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Post by Zach on Nov 4, 2011 22:04:22 GMT -5
Ok8y. So, 8asically, I need a 8it of inspir8tion for my RPG M8king. As such, I'd like to start up this little 8oard. 8asically, what you do is post movesets and stats for your characters. Format is as follows:
Name:
Character notes, including things like movement speed, specializations, etc.
General strengths
General weaknesses
Stats, as follows: (1-5, 1 being lowest, 5 being highest)
HP: MP/SP: ATK: DEF: MAG: MDF: SPD:
Movesets, in a "Tales" like format.
Strike Artes: divided into base and arcane varieties. These are any physical skills, and can be used without any casting time. Base artes are generally fast, cheap, and simple. Arcane artes can either be a mix of two base artes, or a more complex skill.
Magic Artes: Pretty self explanatory, divided into Novice, Intermediate, and Advanced spells. Novice are the weakest, with the shortest cast times. Advanced are more powerful, but have longer cast times.
Altered Artes: These are variations of either Strike or Magic artes. Basically, it works like this. If skill x is set, then arte y will become Altered Arte z. This usually works by changing the move to a different element, or causing it to affect a wider area. You can make up your own conditional skills, but I'll list a few examples a bit later. (note: list somewhere in your character sheet any extraneous skills your character will learn, such as HP up, Critical Boost, or the examples at the end)
Burst Artes: These are like finishing moves, and each character will have 5. Burst Artes are powerful attacks used in overlimit, overdrive, Mana burst, etc. Long story short, they're only available at certain times, but they're very powerful. Your first Burst Arte is going to be a non-elemental attack or spell. The other 4 are elemental variations, that work in the same way as Altered Artes. Fire, Water, Wind, and Earth are the most common variations, but you can deviate from this if you wish.
Mystic Artes: The biggest, most badass skills you can imagine, your signature finishing moves. You get three levels, getting progressively stronger and more destructive. Pretty self-explanatory.
Example skills:
Hp-Up: Boosts total health by x ammount.
Critical Boost: Increases critical hit ratio slightly.
Revenge Genome: Restore a little HP after taking a magical damage.
Void Ring: If HP is full, negate all magical damage. Physical damage is multiplied 2x
Dispersion: Alters some strike and magic artes, causing their effects to spread out.
Inferno: Alters some strike and magic artes, adding a Fire element.
...Anyone interested? I'd appreciate the help. ^^'''
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Post by Zach on Nov 5, 2011 16:32:53 GMT -5
Example:
Name: Zach
Notes: A woefully pitiful self insert, but good with magic. His weapons are magically conjured, offering a variety of ranges, but none of his attacks are particularly powerful. His spells are almost exclusively Light based, with a few Ice and Non-elemental attacks mixed in. Resists Light-based attacks, but is very weak to Dark.
General strengths: Powerful spells, many with wide areas of effect. Large MP pool, with an unorthodox (but useful) set of Additional Skills. Unmatched against foes with a weakness to the Light element.
General weaknesses: Slow, with long charge times for most worthwhile spells. Strike artes are few, and painfully weak, when compared to most other characters. Extremely inefficient MP usage, with generally low stats.
Stats, as follows: (1-5, 1 being lowest, 5 being highest)
HP: 2 MP/SP: 4 ATK: 1 DEF: 1 MAG: 5 MDF: 3 SPD: 1
Strike Artes ------------------------------------------------ Base:
Mage's Ring- Calls forth a great chakram that orbits him, striking enemies in a 360 degree radius. Low damage. Non-Elemental. 1-3 hits, depending on location and proximity.
Lapis Blow- Causes a scythe of ice to crystalize in his hand, then swings it in a wide arc before finishing with a powerful rising slice. Moderate Damage. Ice-Elemental. Lifts light foes into the air. 2 hits.
Cherubic Shot- Zach extends his palm towards the target, sending a ball of holy light and angel down at the foe. Instant activation. Low Damage. Stunlock possible. Light-Elemental.
Arcane:
Seraphic Shot: Six wing-like structures extend briefly from his back, merging in front of his outstretched palm and forming an arrow of light and angel down that flies directly at the foe. Requires windup period. Moderate damage. Unblockable. Light-Elemental.
Hex Luminae: Zach summons a blade of light, performing a powerful 3-hit combo before finishing off with a devastating thrust. Heavy Damage. Last hit is unblockable. Light-Elemental. 4 hits.
------------------------------------------------------------------------------------------ Magic Artes --------------------------- Novice:
Spell Ray- A small glyph appears in front of him, aiming itself at the nearest target. It glows brightly for a moment, then sends a small beam of energy flying toward the foe. Low damage. Affects all enemies in line with the target. 5-7 hits. Non-Elemental.
