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John Fortnite (ST)

The document outlines a detailed game mechanic for a Fortnite-themed role-playing game, including character classes, weapons, and special abilities. It describes various item types, their effects, cooldowns, and damage potential, as well as specific gameplay rules. Additionally, it includes a humorous narrative referencing Fortnite culture and gameplay elements, such as Victory Royales and various weapons.

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kenneth.aderisan
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0% found this document useful (0 votes)
15 views10 pages

John Fortnite (ST)

The document outlines a detailed game mechanic for a Fortnite-themed role-playing game, including character classes, weapons, and special abilities. It describes various item types, their effects, cooldowns, and damage potential, as well as specific gameplay rules. Additionally, it includes a humorous narrative referencing Fortnite culture and gameplay elements, such as Victory Royales and various weapons.

Uploaded by

kenneth.aderisan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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John Fortnite

We got a number one Victory Royale. Yeah, Fortnite, we 'bout to get down
(get down). Ten kills on the board right now. Just wiped out Tomato Town.
My friend just got downed. I revived him now we’re heading south-bound.
Now we’re in the Pleasant Park streets. Look at the map, go to the marked
sheet. Take me to your Xbox to play Fortnite today. You can take me to
Moisty Mire, but not Loot Lake. I really love to Chug Jug with you. We can be
pro Fortnite Gamers (Pro Fortnite Gamers...)
Type: Useless, unless?
Weapons: Fortnite Card, Fortnite Card, Fortnite Card
Stats: 250 HP | 1.5x Attack Multiplier | 50% Def | 15 Move-speed
Special Passive: Victory Royale – The player upon picking this class will
immediately on their first turn, draw 3 cards from Pot of Greed- I mean
used all 3 Fortnite Cards. Afterwards, depending on the weapon they get
these following rules apply:
 Normal Items – Items you’d get by spawning normally:
o Melee:
 Weak: Any melee that does less than 30 Damage (max)
a hit
 Attack 3 times. If exists, skill use has a 1 Turn
Cooldown.
 Medium: Any melee that does less than 50 Damage
(max) a hit
 Attack 2 times. If exists, skill use has a 1 Turn
Cooldown.
 Strong: Any other Melee Weapon
 Attack 1 time. If exists, skill use has a 2 Turn Cooldown.
o Ranged:
 Weak: Any Ranged Weapon that does less than 15
Damage in a single shot (Shotguns account for their
full hit so they don’t count)
 Attack 3 times. If exists, skill use has a 1 Turn
Cooldown.
 Medium: Any Ranged Weapon that does less than 35
Damage in a single shot (Shotguns account for their
full hit so they don’t count)

Internal
 Attack 2 times, if exists, skill use has a 1 Turn
Cooldown.
 Strong: Any other Ranged Weapon
 Attack 1 time. If exists, skill use has a 2 Turn Cooldown.
o Special:
 Healing Type: Turn Cooldown scales with healing and
use amount
 1 Time use item: 2 Turn Cooldown when acquiring the
item.
 2-3 Times use item:
o Heals for less than 20 HP each time: No
Cooldown.
o Heals for 21 HP – 40 HP each time: 1 Turn
Cooldown.
o Heals for more than 40 HP each time: 2 Turn
Cooldown.
 3-6 Times use item:
o Heals for less than 20 HP each time: 1 Turn
Cooldown.
o Heals for 21 HP – 40 HP each time: 2 Turn
Cooldown.
o Heals for more than 40 HP each time: 3 Turn
Cooldown.
 40 Time use item (Pizza rolls): 2 Turn Cooldown
(they won’t be alive long enough to use all of them).
 Infinite Times use item: Usable only when the boss is
attacking, most likely to be Fumo or another item of the
same nature.
 Damage Type: Turn Cooldown scales with Damage
 0-100 Damage: 1 Turn Cooldown.
 101-200 Damage: 2 Turn Cooldown.
 201-400 Damage: 3 Turn Cooldown.
 400+ Damage: 4 Turn Cooldown.
 Instant Kill: Illegal and no tolerance.
 Useless Type: Kick rocks, I guess.
 Stand Items – Stands you’d get from Stand Arrow:
o Each one’s Basic Attack you can use to hit the Juggernaut:
 3 times if the attack does less than 40 damage.

