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Megido Effect; An RP about the end of the world
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Topic Started: September 29, 2014, 3:17 pm (1,158 Views)
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NTNP
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September 29, 2014, 3:17 pm
Post #1
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Admin
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Megido Effect: The world as we know it is over. In seven days, all things that were made will be unmade and another world, born from the reasons and desires of others will take it's place. The setting of this story is the fictional city of Megido, a moderate sized town in the United States set five minutes into the future. Our story begins with our characters experiencing the last moments of their mundane lives- going shopping, being at work, making dates, going to the bank etc- before everything changes. Over the course of the first day, the city begins to change. The roads become backed up, much worse than during a regular traffic jam, the internet goes to a crawl, the vermin in the sewers start spreading to the streets and dozens more little events start hinting at the change in the world is happening just outside of our characters' sight. As the first day sets and the moon rises, they are faced with a moment of fate- to live or to die. They come to see the reason why everything is changing- creatures unlike anything in the waking world have appeared. These creatures, known collectively as demons are real. Born from our real world mythologies, they exist in this world and their only way to survive is to feed upon humans, such as ourselves. Given this chance, our characters must choose to fight- to survive and in turn, by defeating (or taming) their demons, they awaken something within themselves as well. Another half, a remnant of the soul will start to form and in turn grant their other self a way to survive in this newfound existence. A person could become like the very creatures in the darkness, become a demon- born into violence and knowing only how to survive by force. One might awaken to a divine meaning in it all, and become an avenging angel trying to save this world from destruction. Perhaps survival is the only key, and in turn the soul twists in upon itself creating a mixture between the two known as a demi-fiend. Yet, for the few that choose to tame that which sought to destroy them, then perhaps there might be a way for you to maintain yourself as a human being as well. In the end, that night changes each character and as they awaken the next day- they see that much of the world has changed as well. The streets have started to become barren as these demons walk the streets. Many people were tested, yet only a few survived- all the others were devoured. And in turn, humanity's numbers have dwindled. In the next six days, our characters will have to find their resolve, to find a reason worth creating the world anew from. It will not be easy. It will not be without sacrifice. Nor will it be without bloodshed, but regardless of what happens- the world we knew is over and now it is our fate to create the new one.
So would anyone be interested in this RP?
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RabidChoco
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September 29, 2014, 3:49 pm
Post #2
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Birdbrain
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This looks promising. -votes up-
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Kazemitsu
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September 29, 2014, 7:40 pm
Post #3
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Assassin
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Give me the rp o.o
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Person A
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September 29, 2014, 8:13 pm
Post #4
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Best to sleep on it.
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Story's good, anything on the execution? Classes, like you said, are Angels, Humans, Demi-Fiends, and Demons. Are you using stats for this, again? Special skills, a la SMT, or are we going with something more general?
I'd like more info, but I'm also OK with this being a thing.
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 Mover, Shaker, Brute and Breaker.
Master, Tinker, Blaster and Thinker,
Striker, Changer, Trump and Stranger.
Worm: Power Classifications Mover - Powers that allow movement over great distances at a time. Includes flyers, Teleporters and speedsters. Shaker - Powers that affect their surroundings in some way. Can, for example, bend or compress the space in the world or creating forcefields. Brute - Powers that grant extreme durability and/or have above average strength, either through superhuman toughness or an incredibly effective healing factor. Breaker - Powers that "break" the laws of nature for themselves, allowing them to survive in impossible states. For example, when dealing with an Elemental Shapeshifter (being able to breath if they're made of fire) or the minor aspects that allow them to survive the use of their powers (like altering how friction applies to speedsters). Master - Powers that allow them to control others or create minions. Tinker - Powers capable of highly specialized technological/biological creations years ahead of their time: from building laser guns or a hover board to growing chimera-like creatures. Separated into two types: Specialty tinkers have a specific type of thing they build, while method tinkers are unique in how they tinker. Wide-scope method tinkers theoretically can create anything but with a catch, such as the inability to create the same thing perfectly twice or narrow-scopes that are more limited but can create extra effects with what they do have. Blaster - Powers that grant a ranged attack, such as emitting lasers, hard light, or elemental powers. Thinker - Powers that deal with the mind, allowing for instant analysis, efficient information retrieval, or outright precognition abilities. Striker - Possible subgroup of Breakers. The ability to apply an effect at point-blank range, whether it be an elemental punch or healing at a touch. Changer - Powers that allow changing or shifting forms. Effects range from changing parts of their own body to weapons to morphing into a more suitable body for a given situation. Also known as Shifters. Trump - Meta-powers that copy or interfere with other powers, or which give them access to many different powers in some other way. Includes those whose power adapts on the fly, copies other people's powers, granting other people minor powers, and nullifying powers. Stranger - Powers that can be used for stealth purposes, such as invisibility, lacking any notability, or erasing any memories of their existence.
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Primera Espada Yggdra
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September 29, 2014, 9:07 pm
Post #5
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The Kitty Cat, Mew!~
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As long as you are planning to run this through to the end, then yes.
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Because...
My Imagination When talking with you. - Person A
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Sin
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September 30, 2014, 2:55 am
Post #6
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Slow and steady...
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I may as well give it a shot this time if I can.
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NTNP
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September 30, 2014, 3:58 am
Post #7
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Admin
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Sure, I'll go through a few specifics from the old files, the first one being classes:
Humans are, well, regular people. However, they have become something greater upon surviving in this new world. Gifted through technology along with spirit, they possess the ability to command the demons within the world through a process known as summoning and in time, may learn that this power might transcend into something even greater. While weaker than the “changed” races statistically, they might one day possess something even greater.
- Harmonizer: All tamers gain +1 to STR, MAG, DEX and VIT when they become attuned to the magical energies of the world. This bonus increases with each RANK.
- Magnetite: A tamer can use the abilities and spells of any of his/her demons in battle if they are summoned at that time. Any skill that any owned demon possesses can also be used by the tamer if they are summed.
- Demon Summoning Program: All tamers are capable of contracting with demons through the demonic auction along with direct meetings within the world at large. After negotiations, the tamer may summon a contracted demon and use their powers in battle. Additionally, after defeating a particular demon and gaining their respect, the cost for summoning that demon from the auction site is decreased and all attempts to recruit in the real-world are easier as well. Lastly, a demon tamer can summon any demon that is within the same RANK (5 levels) as him or herself.
- Distributor: Upon leveling up, a tamer can increase the stats of his or her demons by +3. Additionally, each demon can have a single ability, spell or skill selected for growth. Upon growing that skill, the overall effectiveness of it will increase. The fire spell agi, for example, when grown will turn into maragi. Alternatively a passive skill like regenerate 1 might become regenerate 2 instead.
