this role, please just update VGOC regularly)
    • Dialogue and Writing
    • Event planning
    • Cut Scenes
    • Endings Planner (I would like to have a seperate live action ending movie for every character, of course most of these won't be planable until the plot has been finalized, but ideas are good)
  • Side Quests
    • Extra Character Quests (To obtain characters not force recruited through the storyline)
    • Mini Game Design (These could be really kool, I'm thinking there will be a flags minigame for sure, as well as some kind of mafia sim, and a dating option that allows you to ask out various girls throughout the course of the game)
      • Flags
      • Chinese Chess
      • Mafia
      • Dating ~Jiajia: lmao, lmao at the dating sim. lmao. Why not just add a Franks Adventure option for the Oleg and rocky characters?
      • Various Sports (Football, Basketball, Badminton, Volleyball, Dodgeball, Ping Pong basically whatevers in season at a given point in the game)
      • Qi Battles
      • Grounders
    • Short Side Quests (For items gold weapons)
    • Long Side Quests (For Characters, final items, level 5 Qi orbs and uber hidden bosses)
    • Qi Orb Locations (There will be hundreds of these things (23 per character), someone is gonna have to keep track of them for me)
  • Visuals
    • Sprite Ripping
    • Palettes
    • Backgrounds
    • Environmental stuff
  • Sound
    • Sound Effects
    • Background, Boss, and Battle music
    • Voice Recording
  • General
    • Game Logo
    • Opening Video
    • End Credit List
    • Special Thanks
  • Filming
    • Opening/Title Sequence
    • Live Action Cutscenes
    • Film Editing
    • Costumes
  • Programming
    • K so following the crash everything is done on GameMaker 7, so if anyone wants to, or already has, downloaded that, registration hacks are available online, then you can begin helping me get shit done. yay.


Ok, this section is here so that all involved parties to post what has been accomplished so far. The immediately following is my work log that I created in game since I began working these segments of my log will be kept backed up within the game itself, and I will post new changes whenever.

The log has now ben broken into two parts (and will perhaps become more in the future), the Olde Log (VGOCVG_oldlog), which chronicles accomplishments up to my computer crash and the loss of the game, as well as a new log to chronicle the work of individuals on seperate projects.

Work Log (seanacton)

January 23rd 2008

OK so I'm doing the battle system at present. It is sidescrolling, having one playable character controlled by the player and up to three others managed with AI in order to allow the party to fight in real time. A multitude of enemies will exist, taking a variety of shapes and numbers and attempt to destroy the VGOC party. The system will eventually require: A system for controlling (moving, attacking with, and using skills with) the lead character, A system for managing the AI of up to three other party memebers, A system to manage the actions of enemies, a lead character status display (pic, name, hp, qi, assigned skills, status, items), a party status display (name, hp, qi, status) , an enemy status display (name, number), A calculation for damage output and input, a damage display, a targetting system that allows spells to be directed at certain enemies or allies and a variety of othwr stuff as I come up with it.

I have completed so far, the movement system for the main character (left and right arrows move the hero left and right respectively, collision effects with enemies have not yet been added, particles are also desired for effects like kicking up dust), as well as the basic attacking engine (which allows for four different combos of any number of strikes based on the direction (up, down, side, none) held at the time of the first button press. Attacks do not do damage yet, as strength algorithms have not been finalized, however enemies are thrown and stunned by attacks, allowing some combos to juggle enemies in the air. Displays are present for the lead and other characters, the lead display is currently showing the portrait, name, hp, and qi of the player character, assigned skills are presently being worked on. Enemies do not yet attack, nor is there a system to find the effects of player injury, the levelling system is also in the works though waiting on completion of stat growths.

March 2nd 2008

Been working on a off between school shit for a while. Levelling now works for MF (1-100) with stat growths for int, str, spd, and def. Damage displays successfully when enemies are hit, works as an approriate function of str. enemy dodge are block rates (which relate to player spd) have been added and work, as well as funxctionng hp/qi growth and regen equations. Working presently on critical hit function. Also, creating a system by which enemies can attack, so as to finalize player dodge rates. Also, just realized that hit point growth (which presently functions as str).

March 3rd 2008

Started formal storyboard writing (no pictures yet) explaining basic plot elements of the early game and cut scene machinations. So far up to the battle with Mr. Hall. This of course is not divulgable information, as playing the game would be far less entertaining if the storyline was well known. Just suffice to say that I'm having fun, and the story should be amazingly epic. Could really use a hand designing boss battles BTW (scripted stuff would be sweet, but i need ideas). Need to add further animations for blood and such when enemies are hit, as well as sool cool-ass particle effect for leveling up. Also, just learned that gamemaker is present on the Engineering College computers, this won't help me right now, but it means that I can work on them during Sci-Fi camps in the summer. hurray, that means it won't be a complete waste of four months.

March 11th, 2008

K, so all stats that don't involve the enemy hitting you are now implemented (though functions may yet change), enemy AI is in the works, currently it can walk around (roam) and hop around (attack) but attacking doesn't work. Upon completion i will implement dodge rates and resistances, then i will do some spells and do their respective attack. Ally AI will be next, though they will only attack for now (til skilltrees are done and some system is devised to dictate ally spell casting). Still fleshing out storyline, particularly trying to balance when the VGOC members join the party, so far 3 characters will be selectable at the beginning, two of whom take part in a training simulation with Mr. Schoenfeld in the football field. The third then rejoins, after the first quest a fourth will join, then a fifth (and sixth if unlocked) after the third, at which point things get rather convoluted. I am thinking, however, that in order to balance the horendous number of character, many quests will involve the breaking up of VGOC into two or more parties so that many characters get used.

August 3rd, 2008

I'm a lazy fuck. Haven't gotten anything done since finals. Until today. Finished up the stat algorithms for all the characters. Also, Robo-Pong V.1 is now a fully functional enemy complete with attacks that do DAMAGE. w00t. It's about time. That means the entire battle engine is nearing completion. I just need to work in elemental properties of attacks and status ailments. buh buh buhhhh!!! Yay! Then I just need to design a whole whack of monsters and characters and we're good to go. w00t. that said, I'd like to be well into designing "VGOCVG: Chapter I" by the end of the summer, so I will post a list of locations that VGOC will visit, I would greatly appreciate feedback regarding NPCs, sidequests, enemy types, and dungeon layout.

August 10th, 2008

K, so I've been working on VGOCVG since last weekend. Status Ailments for players and NPC allies are now functioning properly. At present I am programming in a complete index of status ailments. Right now, blind, poison, stone, and sleep are functioning. By the end of the weekend, I hope to have everything but Berserk done, because berserk will involve the ally AI scripts which have not yet been devised. Additionally, the lower display window now displays allied VGOC stats and the names of enemies present.

August 20th, 2008

Work has been progressing on and off for the last few days. more status ailments have been added and some code has been condensed. Also, Robo-Pong got a kool new attack. And, fo course, MF's first skill is functioning. (and it looks fucking sweet). Now I will prepare the rest of Alpha test scenario 1, Robo-Pong. This will include two new enemies, another stage of Robo-Pong and new attacks for all. Also, No progress has yet been made on Ally AI.

August 23rd, 2008

Designed a second enemy to serve as robo-pong's minion. It will be dubbed "Robot that cries when you hit it." Also, built new MF skill. Need to tweakmana cost and damage slightly o that it balances. Ally AI soon to come, based on the Ball Sweeper enemy's program this will be somewhat easy.

Demos and Other Shit

The game is not yet anywhere near ready the Alpha testing phase, don't expect anything major too soon. However, I am working on the MF character at present and making slow progress, so an exclusive MF battle sim might soon be available.