Internal
 2 times otherwise.
o Each one’s Exclusive Skills will have Turn Cooldowns scaled
proportionately to their strength/power:
 Easy Lover: Healing potential but their meter decays
over time, also their damage and healing depends on
the meter being high. The Stand is mid (D-Tier).
 Pummel – No Cooldown (Can be used as an extra
action after M1’s for a 1 Turn Cooldown)
 Easy Lover – 2 Turn Cooldown (has the potential to
heal the player for 105 health at 30 “Combo” stacks)
 Smash – 1 Turn Cooldown (has the potential to heal the
player for 60 health a 30 “Combo” stacks)
 Punt – 2 Turn Cooldown (has the potential to heal the
player for 105 health at 30 “Combo” stacks)
 Emperor: Medium damage potential however all its
active skills do less than 2 headshots from the base M1
(which you can fire 3). The Stand is decent, but it
could’ve been better (B-Tier).
 Fast Shot – No Cooldown (Can be used as an extra
action after M1’s for a 1 Turn Cooldown)
 Explosive Shot – No Cooldown (Can be used as an
extra action after M1’s for a 1 Turn Cooldown)
 Shadow the World: The Weakest Stand you can get. Its
damage potential is abysmal, you are legit, better off
punching them with your stand. The Stand is trash (F-
Tier).
 Stand Toggle On/Off – No Cooldown, counts as an
extra action.
 4 Hit Combo (M1, Stand Off) – No Cooldown. The
FIRST time I’m allowing the full combo since each hit
only does 7 damage, totaling 28 damage.
 M1, Stand On – Same rules, 3 hits (For reference this
does 54 damage).
 Knives – No Cooldown (Throws 8 knives, each dealing 5
damage, with the total being 40 damage).
 Stand Barrage – No Cooldown (Hits 3 times and does a
total of 24 damage, why the fuck would you even use
this?)

Internal
 Star Platinum: An extremely strong but simple Stand
with high damage potential (S-Tier).
 Basic Attack – Same rules, 2 hits, BUT it has a 1 Turn
Cooldown (for reference, each punch does 74 damage,
totaling 148 damage)
 Barrage – 1 Turn Cooldown. Does a maximum of 107
Damage.
 Star Finger – No Cooldown (Can be used as an extra
action after M1’s or Barrage for a 1 Turn Cooldown).
 The World: A solid choice when it comes to Stands,
high damage potential, but falls short of Star Platinum
(A-Tier).
 5 Hit Combo – 1 Turn Cooldown. The SECOND time I’m
allowing the full combo since each hit only does 16.5
damage, with 5 hits totaling 82.5 damage.
 Barrage – 1 Turn Cooldown. Does a maximum of 110
Damage.
 Beheading Sign – 1 Turn Cooldown. Does a maximum
of 94 Damage (Can be used as an extra action after
M1’s or Barrage for a 2 Turn Cooldown).
 Spell Items – Spells you’d get from Scroll: (All spells acquired will
be on cooldown)
o Armis – Useless in our gamemode, both the Cast and Snap of the
spell only has the gimmick of ragdolling people.
o Bound Shrieker – Summons a Shrieker, which then attacks the
Juggernaut 3 times before immediately being executed by the
Juggernaut.
o Fimbulvetr:
 Cast – No Cooldown. Summons a hunk of ice to fall at the
player’s mouse position, dealing 45 damage.
 Snap – 2 Turn Cooldown. Summons an ice hail to fall at the
player’s mouse position, each icicle deals 8 damage. If the
Juggernaut is hit by at least 1 icicle, they lose 1 action on their
next turn.
o Furantur: Cast – 2 Turn Cooldown. Upon casting this on a selected
target, the player will attach a red tether between them and the
Juggernaut, this tether begins making squelchy/gulping-like sounds
as it begins sucking the life force out of the Juggernaut 2.5 HP per

Internal
instance, healing the player for the damage dealt. This tether can
be broken by stunning or ragdolling the player.
o Gelidus:
 Cast – 2 Turn Cooldown. The player will emit a spray of ice
from their hand, dealing 20 damage to the Juggernaut and
reducing their action amount by one.
 Snap – No Cooldown. Creates ice beneath the player’s feet,
allows for ice-skating. Prolonged use begins to damage the
player.
o Hoppa:
 Cast – No Cooldown. The spell propels the user high in the
air.
 Snap – 1 Turn Cooldown. Same effects as Cast but instant.
o Ignis:
 Cast – No Cooldown. Does 15 damage + Burn effect (Can be
used as an extra action after any attack for a 2 Turn
Cooldown).
 Snap – No Cooldown. Does 20 damage + Burn effect (Can be
used as an extra action after any attack for a 2 Turn
Cooldown).
 Note: Cast and Snap have a chance of backfiring and hurting
the player instead.
o Inferi – Useless in our gamemode. The spell when Cast will
attempt to turn any corpses or people with the “dead” attribute into
Shriekers.
o Loggus – Why would you want to use this?