Demons: Humans who have chosen to undergo the transformation of Megido and heeded the words of the ancient ones; "rend, slaughter, devour your enemies." Reborn into the world with an overwhelming hunger and desire, they gain strength through the destruction of the old world. While still possessing a human form, demons often become something different when transformed, ranging from something humanoid to truly monstrous. By choosing this path, they have become bound to the "voice of chaos" and will feel it's pull- however, it is up to the individual if they choose to follow it.
- Damned Soul: All demons gain +3 to STR, +3 DEX, +1 MAG and +1 VIT when they become attuned to their demonic natures. This bonus increases with each EVOLUTION.
- Demonic Surge: When engaged in battle, a demon can conjure up a dark surge of energy increasing his or her STR and DEX by +2 x EVO level. This costs the demon 40% of his or her MP to activate and lasts the entire battle. Additionally, this demon also gains +1 resistance to dark based spells or abilities. This ability can only be activated again after a demon has devoured another creature.
- Blood Lust: After devouring another creature, that demon becomes empowered by it. In the next battle, he or she gains +1 to STR, MAG, VIT and DEX. This effect can stack with the temporary buff of Demonic Surge as well.
- Devour: After defeating an opponent, the demon has the option to eat them. If he or she chooses to do so, the demon will gain 50% of his or her HP back along with gaining the bonus “Blood Lust”
- Evolution: Upon reaching a minimum level (say Lv.5, Lv.10, Lv.15, Lv.20 etc) and devouring at least 10 foes, a demon has the option to EVOLVE into another form. This evolution provides the following bonuses: +2 STR, +2 DEX, +1 MAG, +1 VIT (on top of the current bonuses), increase total number of physical abilities by +1 , increases status resistances by +1 AND gains a racial skill based on the types of creatures devoured by this demon. Additionally, when recruiting EVO levels are considered concerning what level of demons can be befriended and contracted by this character.
Angels: Humans who have chosen to undergo the transformation of Megido and chose the route of the Great Will may awaken to a hint of their "true" self- as an Angel. While some cultures might depict these creatures as winged people, angels are in fact something far more- they are the embodiment of God within the world, untainted by time. While still possessing a human form, their new bodies are often graced by the symbols of that character's faith and in turn, they can hear the "voice of order" compelling them to act upon the world- but due to their human natures, they still possess free will and can choose their own fates.
- Blessed Soul: All angels gain +3 to MAG, +3 VIT, +1 STR and +1 DEX when they become attuned to their divine natures. This bonus increases with each TIER.
- Halo: When engaged in battle, an angel can call forth up a holy surge of energy increasing his or her MAG and VIT by +2 x TIER level. This costs the angel 40% of his or her Stamina to activate and lasts the entire battle. Additionally, this angel also gains +1 resistance to light based spells or abilities. This ability can be activated again in the next battle without reservations.
- Grace: During battle (and outside of it) all angels regain HP, SP and MP. Outside of combat, an angel regains 10% x TIER of his or her totals afterward. During combat the total amount of regeneration is negated.
- Blood Wine: After defeating an opponent, an angel will automatically purify the tainted creature’s soul and release it unto the heavens above. For this act of mercy and kindness, the divines will grant 50% MP restoration onto the angel allowing him or her to continue god’s work in purging the fell creatures of this world.
- Tiers of Angels: Upon reaching a minimum level (say Lv.5, Lv.10, Lv.15, Lv.20 etc) and bringing about the salvation of at least 10 foes, an angel will ascend to the heavens and be reborn as the next TIER of angel. This process provides the following bonuses: +2 MAG, +2 VIT, +1 STR, +1 DEX (on top of the current bonuses), increase total number of magical abilities by +1, increases total status resistance by +1 AND this will also increase the total amount of regeneration that the angel receives in and out of battle. Additionally, when recruiting TIER levels are considered concerning what level of demons can be befriended and contracted by this character.
Demi-Fiend: Humans who have chosen to undergo the transformation of Megido but where compelled by the words of hope or despair will find themselves reborn as a Demi-Fiend- one caught in between. Possessing no guiding voice, they instead are forced to wander the realm of Megido seeking out their purpose and finding their own reason within the world. Just like the previous two, they possess the ability to change between a human form and a transformed one.
- A Third Path: All demi-fiends gain +3 to DEX, +3 VIT, +1 STR and +1 MAG when they walk the path before them. This bonus increases with each MT ingested.
- Rally: When engaged in battle, a demi-fiend may explode of energy increasing his or her DEX and VIT by +2 x MT level. This costs the demi-fiend 20% of his or her SP AND MP to activate and lasts the entire battle. Additionally, this character also gains resistance +1 to all physical damage during this time. This ability cannot be reactivated until the demi-fiend rests again.
- Enduring Soul: If an attack would reduce a demi-fiend’s HP to 0 (aka wounded or KOed), then he or she will revive with 10% HP restored x MT level. This ability can only be used once per battle.
- Anima Soul: When a demi-fiend slays an opponent, part of that being’s essence remains dormant within him or her. By tapping into it, the demi-fiend can gain access to one ability/spell/skill that one of the defeated opponents had used during the previous battle. This effect lasts for a single battle and afterward is forcibly lost or replaced by a new ability. It is possible to maintain the same ability by slaying multiple individuals with the same skills/ability/spell but is unrecommended.
- Magatama: When choosing this third path, all the Demi-Fiends began growing something inside of themselves, a ‘symbol’ of their journey known as the Magatama. With every victory or defeat, every death it grows little by little until it fully awakens within the owner. This Magatama provides +2 status defenses against one of the elements within the world but provides no new abilities. Also it will increase the total bonus stats a demi-fiend has by an extra +2 DEX, +2 VIT, +1 STR, +1 MAG (on top of the current bonuses). Additionally, when recruiting MT amounts are considered concerning what level of demons can be befriended and contracted by this character.
The combat system: In this RP, there are five major stats. Strength represents physical power and the ability to inflict harm upon others, along with being associated with athleticism. Those possessing great strength will inflict greater damage to others with physical attacks and determines stamina. Magic represents magical power and the ability to cast spells. This stat determines a character's MP total. Magic = MP and all spells cost 1MP x tier (1-8). Vitality represents fortitude, endurance, defense and the ability to defend against status effects. Each point of Vitality equals two HP. Dexterity represents one's overall speed, agility and ability to evade attacks. Luck is a general stat that favors the function of charisma and luck in other settings, from the likelihood of a character just taking a like to you, to noticing a secret passage way or just being lucky enough to have the floorboards break and drop you into the middle of the room you are searching for, luck is there all the way.