In-Game Pics

But since that won't tide anyone over, here's some screen shots: NEW

(Old pics are located here: VGOCVG_pics)

Screen14.png MF's crowd control skill, the Megaton Hammer...

Screen13.png Boom...

Screen12.png Fire Ball, a functioning skill...

Screen10.png MF charges his Qi for a spell...

Screen5.png It's "Snake that Cries when you Hit it"! OMG...

Screen6.png Robo-Pong is hauling ass...

General Discussion

Jiajia: Shall we make a separate section for each playable character for better organization? Also, will all characters have the same level of "importance" or are some strictly support and perhaps even unlockable (John Mo?). Also, I am working on the music. I will also make the Display Pictures. Are we going to give each person an Element or Affinity for which to base Qi attacks on? (MF = Fire, etc)Oh and whats the Storyline?--Jia² 02:51, 19 August 2007 (EDT)

Well, the plan at present is to have 15 or 16 playable characters available at some point throughout the game (and all at the end). This means that the story might call for certain characters to be removed/go solo/join for different story events, however, the general idea of the game is that a player could potentially pick any VGOC, or party of same, to play nearly the entire game without sufficiently changing the story. Some characters, largely those who are not strictly VGOC (ie: John Mo, Jeetu, and I'm toying with the idea of Katie Lin), will appear solely as summons or NPCs (non-playable characters to the non-initiated). All characters, yes, will have a general element that their attacks are based on. However, in most cases this will not be strictly binding. Thanks, of course, to Jia for music, and display stuff. I will be posting shortly a full list of playable characters, if you would be so kind as to get a couple really good crops of their faces. ~seanacton

Hey Sean i dunno if you want to use Fire Emblem music, I have all the songs unlocked except for that one where you need A support with Hector and Lynn, and I could easily make the recordings. A couple tracks would work nicely for story telling background, especially "Together, We Ride!", "On the Winning Road", "Main Theme", "Within Sorrow", "Triumph", and "Into the Shadow of Triumph". Tell me which ones you like.

lolz. Fire Emblem Music kicks ass!! My favorites are Hector's theme and together we ride. but upload whichever you think'll be most usefull. ~seanacton

Jiajia: I am no longer here in body but my spirit resides. I'll continue making crappy sprites in my free time.

MF suggests that "Qi" be replaced with the chinese character for it. It's pronounced "Ki" in Japanese, and is thus also from DBZBT2.

Heyhey ALL, sean here. So if anyone reads this section anymre, which I doubt, but w/e, any and all ideas are grand. Keep adding them, feel free to add subsections as you see fit. Towards the end of august another section will be added regarding the battle alpha, so keep an eye out for that.

VGOC VG Alpha Release 1: Resquing Hank

OK, so my plan for the first alpha (and later beta) test release will be a brief sidequest that involves resquing Hank from his Ping Pong machine which has developed Artificial Intelligence and is trying to kill his family so that Hank devouts more time to practicing. To do this, I will need help designing:

Floor plans

I need people to map out Hank's house for me. Every room, every piece of furniture etc.


A variety of monsters should be designed.

    • Ping Pong Balls - these are the most common random encounter monsters here. Weak physical attacks only.
    • Ping Pong Rackets - a more elite monster that may summon ping pong balls.
    • Ping Pong Table - a random-encounter mini-boss (or not random encounter).
    • Leftover Food - Yuck.
    • Hank's Underwear - ;)


The actual progression through the dungeon, as well as the NPCs present must be designed. Also, I need someone to help me write it.

VGOC VG: Chapter I

So chapter I will basically pick up right at the beginning of the grade twelve year with some mysterious happenings. These will be convveyed via a nifty new technology I've developed known as the "cut-scene". Following the 'mysterious happening(s)' the cut-scene will give the player a shot of the school on the second day of school. It will pan around, picking up random bits of conversation, and finally settle on Zhang, Jiajia, and Hope, who are busy bitching about what a dumbass Mr. Armstrong is. Anyway, gameplay picks up in the nerd hallway and continues on from there into a brief tutorial and some random shit. I believe Chapter I and the Final Chapter will likely be the longest in the game, with intermediate chapters spanning only one or two bosses. Chapter I takes up two months of the 10-month year, and will feature a whopping six boss monsters and an absolutely epic storyline. (I read it last night, I'm so awesome)


Here are some locations that will be visited for sure early on, please feel free to add suggestions:

  • The Nerd Hallway
  • The Second Floor Hallway
  • The Library Hallway
  • The Football Field (This is where the tutorial will be)
  • The Caff (Though many cut-scene's will take place here, during none-lunch-hour periods, it is quite treacherous and filled with unpleasant brutes)
  • The Staff Room
  • The Band Room
  • The Girl's Gym
  • Mr. Armstrong's Room
  • Mr. Hall's Room
  • Evan Hardy Collegiate (Mr. Whelan's Room, at least)
  • The Girl's Gym (during Model U.N.)
  • Oher Mysterious secret dungeon-esque areas (use your imagination)


Since WMCI has over 1100 inhabitants, there will be many NPCs around for the purposes of idol chitchat/side quests/purchasing or trading items/dating??!!(really??), and, of course, to give clues about certain mysterious happenings:


This game wouldn't be much of an RPG without monsters to battle, please lend some ideas:

  • G-Unit
  • F-Unit
  • Angry Nerd
  • Jesus Worshipper
  • Judas Worshipper
  • Corrupted SRC Minion
  • Druggee
  • Emo Kid
  • Jock
  • Zombies
  • Qi Beasts

VGOC VG: Chapter ?? (The Laser Sky Cannon Quest)

Just an idea, inspired by Quantum of Solace, for a quest involving an enormous Bond-esque space station, constructed in secret by the minions of the mysterious antagonist to destroy the world.

From the Facebook thread discussion:

"Maybe it will be wielded by an Evil Mr. Ruo. and will be repeatedly referred to in game as the "Moon Laker" to the confusion of all parties, except mf, who will laugh repeatedly, everytime someone says "Oh god, we must put a stop to the Moon Laker or Earth will be destroyed". The quest will involve breaking into the back rooms of the library where Dubet has been holding Bobby since the beginning of the game, and freeing him so he joins the party. This, however, can only be accomplished with the help of Donovan Sotnikow, l33t haxor, and "Don" (pun in tended) of his own private Mafia of internet enforcers, Kale, Zaia, David, and Nathan (though Nathan is secretly a VGOC inside man that Master Li had inserted in prior to the games main events to keep an eye on the Mafia's behaviour). ---Also, they won't be called the "Mafia" in-game as that would lead to confusion with repeated references of the the game Mafia frequently throughout the game.---- Anyway, After infiltrating Donovan's house, defeating his lackeys and beating up his obnoxious little sisters, we make him an offer he can't refuse, and he agrees to hack into the SPSD mainframe (a process which requires us to get inside so we can get his computer to LAN with the SPSD mainframe, during which time a mysterious conversation is overheard that further deapens the conspiracy going on at the time, buh buh buh) and get us the passwords for the holding cells behind the Conference Rooms. Then we must proceed to the moon (on Hope's go Kart modded-to-a-Rocket-ship) and distract Dark Qi Ruo while Bobby and Donovan shut down the Laser Sky Cannon's Altitude controls, which eventually causes it to crash into the arctic ocean. Taking the evil Ruo with it.

At the subsequent pep rally, the school is told that he now teaches at Evan Hardy. There is much rejoicing." ~~S'nAc.

VGOC VG Legends and Lore

you are breaking the ...


So, there will be (hopefully) a number of live action scenes filmed with the real VGOC for input into the games events. At present it is only possible to predict two of those videos without spoiling any of the storyline. However, in order to film those first two, the 'Game Intro' and the 'Prologue', some discussion must take place. For EVERYTHING, costumes, times/dates, locations, equipment, editing, cast members, make-up and set design (has anyone got any Artsie friends with filming experience. what about Adam? Is he still around?).