Witch Hunt- Calls a sphere of light that hovers over the enemy for a moment before dropping a blast of energy straight down. The blast explodes outward in a burst of light and angel down. Moderate Damage. Affects enemies near the target. Light-Elemental. 1-2 hits.
Invierno- Flash-freezes the ground around the enemy, causing small spires of ice to rise up a moment later. After a brief stunlock, the ice shatters. Low damage. Quick execution. Stunlock (~2sec). Airs lightweight enemies. Ice-Elemental. 2 hits.
Intermediate:
Glory- Call a ring of rainbow light that creates a perimeter around the battlefield before contracting inward, drawing all foes into the center. Low damage. Light-Elemental.
Grace- A small ring of silver light appears around Zach's current position before expanding outwards, knocking all enemies to the perimeter of the battlefield. Low damage. Light-Elemental.
Intercession- Streams of holy energy lift the opponent into the air, gathering above their heads before raining down as a dazzling ray of light, slamming them into the ground. Moderate Damage. Wide range. Light-Elemental. 5 hits.
Ring Holy- Zach calls forth six spheres of holy energy that orbit him rapidly while spreading out. The spell moves as he does, with a duration of about 5 seconds. High Damage. Short to Mid range. Light-Elemental. Strong knockback. ~8 hits.
Spring of Life- Causes healing water to bubble up around all allied combatants, restoring their health and purging status ailments. Moderate Potency. Does not affect self. Heavy MP cost.
Advanced:
Zodiac- Twelve spheres of light for high above his head, spinning rapidly before flying down, striking the battlefield at random locations. Heavy damage. Light-Elemental. 1-12 possible hits. Indeterminate area of effect, but generally wide range.
Accelerator- Summons a floating sigil that gathers energy, striking foes directly in front of him with countless rays of pulsing light before finishing off with a single, massive ball of energy. Heavy Damage. Stunlock, followed by powerful Knockback. 20+ hits. Non-Elemental.
Resurrection- Offers MP in exchange for the soul of an ally. The body is bathed in golden light, and HP restored is proportional to MP given. Revives fallen ally. Costs all MP in possession. Minimum of 50 MP.
Apophis- Creates a portal outside the battlefield, perpendicular to Zach's current location. From the void, a massive comet erupts, crossing the battlefield, and creating a massive dustwake of frigid ice as a followup attack. Massive damage, followed by several hits of Heavy Damage. Wide-range. Ice-Elemental. 1 initial hit. 10-12 followup hits. Ice-Elemental.
------------------------------------------------------------------------- Altered Artes ---------------------------
Garnet Claw- (Lapis Blow + Inferno) Zach calls forth a great scythe of flame and spins rapidly, striking all enemies in a wide radius before performing a spinning jump, lifting light foes into the air and knocking them back with a ring of flame. Heavy Damage. Finial hit produces aerial knockback. Fire-Elemental. 6-hits.
Seraphic Rain- (Seraphic Shot + Dispersion) Zach doubles over, causing six wings to emerge from his back, pointing in seperate directions. After glowing briefly, the wings transform into arrows of light that fly out, striking enemies in multiple directions. Moderate Damage. Wide range. Light-Elemental. 1-2 hits.
Inquisition- (Witch Hunt + Divine Rage + Dispersion) Holy light bathes the battlefield before raining down as ten pillars of scathing energy. Moderate Damgae. Random location, but generally wide range. Light-Elemental. 10 possible hits.
Pure Geyser- (Spring of Life + Focus + Aqua Gift) Holy water bubbles up around a single ally, bathing them in healing power, and fully restoring them to health. Full heal/Status purge.
Geo Mantra- (Spring of Life + Dispersion + Quake) Call forth a radiant garden of flowers and vines that covers the battlefield, healing all allies multiple times. Low Potency. 5 heals, 1 second apart. Purges status ailments on final heal. Affects Zach as well.
Fusilade- (Accelerator + Focus + Dispersion) Five magic seals appear in front of Zach, forming a line. After gathering energy, the seals, placed high and low, begin to fire bullets of energy, bombarding all enemies in their path. Low Damage per shot. Wide Range. 100 shots fired in total, 20 per glyph. Large enemies take more damage. Non-Elemental.
------------------------------------------------------------------------- Burst Artes --------------------
Soul Purge- Zach generates a number of concentric rings that revolve randomly around the targeted area for a few seconds before contracting inward, crushing all foes in range. Heavy Damage. Wide range. Non-Elemental.