Now that means that there are a few "combat" stats to worry about, in particular: Health Points: This is the amount of damage a character can take before becoming wounded, knocked out or injured. When reduced to 0HP, this character should probably try to flee the battlefield because one more attack would likely result in being killed. This is equal to VITx2. Magic Points: This is how you cast spells. Each spell (including those we create) are between tier 1 and tier 8. If a spell is tier 1, it costs 1MP to use. If it is tier 2, it costs 2MP to use etc. For the most part, damaging spells should have a base "damage" equal to their tier. So Agi, being a tier 1 spell, should cause 1 damage + MAG/2 while say Agilio, a tier 3 spell, should cause 3 damage +MAG/2. This is equal to MAGx1. Stamina: This is how you use special physical attacks to cause harm to enemies. Each technique (including those we create) are between tier 1 and tier 8. If a move is tier 1, it costs 1 Stamina Point to use. If it is tier 2, it costs 2 SP to use etc. For the most part, damaging attacks should have a base "damage" equal to their tier. So Lunge, being a tier 1 technique, should cause 1 damage + STR/2 while say Sonic Punch, a tier 3 technique, should cause 3 damage +STR/2. This is equal to STRx1.
So in this RP, you have a couple of things to keep track of unfortunately, but due to the high possibility that various player characters may end up in conflict it is a necessary evil. However, the system is relatively simple all things considered and is very close to what was used in the Imprisoning Wars- in which most people had very little difficulty dealing with the number aspects since all you have to keep track of is HP, Stamina Points and Magic Points.
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Primera Espada Yggdra
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September 30, 2014, 10:57 am
Post #8
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The Kitty Cat, Mew!~
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Hmmm... this system doesn't seem too hard.
((Psst, if you're still on board in the other roleplay, do you mind making another post so I have something to work with? Unless you did already and I missed it.))
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Because...
My Imagination When talking with you. - Person A
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Hyuna
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September 30, 2014, 1:14 pm
Post #9
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zzz
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The fierce debate of join or not...
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Hyuna
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October 1, 2014, 5:01 pm
Post #10
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zzz
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Screw it, count me in.
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NTNP
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October 1, 2014, 5:24 pm
Post #11
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Admin
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CHARACTER SHEET - Code:
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[b]Name:[/b] [b]Gender:[/b] [b]Age:[/b] [b]Race:[/b] Demon: Angel: Demi Fiend: Human:
[b]Primary Stats:[/b] Each character gets a base of 20 stat points to distribute between the five main stats. At no point during character creation can a character have over a 10 in any stat, before transformation. Additionally, at every level up this character gains +3 stat points. Also, if a character does something particularly impressive regarding one of their stats (like surviving a death inducing attack, an act of impressive strength, out running traffic etc) might also increase this character’s stats too. [list] [*][color=red]Strength[/color] represents physical power and the ability to inflict harm upon others, along with being associated with athleticism. Those possessing great strength will inflict greater damage to others with [i]physical attacks[/i] and determines [i]stamina points[/i] [*][color=brown]Vitality[/color] represents fortitude, endurance, defense and the ability to defend against status effects. [*][color=blue]Magic[/color] represents magical power which causes damage using [i]spells[/i] and determines magic point totals. [*][color=green]Dexterity[/color] represents one's overall speed, agility and ability to evade attacks. [*][color=yellow]Luck[/color] is a general stat that favors the function of charisma and luck in other settings, from the likelihood of a character just taking a like to you, to noticing a secret passage way or just being lucky enough to have the floorboards break and drop you into the middle of the room you are searching for, luck is there all the way. [/list]
[b]Primary Stats:[/b][list] [*]Health Points: VITALITY x3 [*]Stamina Points: STRENGTH x1 [*]Magic Points: MAGIC x1 [*]Physical Attack: STRENGTH/2 [*]Magical Attack: MAGIC/2 [*]Accuracy: DEX x2 [*]Avoid: DEX + LUCK [/list]
[b]Human Appearance:[/b]
[b]Changed Appearance:[/b] as applicable
[b]Backstory:[/b]
[b]Equipment:[/b] [list] [*]Primary Weapon [*]Secondary Weapon [*]Armor [*]Accessory 1 [*]Accessory 2 [/list]
[b]Skills:[/b] Each character starts with 3 points they can distribute on starting moves. This means that a character could start with a rank 3 move such as Mudo, rank 3 passive (such as low land flight fyi), a rank 2 move like sonic punch and a rank 1 passive (like an extra pair of arms) or three rank 1 techniques. [list] [*]1. Name of Skill: Command/Passive: Rank: Element: Description [*]2. Name of Skill: Command/Passive: Rank: Element: Description [*]3. Name of Skill: Command/Passive: Rank: Element: Description [/list]
[b]Resistances/Weaknesses:[/b] All starting characters have a net 0 overall. Frail reduces your character’s totals by -2, but means that all damage is quadrupled and all secondary effects always take effect. Weak reduces the score by -1, but causes double normal damage. Normal is 0 and causes regular damage. Resistant adds a cost of +1 and nullifies any secondary effects. Strong adds the cost up by +2 and reduces damage by half. Nullify increases costs by +3, but makes it where a character is immune to that element of damage. Absorb costs +4, but makes it where that element actually heals the target instead. Lastly Reflect adds a cost of +5, but allows the user to take command of any elemental attack of that element on the field and use it as their own. [spoiler] [table=2,Elemental Table]Frail[c][c]Weak[c][c]Normal[c][c]Resistant[c][c]Strong[c][c]Nullify[c][c]Absorb[c][c]Reflect[c][/table] [/spoiler] [b]Inventory:[/b] [list] [*]Items [*]Macca Amount [/list]
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NTNP
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October 2, 2014, 4:16 pm
Post #12
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Admin
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Here is some information, but it is still being created/modified as we speak so feel free to speak up if you want something. Also all moves player's create will eventually find their way into a centralized skills topic once the story get's rolling.
All techniques, powers, abilities etc are bound into a group of cycles that define everything within our setting. The elemental cycle includes fire, lightning, water, ice, earth, wind, light and darkness. All status effects are split between another group, known as the mystic cycle; bless, mind, curse and cure. The last grouping is known as the martial cycle; slash, pierce and strike.