Intro Video

Standard montage of us VGOC and some mysterious shots of enemies and dark mysterious/ominous locales. Epic triumphant music, cool special effects. The biggest question, really, is whether to film this at the beginning, or wait til the very end and splice together a whole bunch of in-game shots.


So, I'm not really sure what this will look like, but Hope made a suggestion a while back that, for some reason, I wasn't enthused with. Now, however, it seems brilliant. I hate how Asians are always right. anyway, basically it will involve a chase after Curtis, who has kidnapped Oleg in order to keep him for himself. (For purposes unexplained, poor Oleg always gets attention from the wrong people, just wait 'til the mission where Kriti tries to kidnap him to go to prom with her) Anyway, I see it going something like this: (But i don't have my heart set on it so VGOC should provide some insight)

Opens with everyone in Master Li's living Room "Summer 2006: The Temple of Li". Nick wanders non-chalantly into the room to a chorus of "Gar Par Yar". Nick returns the greeting and promptly asks "Where the Hell is Oleg? He has my other XBox controller". Li says, "Wait! I sense a disturbance in the ..." "Li! If you make one more Star Wars joke I'ma kick you in the balls!" Interjects mf. "No, seriously, Oleg is in danger! We have to go."

Then comes a generic montage of "suiting up" clips, where in each VGOC member is individually highlighted and shown preparing for the coming battle. Then everyone hops in mf's van nd we set off to find Oleg. The drive quickly escalates into a car chase with an unknown villian. The chase continues through the city and eventually out of town, where the offending vehicle on the verge of escaping is tumbled effortlessly by AMaster Ken's Qi, as he has become bored of the chase.

As the whole of VGOC climbs out of mf's crowded van, Curtis struggles from the wreckage, dragging Oleg with him. As the VGOC surrounds Curtis, he pulls a gun on Oleg and threatens to blow his brains out if we don't leave. He is, however, quickly disarmed by the VGOC and cast, unconscious, to the side of the road. Celebrating briefly, before hearing the cops nearing, the VGOC gets back into the van and drives away.

Back in the van all is in commotion as VGOC members simultaneously laude their allies and beak Curtis. In a brief lull, Nick is heard once again musing "Hey guys? Where the hell is Oleg?"

The camera pans back to Oleg shouting after the van to stop. Before finally sighing resignedly "Fuuuuuuuuuck..." and beginning to walk home. The VGOCVG Logo the appears and transitions into further, more story related cut-scenes.


Music will largely be based upon fighting music existing in present games as well as songs that have special meaning to VGOC. VGOCVG-Music

Elements and Stat Growths

Elements affect stat growths, as well as the type of Qi the character is aligned with. Perhaps "supports" can be programed in to allow for Qi-mix combos.

Here are the stat effects for some elements. Numbers are arbitrary, but convey a basic ratio. For those unfamiliar with RPGs, STR=Strength, or how much damage you do, DEF=Defense, how much damage you take, INT=Intelligence, how quickly your Qi regenerates, SPD=Speed, how fast you are, dodge, etc, HP=Health, more is better, Qi=Magic, needed to use Qi attacks.

Fire demonstrates raw power, and a brash impatience. Characters aligned to fire have increased strength, but leave themselves open to attack...

Starting stats:

  • STR+5
  • DEF-2
  • INT+-0
  • SPD+-0
  • HP+-0
  • Qi+-0

Wind is the element of mobility. Characters aligned to wind have swift graceful attacks, and easily dodge oncoming danger.

Starting stats:

  • STR-2
  • DEF+-0
  • INT+-0
  • SPD+5
  • HP+-0
  • Qi+-0

Earth characters have a rock solid defense, shrugging off the most brutal of punishments.

  • STR+-0
  • DEF+5
  • INT+-0
  • SPD-2
  • HP+3
  • Qi+-0

Water is the element of flowing Qi. While fire brings only death and destruction, water offers healing and life. The water adept's skill lies in internal energy. Pray for the Dragon's blessing (In Chinese mythology Dragons are aligned to water, not fire.)

  • STR-2
  • DEF+-0
  • INT+5
  • SPD+-0
  • HP+-0
  • Qi+3

lol you put a lot into this Jia. I like how we're thinking bascially the same stuff. Sadly, I've already opted for a slightly different course. The reason being that their are really only 4 elements (plus Light for both Masters), which leads to the issue of having all characters with the same affinity ending up with bascially the same stats. Therefore, I believe that the affinities themselves must exist independent of stats, allowing the stat growths to better represent the strengths and weaknesses of the VGOC themselves. Element, while it will often be assigned given the above criteria, or some similar set (ie: myself (wind) and the rock solid Nick Spooner) they can also be assigned for sake of creating variety in the characters. MF, for example, will have substantially more average stats than a typical fire character in any given RPG (which essentially means his strength will not triple his other stats). The elements, i think, will then take on more of a role with regard to player skills (as MF has a disproportionate amount of fire attacks to any other element) and will provide the overall theme of their skill branches. Of course, even that will not truly gaurantee anything, I think it would be nice to have at least one character who touches nearly every element across there skill tree.

Lastly, there is, at present, no stat dedicated solely to defense. There are only three base stats: Strength (which represents physical fortitude as a whole); Intelligence (Mind power, Qi control and whatever other mystical bs); and Speed (which covers everything from agility, to manual dexterity). So naturally, the "defense" stat is really just a form following the function of strength, Just as Qi defense and elemental absorbtion will directly rise from intelligence, and critical and parry ratios will rise primarily from speed. Speaking of which, I'm gonna go make a stats section,so I can explain this more fully. ~seanacton

Thats fine, just giving ideas--Jia² 13:42, 23 August 2007 (EDT)

Oh yeah. Forgot about auras and buffs and shit. This is where element will also be important, it will affect and be affected by its opposite element (fire/water,wind/earth,light/dark) in terms of increased chance of status ailment, and bonus damage and whatnot. Also, certain buffs and auras will rely on element. For example, one skill might make all characters fire based, another will increase the hp point regeneration of water based players, one might weaken defense of earth based enemies and so on. In addition to all sorts of other nifty effects. More on this as I dream it up. ~seanacton

OK, so I'm back having recently attempted to ressurect this project after my comp getting fried caused me to lose all the files. I am currently in the process of planning out the stat system (again) I thought this new one might work better (and take full advantage of some of the aspects of a real time battle system that i had not previously thought of). So the will now be four basic stats (the typical strength, defense, intelligence, and speed) that will have multiple sub branches directly dependent on them.

  • Strength
    • + Physical Damage = ((str + weaponattack) ^ attackpower) * EnemyAbsorbRate) Hp
    • + HP Regeneration = (str/100) Hp/sec
    • + Stun Finish Time (All attacks have a base stun time, this will increase the timer on the final attack in a combo)(t_0 + f(str))
    • + Stun Finish Force (All attacks cause the opponent to move or flinch, this will increase the speed and distance the move)

Basically your physical power, higher strength directly affects higher damage, hp regeneration as well as greater throw range on finish attacks and longer stun time on enemies

  • Intelligence
    • + Qi Damage = ((int) ^ spellpower) * (ElementPower - EnemyElementResistance - 1)) Hp
    • + Qi Growth = (baseQi x (int ^ 0.9) / 15) Qi/level
    • + Qi Regeneration = (int / 75) Qi/sec
    • + Qi Resistance (The portion of magical damage removed from an incoming spell) (similar to physical defence)
    • + Status Recover (The amount of time removed from a effective status ailment)

k, this one hasn't actually changed much, it stills affects qi attack power, qi growth rates, qi regen rates, and qi attack resistance. Further however, high intelligence will now also ber responsible for lowering time afflicted by status effects like poison, blind, or silence.