Flare Purge- Zach generates orbs of flame that slowly rotate the target before flying inward, causing a huge explosion. Heavy Damage. Wide range. Fire-Elemental. 2 hits. (Soul Purge + Inferno)
Tidal Purge- Zach surrounds a wide area with a sphere of water that rockets into the air before crashing down into a devastating splash, taking enemies with it. Heavy Damage. Wide range. Knockdown for all weights. Water-Elemental. (Soul Purge + Aqua Gift)
Tornadic Purge- Zach calls forth howling winds that form a ring around the target area before surging inward, slicing foes to bits. Heavy Damage. Wide range. Wind-Elemental. 15 hits. (Soul Purge + Tailwind)
Geolythic Purge- Zach calls forth pillars of stone that surround a wide area before collapsing inward, crushing foes with the weight of rock. Heavy Damage. Wide range. Earth Elemental. 6 hits.
------------------------------------------------------------------------- Mystic Artes ----------------------
Lv. 1:
Ring of Fate- Zach closes his eyes as the background fades to black, and a holy glow envelops him. He raises a hand over his head, summoning orbs of light that spin in a tight ring just above his outstretched fingers. He mainuplates the ring for a moment before pointing directly at the enemy, causing the orbs of light to fly off as arrows. The first shot hits the ground beneath the enemy, launching them into the air. Subsequent shots follow, striking the enemy multiple times from all angles before converging in the air above them and firing downwards as a stream of holy energy. Massive Damage. Light-Elemental. 9 initial hits. Light pillar inflicts from 10-20 more, depending on proximity to the center.
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Lv. 2:
Empyrean Fall- Zach holds a hand to his chest, causing a small glyph to appear on the back. He crosses himself, then extends his arm out on the final touch, causing a series of glyphs to appear below him. Inscribed within this glyph is a great square, and as he lifts a hand to the sky, a ray of light erupts from each point, shooting off into the sky. The view switches to a great floating satellite structre, comprised of one great crystal, ringed with gears and metal, with four smaller crystals around its perimeter. The four rays strike the smaller brackets, causing them to glow with bright light. Activated, a series of glyphs forms below the main crystal, gathering light before firing it all downwards. The view switches back to the battlefield, revealing light breaking through a cloudy sky, just before the clouds are pushed apart and a massive beam of light and angel down smashes into the battlefield, causing a massive explosion. Massive Damage. Hits all enemies, regardless of location. 8-12 hits.
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Lv. 3:
None.
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AD Skills:
MP Boost- Increases max MP by 10% MP Boost2- Increases max MP by 30% Blood Magic- Converts half of MP costs for spells into HP costs. Barrier- If avaliable, MP will be expended whilst guarding to create a 360 degree shield that furthur reduces damage. 2MP is taken for every second deployed. Magic Theory 1- If current MP > 80%, boost spell power and reduce casting time. Magic Theory 2- If current MP is full, Novice spells can be used without charge time, and will cost only 1MP. Magic Theory 3- If current MP < 40%, Novice spells no longer cost MP, but have longer cast times. Magic Theory 4- If current MP is between 1-20, All spells are doubled in power. Burdenless- Increases movement speed when MP is < 50%. If MP = 0, speed is doubled. Revenge Genome- Restores a little HP after sustaining magical damage. Chaotic Genome- Restores a random ammount of HP after every 10 seconds. Max HP is reduced by 10%. Willpower- Convers 25% of HP to MP. Duple Meter- Casting time is halved when using the same spell twice in a row. Quadruple Meter- If a spell is used four consecutive times, MP cost for each successive time is reduced to 1. (Works in conjunction with Duple Meter) Void Physic- Triple MP cost for spells and doubles their casting time. Zach cannot take physical damage. (cannot be used with Void Magic) Void Magic- Zach cannot recieve the effects of offensive, supportive, or healing spells. Lucky Magic- Randomly casts some spells without charge time or MP cost. Dies Irae- Increases Light-Elemental damage 5x when HP is critical.
Focus- Slightly raises MAG and ATK. May alter some artes... Dispersion- Slightly improves attack range. May alter some artes... Divine Rage- Boosts Light-Elemental damage 1.1x. May alter some artes... Inferno- Physical attacks become Fire-Elemental. May alter some artes... Quake- Physical attacks become Earth-Elemental. May alter some artes... Aqua Gift- Physical attacks become Water-Elemental. May alter some artes... Tailwind- Physical attacks become Wind-Elemental. May alter some artes...
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If you guys would prefer, you could just post individual artes or skills. Basically, I just need ideas to animate. My skills are getting a bit rusty.
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