Examples of moves:
still working on it, just a preliminary Fire: 1. Agi: Rank 1: Single target, Magic +2 damage 2. Maragi: Rank 2: Multi target, Magic +1 damage 3. Fire Breath: Rank 3: Area wide attack, +3 damage 4. Argilo: Rank 3: Single target, Magic +4 damage 5. Maragilo: Rank 4: Multi target, Magic +2 damage 6. Inferno: Rank 5: Area wide attack, Magic +5 damage 7. Agidyne: Rank 6: Single target, Magic +6 damage 8. Maragidyne: Rank 7: Multi target, Magic +5 damage 9. Ragnarok: Rank 8: All target, Magic +8 damage Lightning: 1. Zio: Rank 1: Single target, Magic +2 damage 2. Mazio: Rank 2: Multi target, Magic +1 damage 3. Shock: Rank 3: Area wide attack, +3 damage 4. Zionga: Rank 4: Single target, Magic +4 damage 5. Mazionga: Rank 5: Multi target, Magic +2 damage 6. Bolt Storm: Rank 6: Area wide attack, Magic +5 damage 7. Ziodyne: Rank 7: Single target, Magic +6 damage 8. Maziodyne: Rank 8: Multi target, Magic +5 damage 9. Thunder Reign: Rank 9: All target, Magic +8 damage
Water: 1. Aqua: Rank 1: Single target, Magic +2 damage 2. Malaqua: Rank 2: Multi target, Magic +1 damage 3. Acid Rain: Rank 3: Area wide attack, +3 damage 4. Aques: Rank 4: Single target, Magic +4 damage 5. Malaques: Rank 5: Multi target, Magic +2 damage 6. Torrential Storm: Rank 6: Area wide attack, Magic +5 damage 7. Aquadyne: Rank 7: Single target, Magic +6 damage 8. Malaquadyne: Rank 8: Multi target, Magic +5 damage 9. Tidal Wave: Rank 9: All target, Magic +8 damage
Ice: 1. Bufu: Rank 1: Single target, Magic +2 damage 2. Mabufu: Rank 2: Multi target, Magic +1 damage 3. Ice Breath: Rank 3: Area wide attack, +3 damage 4. Bufula: Rank 4: Single target, Magic +4 damage 5. Mabufula: Rank 5: Multi target, Magic +2 damage 6. Glacial Blast: Rank 6: Area wide attack, Magic +5 damage 7. Bufudyne: Rank 7: Single target, Magic +6 damage 8. Mabufudyne: Rank 8: Multi target, Magic +5 damage 9. Nifheim: Rank 9: All target, Magic +8 damage
Wind: 1. Garu: Rank 1: Single target, Magic +2 damage 2. Magaru: Rank 2: Multi target, Magic +1 damage 3. Wind Blast: Rank 3: Area wide attack, +3 damage 4. Garula: Rank 4: Single target, Magic +4 damage 5. Magarula: Rank 5: Multi target, Magic +2 damage 6. Tornado: Rank 6: Area wide attack, Magic +5 damage 7. Garudyne: Rank 7: Single target, Magic +6 damage 8. Magarudyne: Rank 8: Multi target, Magic +5 damage 9. Panta Rhei: Rank 9: All target, Magic +8 damage
Earth: 1. Tera: Rank 1: Single target, Magic +2 damage 2. Matera: Rank 2: Multi target, Magic +1 damage 3. Rock Slide: Rank 3: Area wide attack, +3 damage 4. Terazi: Rank 4: Single target, Magic +4 damage 5. Materazi: Rank 5: Multi target, Magic +2 damage 6. Earthquake: Rank 6: Area wide attack, Magic +5 damage 7. Teradyne: Rank 7: Single target, Magic +6 damage 8. Materadyne: Rank 8: Multi target, Magic +5 damage 9. Titanomachia: Rank 9: All target, Magic +8 damage
Light: 1. Expel: Rank 1: Single target, MP reduced by 50% with 60% accuracy 2. Hama: Rank 2: Instantly reduce a single target’s HP to 0 with 40% accuracy 3. Violet Flash: Rank 3: Multi-group target, MP reduced by 50% with 60% accuracy 4. Mahama: Rank 4: Instantly reduce all targets’ HP to 0 with 20% accuracy 5. Holy Wrath: Rank 5: Single target, MP reduced by 100% with 80% accuracy 6. Hamaon: Rank 6: Instantly reduce a single target’s HP to 0 with 60% accuracy 7. Radiance: Rank 7: Single target, reduce the target’s MP to 0 with 100% accuracy 8. Mahamaon: Rank 8: Instantly reduce all targets’ HP to 0 with 40% accuracy 9. Samsara: Rank 9: All target, reduce targets’ HP to 0 with 100% accuracy
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Hyuna
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October 2, 2014, 5:56 pm
Post #13
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zzz
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Do we get cool passive effects?