  • Speed
    • + Dodge Rate = ((spd / (2 * EnemyAccuracy)) * 100) %
    • + Critical Rate = ((1 - Log_256(257 - spd)) * 100) %
    • + Hit Rate = ((EnemyDodge / (2 * spd)) * 100) %
    • + Move Speed (Increase in movement speed)
    • + Stun Recover (The time removed from successful enemy stunning attacks)
    • + Status Resistance (The percent chance to immediately ignore a status ailment) (This may be interchanged with intelligence's status recover)

This stat was the primary reason i decided to make some changes. It now focuses on making character more and more versatile as this speed increases. Speed affects hit, dodge and critical rates, as well as increasing movement speed, and decreasing stun times from enemy attacks, to enable high speed characters to move around the battlefield with great ease. Speed also increase the chance of immediately nulifying the affects of status ailments. Also, decreases warm up and cool down time on spells.

  • Defense
    • + Physical Resistance (working working working)
    • + HP Growth = (baseHp * (def ^ 0.9) / 15) Hp/level
    • + Stun Resistance (% chance to immediately nullify a stunning attack)

Yeah, so originally, defense just didn't exist, all the properties originally associated with this stat were functions of strength, however in light of this new approach, strength characters would have become even greater powerhouses than usual. So now defense has been reintroduced in order to control such stats as, physical damage resistance, hp growth, while also introducing the possibility of completely resisting enemy throw attacks, allowing them to simply continue attacking weak enemies without worrying about being stunned and tossed about.
So as a basic overview: High strength characters deal lots of damage to decommission as many enemies (either by killing or throwing them out of the way), Intellectuals become magical powerhouses, gaining great damage and magic resistance, though no applicable physical properties. Speed based characters will become increasing mobile as well as highly accurate, and defense based characters will be able to absorb huge amounts of damage without flinching in the slightest.
Within this frame, of course, there is still lots of room for variety, as all characters will eventually have a totally different set of final stats.
Now for the important part, having outlined all the basic stats affected, I need people to help me come up with general stats growth algorithms so that i can model the change in, say, dodge rate as speed moves from 1-256. Also, keeping in mind that the battle system is a real time side scrolling type thing, any other effects that could be exploited that I have overlooked would be kool. thanks.


<Quest Title>\n

  • Type: Side quest? Main Quest? Is it crucial to main storyline?
  • Quest Story: What is the motive? Fries? Glory? Dating sim?!
  • Availability: When can we do this quest?
  • Character choice: Which characters can partake in this?
  • Related: Timeline relative to other quests? Pre-requisites?
  • Notes: Additional info

Have you seen Oleg?

  • Type: Main Quest
  • Quest Story: Curtis has commissioned us to find Oleg, who is missing yet again.
  • Availability:
  • Character choice: All
  • Related: Pre-requisite for 4 more quests
  • Notes: Quest ends in library with a clue about Oleg

Where is Oleg?

  • Type: Main Quest
  • Quest Story: Oleg has not been found in the library. Some helpful Model UN kid gives a clue
  • Availability: After "Have you seen Oleg"
  • Character choice: All
  • Related: Pre-requisite for 3 more quests
  • Notes: Quest ends in computer lab with a clue about Oleg

Where the hell is Oleg?

  • Type: Main Quest
  • Quest Story: Oleg has left his starcraft game on the the computer lab, but is nowhere to be found
  • Availability: After "Where is Oleg"
  • Character choice: All
  • Related: Pre-requisite for 2 more quests
  • Notes: Quest ends in cafeteria with a clue about Oleg

Where the FUCK is Oleg?!

  • Type: Main Quest
  • Quest Story: Seanacton recalls seeing Oleg being approached by Kriti. A chase ensues.
  • Availability: After "Where the hell is Oleg?!"
  • Character choice: All
  • Related: Pre-requisite for 1 more quests
  • Notes: Quest ends in KriteeMatza's lair. Defeating KriteeMatza results in Oleg joining the party.

Escape from KritiMasoo

  • Type: Main Quest
  • Quest Story: This is getting out of hand! Now there are two of them!
  • Availability: After "Where the FUCK is Oleg?!"
  • Character choice: All
  • Related: End of quest line
  • Notes: With dying breath, KriteeMatza buds into KritiNimishi, resulting in a speedy chase back to the cafeteria. Upon arriving, KritiNimishi combine to form KritiMasoo. Boss battle.
  • Oleg can be used for the first time this quest.

other quests:??

  • fixing billy fan's toe. (wasn't that grade 11?)
  • Protect michael Kucher from tired hope! (uhh, this will require explanation)

OO fun, Quest ideas. Always a good section to have, so please continue posting here. Naturally, however, for sake of at least part of the game being a surprise, I will not be divulging my choice for quests, I will however list here places and events that will take place during the game, if you need inspiration. Here's my list (in remotely chronological order):

  • Schoenfeld's Qi Tutorial
  • Welcome Week?
  • Band Concerts?
  • Math Contests?
  • Pep Rallies?
  • Model UN (A key story event for sure)
  • First Term Finals
  • Winter Formal (Also Key)
  • MIT
  • Canoe Trip
  • Band Trip (Definitely)
  • Grad Ceremony (Yep, uber important)
  • Grad Dance
  • Musical
  • Mafia Day
  • Second Term Finals
  • Ultima (This one week period will be the end of the game)


Holy fuck! I'm saving all balancing until the game is completed, but I'm gonna need a lot of help. I won't lie, this will be a hell of a chore. Balancing is gonna be just a series of afternoons sitting around crunching numbers to make sure everything fits well together (ie: damage, leveling, stat growths, enemy strength, mana costs) throughout every portion of the game. If anyoe's interested or would like to leave suggestions ahead of time, please say/do so here.


All right, herein lies, or will eventually lie, a complete dossier of all characters in the VGOC Video Game. Abilities and shit are subject to change, but for the most part this will convey the general gist of each character. Feel free to edit as you please, but keep two things in mind. One, in order to make the game hilarious, many VGOC need to have humourous in-joke based abilities (like, 'Late Puberty'). In order to facilitate this, it is advised that you avoid adding too many skils to yourself (cuz most people don't like making fun of them selves), and instead add the occasional hilarious skill to another character. Two, don't try to do all a characters skills in one sitting, the game will take long enough to complete that we can take a great deal of time to come up with these things, but if it gets rushed,it just looks like we tried too hard and sucks. Instead, try to add skills or jot them down on paper during fits of inspiration and then transpose them to here (again, it doesn't matter who they're for, just as long as their funny). Third, the branch titles assigned really have no bearing on what can or cannot be in a given branch, they just give a general idea. And fourth of two (don't ask), there will only be six abilities to a branch in the end, but don't let that stop you from adding more, I'll just have more options at the end, and that's good.