Internal
o Manus Dei:
 Cast – 1 Turn Cooldown. Does 45 damage + Burn effect.
 Snap – 2 Turn Cooldown. Summons a Meteor shower where
each Meteor will do 35 damage + Burn effect.
o Mori – Banned item. Cast summons a projectile that does 100% of
the target’s health (affected by Damage Reduction). While Snap
summons EIGHT of them.
o Percutiens:
 Cast – 3 Turn Cooldown. The player casts a lightning bolt
from their hand, dealing 35 damage to the Juggernaut and
reducing their action amount by one.
 Snap – 3 Turn Cooldown. The player instantly casts a
lightning bolt from their hand, dealing 35 damage to the
Juggernaut and reducing their action amount by one.
o Snarvindur – Absolutely useless unless the Juggernaut is pushed
into a wall, at which point the Cast and Snap of the spell will do 35
damage.
o Tenebris:
 Cast – 1 Turn Cooldown. Does 45 damage + 2 stacks of
Curse effect (Can be used as an extra action before any
attack for a 2 Turn Cooldown).
 Snap – 2 Turn Cooldown for the First Snap, otherwise No
Cooldown. Summons 4 Orbs for the First Snap. For 4
subsequent Snap’s a homing orb that deals 2.5 damage and
inflicts 1 stack of Curse will be fired. (Can be used as an extra
action before any other player’s attack after the first initial
Snap).
o Velo:
 Cast – No Cooldown. Costs a turn to cast. Summons a pale
blue orb above the player shoulder, emitting a blue hue light,
illuminating the surrounding area. Casting the spell again
makes the orb dissipate.
 Snap – 2 Turn Cooldown. Can only be cast whilst the orb is
active. Acts as an instantaneous flashbang aimed to blind and
stun nearby enemies. This causes the Juggernaut to lose 1
action on their turn.
 Fortnite Card Exclusive Items:

Internal
o 5 Star Edward Newgate – This item can be used. However, the
game will be paused, and everyone must wait out the entire
duration of the item until it is over to resume.
o End – Does 500 damage to a target then kills the player who had
used it right after.
o Golem Summoner – Summon a Golem to attack the Juggernaut.
Has 300 health and shoots 4 fists every attack interval. Each fist
does AOE damage ranging from 0 to 50 damage depending on the
blast radius. The juggernaut does not have to wait to kill this one.
o Housejumpscare – Jumpscare everyone in the server, disappears
from the player’s inventory afterwards.
o Leap of Faith – Squid Game reference, does nothing aside from
flinging the player forward, usually resulting in funny ragdolls.
o Lucky Arrow – Gives a 100% chance of getting a Stand. Takes 1
turn to use. For a guide on how each Stand works see section
“Stand Items” above.
o Mad Handgun – 2 Turn Cooldown. Shoot the Juggernaut 3 times.
The total damage is 165 for 3 body shots and 412.5 for 3 head
shots.
o Magnum – No Cooldown. Shoot the Juggernaut once. Does 43
damage for body shots and 54 damage for head shots.
o Registered Hypercam 2 – Makes the animation of everyone in the
server look like it’s lagging. Disappears from the player’s inventory
after use. Using a second one will revert this change.
o Salamander – No Cooldown. The user hurls 5 orbs, each dealing 15
damage, are strongly homing and explode in an area. The total
damage it deals is 75 damage.
o Shotgun – 1 Turn Cooldown. Shoot the Juggernaut once. The total
damage is 114-152 damage for body shots and 150-200 damage for
head shots. The reason for the damage variation is because the gun
can shoot anywhere from between 6-8 pellets.
 Badge Items – You’d get them even if you haven’t beaten the
boss or have the badge:
o Anchor from the Sky:
 Anchor Throw (Basic Attack, M1) – No Cooldown. The
player throws the anchor towards the mouse position. The
anchor is unaffected by gravity and deals 25 damage upon
hitting the Juggernaut. After which, it then stays on the