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NTNP
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October 4, 2014, 10:38 am
Post #14
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Admin
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Examples of moves:
partial list of elemental cycle Elemental Cycle: Fire 1.Agi: Rank 1: Single target, Spell Power+2 damage 2.Fire Strengthen: Rank 1: Increase resistance to "fire" by +1 on a single target for 5 turns. 3.Maragi: Rank 2: Multi target, Spell Power+1 damage 4.Fire Weaken: Rank 2: Decrease resistance to "fire" by -1 on a single target for 5 turns. 5.Fire Breath: Rank 3: Area wide attack, +3 damage 6.Fire Shield: Rank 3: Increase resistance to "fire" by +1 to the entire party for 5 turns. 7.Argilo: Rank 4: Single target, Spell Power+4 damage 8.Fire Frailty: Rank 4: Decrease resistance to "fire" by -1 to the entire party for 5 turns. 9.Maragilo: Rank 5: Multi target, Spell Power+2 damage 10.Fire Void: Rank 5: Increase resistance to "fire" by +2 on a single target for 3 turns. 11.Inferno: Rank 6: Area wide attack, Spell Power+5 damage 12.Fire Break: Rank 6: Decrease resistance to "fire" by -2 on a single target for 3 turns. 13.Agidyne: Rank 7: Single target, Spell Power+6 damage 14.Fire Aegis: Rank 7: Increase resistance to "fire" by +2 to the entire party for 3 turns. 15.Maragidyne: Rank 8: Multi target, Spell Power+5 damage 16.Fire Debilitation: Rank 8: Decrease resistance to “fire” by -2 to the entire party for 3 turns. 17.Ragnarok: Rank 9: All target, Spell Power+8 damage
Lightning: 1.Zio: Rank 1: Single target, Spell Power+2 damage 2.Electricity Strengthen: Rank 1: Increase resistance to "electricity" by +1 on a single target for 5 turns. 3.Mazio: Rank 2: Multi target, Spell Power+1 damage 4.Electricity Weaken: Rank 2: Decrease resistance to "electricity" by -1 on a single target for 5 turns. 5.Shock: Rank 3: Area wide attack, +3 damage 6.Electricity Shield: Rank 3: Increase resistance to "electricity" by +1 to the entire party for 5 turns. 7.Zionga: Rank 4: Single target, Spell Power+4 damage 8.Electricity Frailty: Rank 4: Decrease resistance to "electricity" by -1 to the entire party for 5 turns 9.Mazionga: Rank 5: Multi target, Spell Power+2 damage 10.Electricity Void: Rank 5: Increase resistance to "electricity" by +2 on a single target for 3 turns 11.Bolt Storm: Rank 6: Area wide attack, Spell Power+5 damage 12.Electricity Break: Rank 6: Decrease resistance to "electricity" by -2 on a single target for 3 turns 13.Ziodyne: Rank 7: Single target, Spell Power+6 damage 14.Electricity Aegis: Rank 7: Increase resistance to "electricity" by +2 to the entire party for 3 turns 15.Maziodyne: Rank 8: Multi target, Spell Power+5 damage 16.Electricity Debilitation: Rank 8: Decrease resistance to “electricity” by -2 to the entire party for 3 turns 17.Thunder Reign: Rank 9: All target, Spell Power+8 damage
Water: 1.Aqua: Rank 1: Single target, Spell Power+2 damage 2.Water Strengthen: Rank 1: Increase resistance to "water" by +1 on a single target for 5 turns. 3.Malaqua: Rank 2: Multi target, Spell Power+1 damage 4.Water Weaken: Rank 2: Decrease resistance to "water" by -1 on a single target for 5 turns. 5.Acid Rain: Rank 3: Area wide attack, +3 damage 6.Water Shield: Rank 3: Increase resistance to "water" by +1 to the entire party for 5 turns 7.Aques: Rank 4: Single target, Spell Power+4 damage 8.Water Frailty: Rank 4: Decrease resistance to "water" by -1 to the entire party for 5 turns 9.Malaques: Rank 5: Multi target, Spell Power+2 damage 10.Water Void: Rank 5: Increase resistance to "water" by +2 on a single target for 3 turns 11.Torrential Storm: Rank 6: Area wide attack, Spell Power+5 damage 12.Water Break: Rank 6: Decrease resistance to "water" by -2 on a single target for 3 turns 13.Aquadyne: Rank 7: Single target, Spell Power+6 damage 14.Water Aegis: Rank 7: Increase resistance to "water" by +2 to the entire party for 3 turns 15.Malaquadyne: Rank 8: Multi target, Spell Power+5 damage 16.Water Debilitation: Rank 8: Decrease resistance to “water” by -2 to the entire party for 3 turns 17.Tidal Wave: Rank 9: All target, Spell Power+8 damage
Ice: 1.Bufu: Rank 1: Single target, Spell Power+2 damage 2.Ice Strengthen: Rank 1: Increase resistance to "ice" by +1 on a single target for 5 turns. 3.Mabufu: Rank 2: Multi target, Spell Power+1 damage 4.Ice Weaken: Rank 2: Decrease resistance to "ice" by -1 on a single target for 5 turns. 5.Ice Breath: Rank 3: Area wide attack, +3 damage 6.Ice Shield: Rank 3: Increase resistance to "ice" by +1 to the entire party for 5 turns 7.Bufula: Rank 4: Single target, Spell Power+4 damage 8.Ice Frailty: Rank 4: Decrease resistance to "ice" by -1 to the entire party for 5 turns 9.Mabufula: Rank 5: Multi target, Spell Power+2 damage 10.Ice Void: Rank 5: Increase resistance to "ice" by +2 on a single target for 3 turns 11.Glacial Blast: Rank 6: Area wide attack, Spell Power+5 damage 12.Ice Break: Rank 6: Decrease resistance to "ice" by -2 on a single target for 3 turns 13.Bufudyne: Rank 7: Single target, Spell Power+6 damage 14.Ice Aegis: Rank 7: Increase resistance to "ice" by +2 to the entire party for 3 turns 15.Mabufudyne: Rank 8: Multi target, Spell Power+5 damage 16.Ice Debilitation: Rank 8: Decrease resistance to “ice” by -2 to the entire party for 3 turns 17.Nifheim: Rank 9: All target, Spell Power+8 damage
Wind: 1.Garu: Rank 1: Single target, Spell Power+2 damage 2.Wind Strengthen: Rank 1: Increase resistance to "wind" by +1 on a single target for 5 turns. 3.Magaru: Rank 2: Multi target, Spell Power+1 damage 4.Wind Weaken: Rank 2: Decrease resistance to "wind" by -1 on a single target for 5 turns. 5.Wind Blast: Rank 3: Area wide attack, +3 damage 6.Wind Shield: Rank 3: Increase resistance to "wind" by +1 to the entire party for 5 turns 7.Garula: Rank 4: Single target, Spell Power+4 damage 8.Wind Frailty: Rank 4: Decrease resistance to "wind" by -1 to the entire party for 5 turns 9.Magarula: Rank 5: Multi target, Spell Power+2 damage 10.Wind Void: Rank 5: Increase resistance to "wind" by +2 on a single target for 3 turns 11.Tornado: Rank 6: Area wide attack, Spell Power+5 damage 12.Wind Break: Rank 6: Decrease resistance to "wind" by -2 on a single target for 3 turns 13.Garudyne: Rank 7: Single target, Spell Power+6 damage 14.Wind Aegis: Rank 7: Increase resistance to "wind" by +2 to the entire party for 3 turns 15.Magarudyne: Rank 8: Multi target, Spell Power+5 damage 16.Wind Debilitation: Rank 8: Decrease resistance to “wind” by -2 to the entire party for 3 turns 17.Panta Rhei: Rank 9: All target, Spell Power+8 damage