  • Full Name: Michael Fulton
  • Portrait and Sprite: MF1.jpgMF1.png
  • Elemental Affinity: Fire
  • Availability: Starting Character (Two of MF, Jiajia, and Michael Zhang are selected by the player for Mr. Schoenfeld's tutorial, the other rejoins afterwards)
  • Item: DVDs (Yeah, that's right, the bigger MF's movie collection gets, the stronger he becomes, good weapons will include, Akira, Pulp Fiction, and the James Bond Collection)
  • Build Type
    • Branch 1: Melee Attacker: Ginger Fury(MF's Gingerness grants him unparalleled fury on the battle field and he excells in melee combat)
    • Branch 2: Fire Caster: Fire Crotch (MF's natural hair colour predisposes him to casting powerful fire spells from a distance)
    • Branch 3: Party Support: Party Host(As one of VGOC's chief party hosts, MF acts to organize the party to fight more effectively)
  • Ability List:
    • Base Skill: Insomnia
  • Branch 1
    • Megaton Hammer (S)
    • Daywalker (Though born a pale, red-headed, freckle-bound ginger, MF was granted a soul by a gypsy many years ago. Consequently, he is able to walk in sunlight and does not need to feed on souls or such other bs. But he does gain bonuses to his fire attacks)
    • Explosive Wave (A wave a fire qi damages anything in the attack radius)
    • Ginger Fury (MF temporarily increases his own attack speed and damage)
    • Mountain of Hatred (U) (Channelling all his emo-ness (lol) MF calls down a mountain of concentrated anger and crushes enemies in the viscinity)
  • Branch 2
    • Fire Ball (MF utilizes his natural affinity to Fire Qi to hurl flaming projectiles at the enemy)
    • Balefire (MF creates a beam of fire with a chance of instant death)
    • Kamehameha (Well, duh)
    • MCLMFMF(U) (MF flies rapidly back and forth across the screen laying explosive Qi bombs randomly dealing massive AOE damage to all opponents)
  • Branch 3
    • Fire Proof
    • The Wall
    • Flame Aura
    • Mirror Shield
    • Chinese to White Ratio (U) (A passive aura with varying effects based on the racial ratio (asian:white) of the party (3:1 enables the Implosion Spell)
    • Implosion (U) (In the presence of excessive Asianness, MF casts 'DEMI' which halves the hit points of all enemies effected)
  • Description: Well, It's MF, he doesn't need that much introduction, but here it is anyway. MF will be one of three arbitrarily chosen starting characters, his general stat build will be mostly average, weighted a little more towards intelligence and speed than strength and defense, however, e ought to end up pretty versatile anyway. His skills in the first two branches will focus primarily on dealing lots of magic (fire) damage (with a variety of radial splash or similar AOE attacks) while his third branch will serve to protect and augment th skills of his cohorts.


  • Full Name: Sean Acton
  • Elemental Affinity: Wind
  • Sprite: Untitled.png
  • Availability: Unlocked when first entering the cafeteria, beat him in chinese chess, otherwise joins later at Model UN.
  • Item: Swords
  • Build Type
    • Branch 1: Melee Attacker: Taekwon-Do(Sean's martial arts training aids him in melee combat)
    • Branch 2: Attack Caster: Half-Asian (Sean's honourary asian status entitles him to increased Qi control, allowing him to launch powerful ranged attacks)
    • Branch 3: Mobility Caster: Acrobat (Sean's natural agility allows him to move around with ease)
  • Ability List:
    • Base Skill: Black Belt
  • Branch 1
    • Counter (Sean adopts a breif counter stance, during which time any attack striking him is parried and the deliverer struck)
    • Vital Spots (Sean's Taekwon-Do mastery enables him to strike vital spots on his opponents, slowing them as he strikes)
    • Shining Sword Attack (Sean unleashes a blazing combination of sword strikes, reduces the enemy to bloody chunks and then blasting them into oblivion)
    • Late Puberty (U) (Sean harnesses the power of puberty to grow to an enormous size and crush his opposition)
  • Branch 2
    • Lung ("The sound of a terd falling out of someone's ass." In this case, it is also intense vibrations transformed into a shockwave that strikes enemies.)
    • Lightning Strike (summons Eagle and a formation of AW2 Fighter jets, attacking all enemies breifly)
    • Chou Makouhou/Victory Cannon(Sean fires a beam of Qi from his mouth)
    • (U)
  • Branch 3
    • Blink
    • BoyLooksLikeHeWi
    • Monkey-Child (Sean's agility allows him to move through enemies in combat)
    • Break-Fall (Sean gains a chance to resist stunning when hit)
    • I'm Fucking Hot(U) (Sean becomes too hot to touch, enemies automatically take small amount of damage and have a chance of flinching when they contact seanacton. Great in combo with Late Puberty)
  • Description: Yeah, still working on this, gimme some ideas. Too many from DBZ so I need other ideas. Others are too RPG-ish so i need funny VGOC names for them.


  • Full Name: Jiajia Sun
  • Elemental Affinity: Water
  • Sprite: Jiajia1.png
  • Availability: Starting Character (Two of MF, Jiajia, and Michael Zhang are selected by the player for Mr. Schoenfeld's tutorial, the other rejoins afterwards)
  • Item:
  • Build Type
    • Branch 1: Chemical Engineer
    • Branch 2: Water Caster (Subtype: Splash Caster)
    • Branch 3: Life Guard (Subtype: Buff/Heal Caster)
  • Ability List:
    • Base Skill: Hair Gel: Boosts all stats.
  • Branch 1
    • Equilibrium (If enemy has certain higher stats, Jiajia's Stats grow to match his opponent's Stats)
    • Crystal Lattice
    • Fuck Chem Labs (all ranged elemental attacks increase in damage.)
    • Soul Steal: Calls upon the aura of university to consume the very essence of the enemy
    • Thermite Reaction(U) (when thermite ingnites in water, H2O is split into H2 and O...the effects are rather... calamitous. This skill attacks the screen area dealing massive damage. Bonus if there are fire types in party)
  • Branch 2
    • Unable to stay the night (Stats turn to shit during certain periods of gameplay)
    • SRC Corruption (Random free items after "Raid on SRC" mission is completed)
    • Terrible Ideas (all flying enemies are rendered flightless for set period of time)
    • Hide in Dark Park (75% chance increased dodging)
    • Eat Fried Shit! (U)
  • Branch 3
    • Flutter Kick (fast, multi-hit attack. much like that dude's egg beater attack from soul caliber)
    • CPR (all party members heal more and more HP the higher the skill level...basic heal... cannot heal mroe than 30% of max HP at a time)
    • Hold Breath (Recieve only 1 damage against any attack for a period of time)
    • The Butterfly (lol... this is gay. Butterflies surround Jia Jia. and charge up over a period of 5 seconds... the charged butterflies buff his attacks or he may use them to unleash "Dive")
    • Where did all the water go?
    • Dive(U) (All party members full heal and jia jia dives at enemy dealing the amount of damage that Dive Heals, basically a damage reflection.)


  • Full Name: Michael Zhang
  • Elemental Affinity: Earth
  • Sprite: Zhang2.png
  • Availability: Starting Character (Two of MF, Jiajia, and Michael Zhang are selected by the player for Mr. Schoenfeld's tutorial, the other rejoins afterwards)
  • Item: Undetermined
  • Build Type
    • Branch 1: Item Caster: Non-edible Shit: These involve distributing different consumable goods to harm an enemy.
    • Branch 2: Party Support: Politician (Zhang subtly influences those around him to gain an advantage in battle)
    • Branch 3: Tactics: Organizer (Zhang uses his big-picture oriented thinking to get allies into better positions)
  • Ability List:
    • Base Skill: Accomplishment
  • Branch 1
    • Orange juice that looks like pee (Orange pee, for short)
    • Schlargs:
    • Chubbies bombs
    • Allergy: makes opponents blind
    • Dirty pancakes (U)
  • Branch 2
    • Mind control: Effective at times to convince the enemy to give up their fight. However, only Zhang gains experience from this.
    • Marketing: this basically forces an enemy to buy one of our items, no matter how useless it is, at an inflated price.
    • Propaganda: Increases attack effectiveness for all team members. (U)
    • Arrogance kills: allows Zhang or another team member to use remaining HP to create kamikaze attack against opponents.
  • Branch 3
    • Shoot at rocks
    • Dictator: Forces all players to mimic the next spell cast by the target (ie: All players cast Ken Wave etc.)
    • Traveller: Summons a transporter to get places
    • Positioning: Chooses from four different positioning patterns - including flanking and surround.
    • Reader: Anticipates the enemy's next move so party can boost defenses.
    • (U)