Internal
ground after hitting the Juggernaut until the player uses it
again or moves far enough to automatically pull it back.
 Reel (Exclusive Skill, E) – No Cooldown. The user winds up
and swings the anchor in a 180-degree arc in front of them,
beginning from the right of the user and ending at the left of
them. The first enemy hit will be dealt 25 damage by the
anchor and pinned to it until the ability ends. It does list that
subsequent enemies hit will deal 32.5 damage instead, but
this fact is useless in the current gamemode. This ability can
be used after Anchor Throw as an extra action for a 1 Turn
Cooldown.
 Dock (Exclusive Skill, R) – No Cooldown. The user summons
a giant anchor from the sky that lands at the mouse position.
Any enemy hit by this will be dealt 27.5 damage. If Dock kills
an enemy, a friendly Infected Minion with 225 health is
spawned at the position of the enemy’s body. If Dock is used
on a corpse, the Infected Minion will have 112.5 health
instead. This ability can be used after Reel as an extra action
for a 1 Turn Cooldown. This ability can also be used when a
teammate dies as a reactive action for a 1 Turn Cooldown.
 Infected Minion (Exclusive Summon, Dock Ability) – Hits
the Juggernaut 3 times, each hit dealing 15.5 damage,
totaling 46.5 damage, then promptly gets executed by the
Juggernaut.
o Deployable Chicken:
 Summon (Item Use, M1) – The player summons a Chicken.
It is identical to the Chicken from Man of Nature.
 Recall (Skill Use, E) – The player recalls the Chicken.
Removing all status effects, however, retains the current HP
of the Chicken. In the actual gamemode, the player can not
do this because it is no longer their turn.
 Chicken (Exclusive Summon) - Hits the Juggernaut 3 times,
then promptly gets executed by the Juggernaut.
o Grand Volley – 1 Turn Cooldown. The player rapidly launches 4
purple electricity-based projectiles at the mouse position. Each
projectile deals 35 damage, with the total damage being 140
damage.

Internal
o Hot Rod Rider – No Cooldown. The player gets on a decked-out
motorcycle as the opening riff of Bad to the Bone plays, after 2
seconds they begin moving forward (shift-lock recommended). The
player will then proceed to attempt to run over the Juggernaut 3
times, each time dealing 20 damage, and then returning to their
original position.
o Painted Sword:
 Painted Swipes (Basic Attack, M1) – The player slashes
the Juggernaut 3 times. Each hit dealing 32.5 damage,
totaling 97.5 damage.
 Painted Charge (Skill Use, E) – No Cooldown. The player
begins to run forward while emitting a loud roar. Swinging the
sword during the charge results in a significantly higher
damage swing, dealing 73.12 damage. This skill ends
naturally after 4 seconds of running. This ability can be used
before Painted Swipes as an extra action for a 1 Turn
Cooldown.
o Ranga Workshop – No Cooldown. Upon use, the player dons a pair
of black claws, audibly snaps their fingers and dashes 3 times: first
in the direction they are facing, then in the opposite direction, then
forwards again. Each dash deals 20 damage and inflicts bleeding for
2 seconds, totaling 60 + 48 = 108 damage. (Omg Library of Ruina
mentioned?!)
o Uncertified Tenderizer – 2 Turn Cooldown. Initiate a 3 hit combo
using the weapon. The first 2 hits deal 45 damage, while the final
swing deals 75 damage. The full combo does 165 damage plus 3
seconds of bleeding (+72 damage), totaling 237 damage.
o You Need to be like Me – 2 Turn Cooldown. The user extends
their hand, attempting to grab the Juggernaut. If successful, a voice
line will play, saying “You need to be more like me!”, whilst an
animation of the player pinning the Juggernaut to floor, grabbing
and then proceeding to slam their head repeatedly 7 times, with the
Juggernaut’s head bleeding every slam. Each slam deals 15
damage, totaling 105 damage. This attack also works as a Taunt
Skill, forcing the Juggernaut to spend 1 action point to attack the
player on their turn.
Attacks: Based on the items you get + the rules listed above.

Internal
Internal

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