Earth: 1.Tera: Rank 1: Single target, Spell Power+2 damage 2.Earth Strengthen: Rank 1: Increase resistance to "earth" by +1 on a single target for 5 turns. 3.Matera: Rank 2: Multi target, Spell Power+1 damage 4.Earth Weaken: Rank 2: Decrease resistance to "earth" by -1 on a single target for 5 turns. 5.Rock Slide: Rank 3: Area wide attack, +3 damage 6.Earth Shield: Rank 3: Increase resistance to "earth" by +1 to the entire party for 5 turns 7.Terazi: Rank 4: Single target, Spell Power+4 damage 8.Earth Frailty: Rank 4: Decrease resistance to "earth" by -1 to the entire party for 5 turns 9.Materazi: Rank 5: Multi target, Spell Power+2 damage 10.Earth Void: Rank 5: Increase resistance to "earth" by +2 on a single target for 3 turns 11.Earthquake: Rank 6: Area wide attack, Spell Power+5 damage 12.Earth Break: Rank 6: Decrease resistance to "earth" by -2 on a single target for 3 turns 13.Teradyne: Rank 7: Single target, Spell Power+6 damage 14.Earth Aegis: Rank 7: Increase resistance to "earth" by +2 to the entire party for 3 turns 15.Materadyne: Rank 8: Multi target, Spell Power+5 damage 16.Earth Debilitation: Rank 8: Decrease resistance to “earth” by -2 to the entire party for 3 turns 17.Titanomachia: Rank 9: All target, Spell Power+8 damage
Partial List of Mystic Cycle Mystic Cycle: Light: 1.Expel: Rank 1: Single target, MP reduced by 50% with 60% accuracy 2.Light Strengthen: Rank 1: Increase resistance to "light" by +1 on a single target for 5 turns. 3.Hama: Rank 2: Instantly reduce a single target’s HP to 0 with 40% accuracy 4.Light Weaken: Rank 2: Decrease resistance to "light" by -1 on a single target for 5 turns. 5.Violet Flash: Rank 3: Multi-group target, MP reduced by 50% with 60% accuracy 6.Light Shield: Rank 3: Increase resistance to "light" by +1 to the entire party for 5 turns 7.Mahama: Rank 4: Instantly reduce all targets’ HP to 0 with 20% accuracy 8.Light Frailty: Rank 4: Decrease resistance to "light" by -1 to the entire party for 5 turns 9.Holy Wrath: Rank 5: Single target, MP reduced by 100% with 80% accuracy 10.Light Void: Rank 5: Increase resistance to "light" by +2 on a single target for 3 turns 11.Hamaon: Rank 6: Instantly reduce a single target’s HP to 0 with 60% accuracy 12.Light Break: Rank 6: Decrease resistance to "light" by -2 on a single target for 3 turns 13.Radiance: Rank 7: Single target, reduce the target’s MP to 0 with 100% accuracy 14.Light Aegis: Rank 7: Increase resistance to "light" by +2 to the entire party for 3 turns 15.Mahamaon: Rank 8: Instantly reduce all targets’ HP to 0 with 40% accuracy 16.Light Debilitation: Rank 8: Decrease resistance to “light” by -2 to the entire party for 3 turns 17.Samsara: Rank 9: All target, reduce targets’ HP to 0 with 100% accuracy
Darkness: 1.Curse: Rank 1: Single target, SP reduced by 50% with 60% accuracy 2.Darkness Strengthen: Rank 1: Increase resistance to "dark" by +1 on a single target for 5 turns. 3.Mudo: Rank 2: Instantly reduce a single target’s HP to 0 with 40% accuracy 4.Darkness Weaken: Rank 2: Decrease resistance to "darkness" by -1 on a single target for 5 turns. 5.Miasma: Rank 3: Multi-group target, SP reduced by 50% with 60% accuracy 6.Darkness Shield: Rank 3: Increase resistance to "darkness" by +1 to the entire party for 5 turns 7.Mamudo: Rank 4: Instantly reduce all targets’ HP to 0 with 20% accuracy 8.Darkness Frailty: Rank 4: Decrease resistance to "darkness" by -1 to the entire party for 5 turns 9.Wickedness: Rank 5: Single target, SP reduced by 100% with 80% accuracy 10.Darkness Void: Rank 5: Increase resistance to "darkness" by +2 on a single target for 3 turns 11.Mudoon: Rank 6: Instantly reduce a single target’s HP to 0 with 60% accuracy 12.Darkness Break: Rank 6: Decrease resistance to "darkness" by -2 on a single target for 3 turns 13.Millennium Curse: Rank 7: Single target, reduce the target’s SP to 0 with 100% accuracy 14.Darkness Aegis: Rank 7: Increase resistance to "darkness" by +2 to the entire party for 3 turns 15.Mamudoon: Rank 8: Instantly reduce all targets’ HP to 0 with 40% accuracy 16.Darkness Debilitation: Rank 8: Decrease resistance to “darkness” by -2 to the entire party for 3 turns 17.Die for Me: Rank 9: All target, reduce targets’ HP to 0 with 100% accuracy
Almighty: 1.Zan: Rank 1: Single target, Spell Power + 1 2.Life Drain: Rank 2: Single target, steals HP, STA and MP equal to Spell Power/3 3.Megido: Rank 3: Multi-target, Spell Power + 2 4.Zanma: Rank 4: Single target, Spell Power +3 5.Essence Drain: Rank 5: Single target, steals HP, STA and MP equal to Spell Power/2 6.Megidola: Rank 6: Multi-target, Spell Power +4 7.Zandyne: Rank 7: Single target, Spell Power +5 8.Meditation: Rank 8: Single target, steals HP, STA and MP equal to Spell Power 9.Megidolaon: Rank 9: Multi-target, Spell Power +6
Partial Martial Cycle Martial Cycle: Strike 1.Lunge: Rank 1: Single target, Attack+2 damage 2.Berserk: Rank 2: Multi target, Attack+1 damage 3.Heatwave: Rank 3: Area wide attack, +3 damage 4.Power Hit: Rank 4: Single target, Attack+4 damage 5.Deathbound: Rank 5: Multi target, Attack+2 damage 6.Hadesblast: Rank 6: Area wide attack, Attack+5 damage 7.Oni-Kagura: Rank 7: Single target, Attack+6 damage 8.Hassohappa: Rank 8: Multi target, Attack+5 damage 9.Xeros Beat: Rank 7: Multi target, Attack+4 damage with a 50% chance of inflicting panic 10.Gaia Rage: Rank 9: All target, Attack +8 damage