  • Full Name: Chun Huang
  • Elemental Affinity: Earth
  • Sprite: Chun1.png
  • Availability: Unlockable
  • Item: Tools
  • Build Type
    • Branch 1: Melee Attacker: Football Player (Hope uses his football and otherwise skills to beatdown enemies at close range)
    • Branch 2: Summoner: Mechanic (Hope uses his natural engineering skills to summon a variety of his creations onto the battlefield)
    • Branch 3: Maple Hero: slow charging, heavy hitting finishers.
  • Ability List:
    • Base Skill: Eat Apples (When used, all party members recieve a 240% increase in HP)
  • Branch 1
    • Tackle [activated skill/active] (Damage of skill increases with level)
    • Stance [activated skill/passive] (higher level skill results in reduced knock back rate i.e. 60% chance that enermy does not knock you back)

Test1.gif activating "Stance"

    • Dislocate Shoulder [activated skill/passive] (all player stats cut to 50% party members get 70% increase in all stats.)
    • Super Nike Shoes [activated skill/passive] (increases attack speed 4x, avoidability and accuracy 2x but an increase in damage taken 4x)
    • Summon Football Team.(U) [activated skill/active] (a massive group of football players attack the enemy dealing x2.5 more damage with every sucessful hit (up to 13 hits possible)) - sean, this skill obviously has the potential to do into 5 digits... so... i think ur gonna have to introduce monsters with some rank HP....

Summon footbal Team.jpgan example of this skill being used on my interpretation of "Mrs Cutts".

  • Branch 2
    • Go Kart (this is staying in, I might still need it later)
    • Hopebot [intrinsic skill] (Character can transform into a vehicle for increased speed. speed increases with skill level, as do the types of vehicles transformed into. start with toaster: skill level 1: speed increase: -100%[stationary], skill lvl 3: go kart: speed increase 50%, skill lvl 5: Fire Truck: speed increase 150%, skill lvl 10: Formula 1 car: speed increase 250%)
    • Aftertouch Takedown [intrinsic skill] (if knocked back, car drops on enemy dealing 80% of the damage dealt to the player, player gains "boost")

After touch takedown.jpg

    • OMG LAMP POST! [activated skill/active] (Player is reduced to 1 health and loses money. Takes down monsters health by 49%, 10 minute cool down)*this skill must be aquired from completing the quest "winning unfairly at sciencefairs." and "Hope's Search for Generic Asian Cars"
    • Improved Public Transit (U)[activated skill/active] (series of busses with guns that shoot rocket launchers that shoot more busses crash into target, requies maxed "go kart of death")
  • Branch 3
    • power strike (does 260% of base weapon - wrench- damage)
    • Armour Crush [activated skill/active](increase skill level increases chance to nullify an enemie's defence stats)

Armour crush.gif demo of character using "armour crush" on enemies. an area attack that well allow party members to attack enemies with the full force of their skills.

    • Rage
    • Combo [activated skill/passive](for every hit you land on the enemy, your damage increases by a percentage, up to 5 hits. higher damage is maintained for a certain amount of time. once charged, combo can be unleashed as the holy noob hammer)
    • Holy Noob Hammer(U) does 550% x number of charged orbs over the base attack skill (the basic damage with a wrench). stacks ontop of buffs

Holy noob hammer.jpg Meteor.jpg so i dont know why this skill is here... but it looks cool. sean, this should be a skill that me and jia jia can summon together. Call it Aerosol Armageddon!!! Yeah is it possible to have team summons that you can only do with certain team combinations?--Jia² 21:59, 23 March 2008 (EDT)

Call it Aerosol Armageddon!!! Yeah is it possible to have team summons that you can only do with certain team combinations?--Jia² 22:01, 23 March 2008 (EDT)

Honestly not sure yet. I'd love to have some, but the number of combinations for skills presented by having 16 characters is qquite insane.

Must add DanDan as one of Hope's skills.

Master Li

  • Full Name: Master Li Tong
  • Elemental Affinity: Light
  • Sprite: Incomplete
  • Availability: Joins the party during the controntation with Prasun and Howard at Model UN
  • Item: StarCraft Upgrades
  • Build Type
    • Branch 1: Summoner: Starcraft Fanatic (Master Li conjures the many beasts of Starcraft to do his bidding)
    • Branch 2: Splash Caster: Jedi (Master Li's encyclopedic knowledge of star wars comes in handy as he blasts enemies)
    • Branch 3: Healer: VGOC Master (Master Li is the primary VGOC host and as such specializes in keeping the party ready to fight)
  • Ability List:
    • Base Skill: Qi Mastery (Li can also fly, and is able to strike allies with a healing melee attack, though it drains Qi)
  • Branch 1
    • Spider Mine (Conjures a small explosive ally to attack enemies)
    • Force Choke (Grabs and holds a target at some distance, dealing small damage over time, at high levels, does not require channeling)
    • Micromanagement (Casts haste on target ally)
    • Nuclear Launch (An invisible ghost sneaks into the battle and launches a nuke at the enemy, large AOE)
    • Zergling Rush (U) (Zerglings swarm the screen delivering hundreds of thousands of 1hp attacks)
  • Branch 2
    • Light Wave (Sends a wave of force outward, striking all enemies nearby)
    • Psionic Storm (Blasts a region with lightning, dealing damage over time and stunning (usually) enemies affected)
    • Bahurgha!!!! (Passive)(A rallying warcry, increases the effectiveness of elemental attacks based on the overall party affinity. ie: if a party is mostly Fire, fire attacks increase)
    • Force Lightning (Strikes a single target with a massive lightning strike)
    • John Mo (U) (Master Li, in a state of deep meditation can call out to the great Deities of the Universe, who loan their Defender John Mo to come aid the party)
  • Branch 3
    • Buy Fries (Heal target ally)
    • Host Party (Inviting all party members into Li's house, generates a massive energy field to afford shelter. Bonus defense to target)
    • Stim Pack (Increased attack rate to target ally)
    • Fries with Poutine (U) (Whole party heal. Recovers Hp and Qi)

Master Ken

  • Full Name: Master Ken Jin
  • Elemental Affinity: Light
  • Sprite: MasterKen1.png
  • Availability: Unlocked upon entering the caff for the first time (However, most events in the game will be too low level for Master Ken, so to get him you'll have to take on some pretty tough quests, or at least 'interesting')
  • Item: None (Master Ken's impressive Qi skills require perfect concentration, and he often cannot be bothered with melee combat)
  • Build Type
    • Branch 1: Attack Caster: VGOC Master (Master Ken uses his vast skills in Qi manipulation to wreak detruction on the enemy)
    • Branch 2: Party Support: Strategist (Master Ken's superb strategy helps the party fight more effectively)
    • Branch 3:
  • Ability List:
    • Base Skill: Qi Mastery (Ken can fly, and most of his base attacks are long range (though they do not consume Qi))
  • Branch 1
    • Qi Battle (A powerful Light Qi blast Strikes one opponent)
    • Ken Wave (U) (A devastating shock wave of Light Qi pummels and stuns all enemies on the screen)
  • Branch 2
    • Buildtime (Reduces casting time of spells on one ally)
    • Infantry Rush (Summons AW2 infantry to swarm the enemy and absorb damage)
    • Gathering Qi (Master ken taps the universal Qi flow, and temporarily enables an Ally to cast without Qi cost)
    • Chess Master (U) (Increases the movement speed and attack power of all Ken's allies for a time)
  • Branch 3
    • Such Low Level (Master Ken gains immunity to the effects of most attacks dealt by enemies a certain level lower than himself)
    • Gambit (Master Ken breifly transforms Def points into damage, allowing for greatly increased attack power, but increasing the chance beingseriously harmed.)
    • The Ken Principle (U) (Ken's attack power, hp regeneration and defence grow over time, making him more powerful the longer he remains alive)


  • Full Name: Oleg Petelin
  • Elemental Affinity: Earth
  • Sprite: Incomplete
  • Availability: Joins the party shortly after the tutorial, he must be located at some point before the story can progress (namely, before the party can get to the caff)
  • Item:
  • Build Type
    • Branch 1: Mobility Caster: Disappearing Act (Oleg's bizarre tendency to be absent at rendom intervals allows him to pop in and out of battle with ease)
    • Branch 2: Play as Terran
    • Branch 3: Path of the Russian
  • Ability List:
    • Base Skill: Well, uh Basically...
  • Branch 1
    • Where the HELL is Oleg?!?!
    • Ground beef (Oleg is able to summon a boxed ground beef lunch. AOE. Friendly and enemy units alike are disgusted by the flavorless ground beef and lose HP, but Oleg regains substantial amounts of HP.)
    • Switching majors (U) (In his wisdom, Oleg decides his current specialization will not pay off, and gains access to a desired branch of abilities of a selected friendly unit. Lasts for the duration of the battle.)
  • Branch 2
    • Yamato Cannon (a single-shot burst of qi)
    • Macromanagement (Oleg focuses his efforts where it counts most - at home - and mana/HP regeneration rates of friendly units are temporarily increased)
    • Timing Push (U) (Oleg synchronizes his available qi with the next attack to be performed by a friendly unit. Terrible terrible damage is dealt based on the mana available, and the strength of the friendly attack)
  • Branch 3
    • The Cossack Dance (Oleg performs the traditional Russian foot-kicking dance, indiscriminately kicking enemies for repeated low damage)
    • Equality for all! (Allows Oleg to transfer some HP from one party member to another)
    • Legend of the drunken Russian (Bridging their differences, Oleg is able to entice two enemies for some drinks, who will temporarily fall asleep. Oleg will also fall asleep. Party must have alcohol in the inventory)
    • Gulag (Temporarily sends a selected enemy to the bitter cold of a forced labor camp, dealing great damage, disabling the enemy for some time)
    • The Oligarch (U) (Deals massive AOE damage against enemy units based on the total friendly and enemy mana currently available in the battle)


  • Full Name: Bobby Xiao
  • Elemental Affinity: Fire
  • Sprite: Incomplete
  • Availability: Unlockable
  • Items: Computer Components
  • Build Type
    • Branch 1: Status Caster: Asian Hacker (Bobby is able to hack into the VGOC Video Game and make alterations to the code regarding the enemy, reducing there stats)
    • Branch 2: Wild Card: Crazyness (Bobby's 'slight' insanity produces random effects on enemies, friends, and the battlefield itself, not always good, but certainly fun to watch)
    • Branch 3:
  • Ability List:
    • Base Skill: Math God (Bobby rarely miscalculates, with nifty effects)
  • Branch 1
    • Fire Wall (creates a wall between bobby and whoever is in front of him. Holds off attacks until broken down, good for delaying enemies so buffs/healing can be cast)
    • /me explode (bobby expands his name into an array, creating a shield of characters that circle around his body, repelling enemies)
    • RNG = 1 (bobby manipulates the random number generator, making all attacks critical (and some other kool effects) for a breif time FTW)
    • .kill (large warmup and cooldown, but a chance to kill the target (doesn't work on most bosses))
    • 1337 Haxzorz (U) (You wouldn't believe me if I told you. Let's just say damage caps don't apply)
  • Branch 2
    • "Bang Bang!" (An explosion at a random point on screen strikes all allies or enemies in range)
    • "Mau Mau?!" (Random status ailments (good and bad) on the target. Like a Malboro's 'Bad Breath' attack)
    • "Foolish! Humans." (Allies and enemies are randomly slowed/hasted)
    • "Monkeys!" (A random ally/enemy is swarmed by monkeys of a random element increasing or decreasing the elemental attack power and resistance)
    • The Bobby Xiao Rap (U) (A random ally/enemy gains a 3.1415x multiplier to all stats (including number of attacks?? lol, that'd be cool) for a brief time)
  • Branch 3
    • (U)


  • Full Name: Rachel Si
  • Elemental Affinity: Water
  • Sprite: Rachel1.png
  • Availability: Unlockable (joins the party automatically at Model UN, rejoins after being rescued from Mr. Hall {also at Model UN})
  • Build Type
    • Branch 1: Buff Caster: Estrogen (being a chick gives Rachel a unique outlook on life, and Battle strategy, expect some wild skills)
    • Branch 2: Status Caster: Outsider (Rachel brings cool tricks from Bowman)
    • Branch 3: Attack Caster: Anime Fanatic (Man, I nearly wrote Hentai Fanatic. Gotta get off the internet)
  • Ability List:
    • Base Skill: Procrastination (Rachel works very hard at procrastinating, and is adept at pushing her problems til a later point in time. A channeling skill that removes (but does not kill) a target from the battlefield. Lasts until Rachel is stunned, runs out of mana, or cancels the skill.)
  • Branch 1
    • Intuition (Rachel's feminine wiles afford her an edge in combat, increasing her dodge rate. Pumping this skill is a good way to deal with low feminine hit points)
    • Faint (With a gasp, Rachel swoons and collapses to the floor; Most enemies currently targeting her move to different opponents)
    • Wrath of a Woman Scorned (U) (Yeah, we've all met angry chicks. Get out of the way.)
  • Branch 2
    • Castle Theatre ("A Castle cannot move or be moved." Boosts defense of an ally)
    • (U)
  • Branch 3
    • Equivalent Exchange (U) (Swaps a targets current hp and qi)


  • Full Name: Bryan Balaton
  • Elemental Affinity: Wind
  • Sprite: Incomplete
  • Availability: Unlockable (Present at Master Li's house at the end of Chapter 1, you must get gold in Master Li's Flags Field to unlock him)
  • Build Type
    • Branch 1:
    • Branch 2:
    • Branch 3:
  • Ability List:
    • Base Skill:
  • Branch 1
    • Fusion Frenzy (U)
  • Branch 2
    • (U)
  • Branch 3
    • (U)


  • Full Name: Nathan Wagner
  • Elemental Affinity: Fire
  • Sprite: Nathan2.png
  • Sprite: Incomplete
  • Availability: Unlockable (It is possible to go Wendy's at certain points in the game, if you do and perform certain tasks, we will join thge party)
  • Item: Pokemon
  • Build Type
    • Branch 1: Status Caster
    • Branch 2: Aura Support: Wendy's Manager (Nathan's managerial prowess helps to rally the party together)
    • Branch 3: Attack Caster: Pokemon Master (Nathan's Mastery of Pokemon allows him to invoke skills and attributes of Pokemon)
  • Ability List:
    • Base Skill:
  • Branch 1
    • flame breath
    • flame shit
    • noxious stench
    • kill Mr Pittman with air freshener
    • (U)
  • Branch 2
    • Charismatic Leader!!?? (Party casting time is reduced)
    • Unpaid Overtime
    • Free Food (Heals whole party)
    • Get the FUCK back to Work! (Low HP resurrection)
    • (U)
  • Branch 3
    • Quick Attack (Instant cast physical ranged spell. Low Damage. For interrupting enemy casting)
    • Lightning > Flying (Ravages the upper halves of the battle area, dealing damage and hurling all flying enemies to the ground)
    • Ghost-type (Buff that renders the target immune to physical attacks)
    • Fire Spin (Powerful fire attack that strikes all enemies near Nathan)
    • It's Super Effective!!!!1 (U) (Target enemies elemental resistance is dropped 3 levels (basically, all elemental spells do a lot more damage))