Slash: 1.Slash: Rank 1: Single target, Attack+2 damage 2.Crescent Slash: Rank 2: Multi target, Attack+1 damage 3.Triple Slash: Rank 2: Two-three attacks at half damage 4.Tempest: Rank 3: Area wide attack, +3 damage 5.Blight: Rank 3: Area wide attack, +1 damage with a 50% chance of inflicting poison 6.Mighty Swing: Rank 4: Single target, Attack+4 damage 7.Chaos Blade: Rank 5: Multi target, Attack+1 damage with a 50% chance to stun 8.Rapid Slash: Rank 5: Three-five attacks at half damage 9.Terror Blade: Rank 6: Area wide attack, Attack+4 damage with a 50% chance to cause fear 10.Guillotine: Rank 7: Single target, Attack+6 damage 11.Deadly Fury: Rank 8: Multi target, Attack+5 damage 12.Pralaya: Rank 9: All target, Attack +8 damage
Pierce: 1.Skewer: Rank 1: Single target, Attack+2 damage 2.Needle Rush: Rank 2: Multi target, Attack+1 damage 3.Myriad Arrows: Rank 3: Area wide attack, +3 damage 4.Spiral Shot: Rank 4: Single target, Attack+4 damage 5.Arid Needle: Rank 5: Multi target, Attack+2 damage 6.Javelin Rain: Rank 6: Area wide attack, Attack+5 damage 7.Divine Shot: Rank 7: Single target, Attack+6 damage 8.Heaven’s Bow: Rank 8: Multi target, Attack+5 damage 9.Skyfall: Rank 9: All target, Attack +8 damage
Passives List:
partial but mostly complete Life Bonus: Passive: Rank 1: Increase HP by 20% Life Aid: Passive: Rank 2: Recover 10% of HP after every battle Life Gain: Passive: Rank 3: Increase HP by 50% Life Lift: Passive: Rank 4: Recover 20% of HP after every battle Life Surge: Passive: Rank 5: Increase HP by 100% Regeneration: Passive: Rank 6: Recover 40% of HP after every battle Mana Bonus: Passive: Rank 1: Increase MP by 20% Mana Aid: Passive: Rank 2: Recover 1% of MP after every battle Mana Gain: Passive: Rank 3: Increase MP by 50% Mana Lift: Passive: Rank 4: Recover 20% of MP after every battle Mana Surge: Passive: Rank 5: Increase MP by 100% Invigoration: Passive: Rank 6: Recover 40% of MP after every battle Stamina Bonus: Passive: Rank 1: Increase SP by 20% Stamina Aid: Passive: Rank 2 Recover 10% of SP after every battle Stamina Gain: Passive: Rank 3: Increase SP by 50% Stamina Lift: Passive: Rank 4: Recover 20% of SP after every battle Stamina Surge: Passive: Rank 5: Increase SP by 100% Empowerment: Passive: Rank 6: Recover 40% of SP after every battle Hero Aid: Passive: Rank 2: Increase Attack Power by 20% Ares Aid: Passive: Rank 4: Increase Attack Power by 40% Blitzkrieg: Passive: Rank 6: Increase Attack Power by 60% Pierce: Passive: Rank 8: Inflict regular damage with any physical move Arcane: Passive: Passive: Rank 2: Increase Spell Power by 20% Mysticism: Passive: Rank 4: Increase Spell Power by 40% Evocation: Passive: Rank 6: Increase Spell Power by 60% Dispel: Passive: Rank 8: Inflict regular damage with any magical move Hustle: Passive: Rank 2: Increase Dodge by 20% Tailwind: Passive: Rank 4: Increase Dodge by 40% Shadow Step: Passive: Rank 6: Increase Dodge by 60% Marksman: Passive: Rank 2: Increase Accuracy by 20% Insight: Passive: Rank 4: Increase Accuracy by 40% Dual Shadow: Passive: Rank 6: Increase Accuracy by 60% Combat Aid: Passive: Rank 2: Increase damage done by 1 chosen martial skill by 25% Elemental Aid: Passive: Rank 3: Increase damage done by 1 chosen element by 25% Combat Boost: Passive: Rank 4: Increase damage done by 1 chosen martial skill by 50% and increase the chances of inflicting a status effect by 10% Elemental Boost: Passive: Rank 5: Increase damage done by 1 chosen element by 50% and increase the chances of inflicting a status effect by 10% Combat Amp: Passive: Rank 6: Increase damage done by 1 chosen martial skill by 75% and increase the chances of inflicting a status effect by 20% Elemental Amp: Passive: Rank 7: Increase damage done by 1 chosen element by 75% and increase the chances of inflicting a status effect by 20% Combat Mastery: Passive: Rank 8: Increase damage done by 1 chosen martial skill by 100% and increase the chances of inflicting a status effect by 30% Elemental Mastery: Passive: Rank 9: Increase damage done by 1 chosen element by 100% and increase the chances of inflicting a status effect by 30% Martial Dodge: Passive: Rank 2: This character has an automatic 20% chance to avoid a single "martial" type attack per turn. Elemental Dodge: Passive: Rank 2: This character has an automatic 20% chance to avoid a single "element" type attack per turn. Martial Avoid: Rank 4: This character has an automatic 40% chance to avoid a single "martial" type attack per turn. Elemental Avoid: Passive: Rank 4: This character has an automatic 40% chance to avoid a single or multi-target "element" type attack per turn. Martial Evade: Rank 6: This character has an automatic 60% chance to avoid a single "martial" type attack per turn. Elemental Evade: Passive: Rank 6: This character has an automatic 60% chance to avoid a single, multi-target or area wide "elemental" type attack per turn. Counter: Passive: Rank 1: Negate one physical attack and inflict your own physical attack with 100% accuracy 10% of the time at the cost of 2 SP. Reflection: Passive: Rank 2: Negate one elemental attack and inflict your own physical attack with 100% accuracy 10% of the time at the cost of 2 MP. Avenge: Passive: Rank 3: Negate one physical attack and inflict your own physical attack with 100% accuracy 20% of the time at the cost of 4SP. Reversal: Rank 4: Negate one magical attack and inflict your own physical attack with 100% accuracy 20% of the time at the cost of 4MP. Revenge: Passive: Rank 5: Negate one physical attack and inflict your own physical attack with 100% accuracy 40% of the time at the cost of 6SP. Counterspell: Rank 6: Negate one magical attack and inflict your own physical attack with 100% accuracy 40% of the time at the cost of 6MP. Vengeance: Passive: Rank 7: Negate one physical attack and inflict your own physical attack with 100% accuracy 60% of the time at the cost of 8SP. Arcane Dominance: Rank 8: Negate one magical attack and inflict your own physical attack with 100% accuracy 60% of the time at the cost of 8MP.
Edited by NTNP, October 4, 2014, 11:14 am.
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Person A
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October 4, 2014, 6:49 pm
Post #15
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Best to sleep on it.