  • Full Name: Nick Spooner
  • Elemental Affinity: Earth
  • Sprite: Nick1.png
  • Availability: Joins Party automatically upon returning to the Nerd Hallway after the Search for Tara
    • Branch 1: Attack Caster: Gangsta (Nick's heritage causes a stereotypical affiliation with the gangsta populace, he uses their powers against the enemy)
    • Branch 2: Damage Absorbtion: Deception (Nick uses the numeruos tactics at his disposal to disperse and/or absorb much of the damage dealt against the party)
    • Branch 3: Attack Caster: Exploding Hair (Nick uses the powers hidden within his hair to strike at enemies from afar)
  • Ability List:
    • Base Skill: Blackness: Increase strength.
  • Branch 1
    • Shoot: Deals 120% normal damage from long range.
    • Do Drugs: Gain a random above average stat boost. 10% chance of "Burnout" resulting in being unable to act for a period of time.
    • Beatdown: Beat's shit out of single opponent, using current weapon. Deals large damage.
    • Bust A Cap In Yo Ass: Fires long range shot that hit's enemy 9 times (50 cent-esque).
    • Summon Bloods (U) Summons members of Los Angelas street gang to open fire upon all enemies, causing major damage
  • Branch 2
    • Insult: Causes enemy to attack Nick
    • Bribe: allows near guaranteed escape from combat in exchange for some money
    • Confusion: Interrupts enemy activity for short time.
    • Unnecessary interruption: Interrupts casting of enemy spells for a short period of time.
    • Spooner Twist (U): Temporarily convinces enemies to fight for VGOC.
  • Branch 3
    • Straighten: Uses straight hair to attack enemy.
    • Afro Five-Alive: Uses hidden juice in hair to heal one ally.
    • Shave: cuts enemy hp to 75% of current health
    • Exploding Hair: Explosive AOE attack causing great damage to all nearby enemies
    • Qi Master (U) (Spooner accends to the level of Masters Ken and Li, gaining the ability of flight, and powerful ranged attacks)
  • Branch 4 (Replaces a branch (prolly 1, after Ascension)
    • Dude Mode (Target ally gains massively increased speed and evasion)
    • Splatter (Summons a ghost that plows through the enemies, knocking them back and stunning. good damage too)
    • Dreadnaught (U) (Basically the ultimate self-buff. Defense skyrockets, and knockdown becomes basically impossible, attack is also increased and mana costs reduced by half, casting time is also down. Big ass-cooldown on this, though)


  • Full Name: Hank Yang
  • Elemental Affinity: Wind
  • Sprite: Incomplete
  • Availability: Unlockable (Must be rescued during the "Revenge of Robo-Pong" sidequest)
  • Build Type
    • Branch 1: Status Caster: Special Powers (Both enemies and allies are affected by the very presence of Hank)
    • Branch 2: Self Combat Buff: Ping Pong Champ (Hank's Ping Pong skills give him an edge in combat)
    • Branch 3: Battle Auras
  • Ability List:
    • Base Skill: Ping Pong Attack, barrage of pingpong balls, high chance of CH. Finished off by a smash of a ping pong racket.
  • Branch 1
    • Photographic Memory: lol
    • Hank Sit Down: all enemies are immobilized, or 'sit down', for a set duration of time, free to get beaten by VGOC. Can only slow down bosses, length is dependent on Hank's level, and augmented by the presence of Mr. Pittman and Davis as NPCs.
    • The Hank Effect: all enemies walk away from the characters, unable to see them and looking the wrong way, where they are once again free to get their butt kicked.
    • Special Powers (U)
  • Branch 2
    • Serve: Fires a single powerful pingpong ball with great knockback.
    • Return: Reflects enemy projectiles.
    • Grounders: characters becomes even more agile, can jump on top and off enemies, walls, and change direction in mid-air. 5% of chance of the character blindly falling in mid-air, scraping his knee, and losing 25% of health and qi.
    • Ping Pong stance: character rolls back and forth rapidly, evading enemy attacks, much like rolling in super smash bros, except faster.
    • Extreme Ping Pong stance: character rolls back and forth even faster at extreme speeds, can avoid bosses and invincible for 1 second after roll. 1% chance of the character tearing 1 ligament in his shoulder and 3 ligaments in his spine, resulting in 50% loss of health and qi and paralysis for 10 seconds.
    • Ping Pong Grand Master (U)
  • Branch 3
    • Hank's Mom's Cooking: all characters in the group get health and qi restored to max levels, all ailments cured. Temporary increases in all stats and abilities. (U)


Uhh...just came up with these...if they won't work well just tell me >.<

  • Full Name: Wayne Liu
  • Elemental Affinity: Water
  • Sprite: Incomplete
  • Availability: Unlockable (It's gonna have something to do with freeing him from Litza)
  • Items: DDR SONGS
  • Build Type
    • Branch 1:Status Caster Q.E.D. Bitch!
    • Branch 2:Water Summoner It's Fucking Hot in Here
    • Branch 3:Self K.O. Why Vote Me Out?
  • Ability List:
    • Base Skill:
  • Branch 1
    • Talking Rock (All enemy slow down 20% for 5 seconds, self slow down 80% 5 seconds)
    • Tactics! Tactics! (Raise party speed 20% and cast speed 10% for 5 seconds)
    • Pity Date (Stun enemy with lowest INT for 2 seconds, interrupts any attack)
    • Dance Dance Revolution! (Instant cast - any currently stunned enemy is drastically weakened (receive 2x damage) for 30 seconds)
    • Summon Ugly Chicks(U) (Creates water illusions of ugly chicks, all enemies stunned for 5 seconds, and suffer lots of damage)
  • Branch 2
    • It's Fucking Cold (Summons a blizzard over entire field, all earth and fire affinities slow down 30% for 8 seconds, all water-affinity heal 10% of total health)
    • Rocket MAAANNNNNN (Any character in 4m radius healed by 15% of wayne's total health, does not heal self)
    • Summon Litsa (Summons watery Litsa to fight with party for 15 seconds. Invincible. Auto. May move at 50% speed during this time but cannot cast any other spells)
    • Summon Marth (Summons Marth to fight for the party. Player controlled (Wayne immobile, controlled until either Marth or Wayne dies), health*0.8, physical*1.2, speed*1.5, def*1.0)
    • Army of Dead Marines(U) (A group of watery marine ghosts rush through the field. All enemies suffer tremendous damage and slowed by 50% for 5 seconds)
  • Branch 3
    • keel urself (Lower HP to 1, drain 45% Qi, AoE 3 meter radius 1 dmg/HP lost)
    • Uh...I'm the Mafia (Lower HP to 1, AoE DoTs 3 meter radius (2dmg/HP lost)over 10 seconds)
    • Spider Flushed Down the Toilet (HP lowered by 60%, all characters in battle are warped back to start points of the field (e.g. their respective sides, can only cast once per battle))
    • WAYNE!! WTF R U DOIN!?!? (Lower HP to 1, uses 60% Qi), stuns everyone (enemy and party) 3 seconds, AoE (10 meter radius) 3 dmg/HP lost dmg, deduct all affected person's Qi the same amount as was lost by Wayne)
    • Moves to the States(U) (Lower HP to 0, uses all remaining Qi (must be higher than 40% when used), All party members invincible for 1.5 seconds (immune to any damage and stun), AoE entire map 5 dmg per HP lost, All party member's Qi restored by Wayne's max Qi if used at full health, must be cast when HP>80%, can only cast once per battle (assuming you can revive people in game)

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This page was last modified on 26 January 2010, at 21:19.
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