- Posts:
- 1,029
- Group:
- Crusader
- Member
- #129
- Joined:
- Nov 26, 2013
- Steam ID
- blackpersonax
- 3DS Friend Code
- 2079 - 7536 - 4296
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Name: Camil Liang Gender: Female Age: 17 Race: Demi-Fiend
Primary Stats:
- Strength: 1
- Vitality: 4
- Magic: 5
- Dexterity: 5
- Luck: 5
Primary Stats:
- Health Points: 12
- Stamina Points: 1
- Magic Points: 5
- Physical Attack: .5
- Magical Attack: 2.5
- Accuracy: 10
- Avoid: 10
Human Appearance: Spoiler: click to toggle
Changed Appearance: Spoiler: click to toggle Expecting a picture? I'll have it up when it comes up in the RP.
Backstory: To describe Camil in one word: Ordinary. She's in honor classes with few friends, and participates in her Drama Club... but has an otherwise normal life for someone her age. For her Drama Club, Camil is dedicated to her performances, which is why her hair is currently red and wearing out of place clothing. Despite being an excellent actress, she can be quite shy at first, but quickly warms to people and even acts like a dork. Usually, she's at odds with her slothful younger brother for not helping their immigrated parents with more modern issues. "We all have a role to play. That's just how life is."
Equipment:
- Primary Weapon: Holy Sword That Cuts the Dark (Prop)
- Secondary Weapon: Book of Manslaying (Prop)
- Armor: Magnificent Zenith (Prop)
- Accessory 1: Varnished Bird Wing (Prop)
- Accessory 2: Zara Mantle (Prop)
Skills:
- 1. Electricity Strengthen (1)(Command; Lightning): Increase resistance to "electricity" by +1 on a single target for 5 turns.
- 2. Curse (1)(Command; Darkness): Single target, SP reduced by 50% with 60% accuracy
- 3. Garu (1)(Command; Wind): Single target, Magic +2 damage
Resistances/Weaknesses:
Spoiler: click to toggle | Elemental Table |
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| Frail | | | Weak | Light, Lightning | | Normal | | | Resistant | Strike, Slash | | Strong | | | Nullify | | | Absorb | | | Reflect | |
Inventory:
- Items: None
- Macca Amount: None
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 Mover, Shaker, Brute and Breaker.
Master, Tinker, Blaster and Thinker,
Striker, Changer, Trump and Stranger.
Worm: Power Classifications Mover - Powers that allow movement over great distances at a time. Includes flyers, Teleporters and speedsters. Shaker - Powers that affect their surroundings in some way. Can, for example, bend or compress the space in the world or creating forcefields. Brute - Powers that grant extreme durability and/or have above average strength, either through superhuman toughness or an incredibly effective healing factor. Breaker - Powers that "break" the laws of nature for themselves, allowing them to survive in impossible states. For example, when dealing with an Elemental Shapeshifter (being able to breath if they're made of fire) or the minor aspects that allow them to survive the use of their powers (like altering how friction applies to speedsters). Master - Powers that allow them to control others or create minions. Tinker - Powers capable of highly specialized technological/biological creations years ahead of their time: from building laser guns or a hover board to growing chimera-like creatures. Separated into two types: Specialty tinkers have a specific type of thing they build, while method tinkers are unique in how they tinker. Wide-scope method tinkers theoretically can create anything but with a catch, such as the inability to create the same thing perfectly twice or narrow-scopes that are more limited but can create extra effects with what they do have. Blaster - Powers that grant a ranged attack, such as emitting lasers, hard light, or elemental powers. Thinker - Powers that deal with the mind, allowing for instant analysis, efficient information retrieval, or outright precognition abilities. Striker - Possible subgroup of Breakers. The ability to apply an effect at point-blank range, whether it be an elemental punch or healing at a touch. Changer - Powers that allow changing or shifting forms. Effects range from changing parts of their own body to weapons to morphing into a more suitable body for a given situation. Also known as Shifters. Trump - Meta-powers that copy or interfere with other powers, or which give them access to many different powers in some other way. Includes those whose power adapts on the fly, copies other people's powers, granting other people minor powers, and nullifying powers. Stranger - Powers that can be used for stealth purposes, such as invisibility, lacking any notability, or erasing any memories of their existence.
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RabidChoco
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October 4, 2014, 6:58 pm
Post #16
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Birdbrain
- Posts:
- 53
- Group:
- Soldier
- Member
- #152
- Joined:
- Aug 4, 2014
- Steam ID
- RabidChoco
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Name: Silas Metz Gender: Male Age: 24 Race: (Human or Angel, haven't decided quite yet)
Primary Stats: (Stats are before the 'shift')
- Strength 2
- Vitality 3
- Magic 5
- Dexterity 5
- Luck 5
Derived Stats:
- Health Points: 9
- Stamina Points: 2
- Magic Points: 5
- Physical Attack: 1
- Magical Attack: 2
- Accuracy: 10
- Avoid: 10
Human Appearance: Average-to-tall (5'10" to 6'2") Caucasian male with short-cut brown hair (little longer along the top) and brown eyes. Usually wearing a blue jean jacket over a gray t-shirt with a black spade graphic and comfortable dark blue jeans.
Changed Appearance: (Not decided yet)
Backstory: Silas runs a comic-book and hobby-gaming shop that recently opened in Megido. Honest dealer and loves to run the games he sells in his shop, with a reputation as a fair judge or GM.
Equipment: (before "shift")
- Primary Weapon: Louisville Slugger baseball bat
- Secondary Weapon: none
- Armor: Jacket
- Accessory 1: none
- Accessory 2: none
Skills: (not decided yet)
- 1. Name of Skill: Command/Passive: Rank: Element: Description
- 2. Name of Skill: Command/Passive: Rank: Element: Description
- 3. Name of Skill: Command/Passive: Rank: Element: Description
Resistances/Weaknesses:
Spoiler: click to toggle | Elemental Table |
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| Frail | | | Weak | | | Normal | | | Resistant | | | Strong | | | Nullify | | | Absorb | | | Reflect | |
Inventory:
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NTNP
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October 4, 2014, 7:28 pm
Post #17
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Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
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Example characters:
Spoiler: click to toggle Name: Mark Underwood Gender: Male Age: 26 Race: Human Primary Stats:
- Strength 7
- Vitality 7
- Magic 1
- Dexterity 6
- Luck 3
Primary Stats:
- Health Points: 21
- Stamina Points: 7
- Magic Points: 1
- Physical Attack: 3
- Magical Attack: 0
- Accuracy: 12
- Avoid: 9
Human Appearance:Like most people who work 9am-5pm in Megido, Mark tends to play the part of the average employee. He wears a colored shirt with a tie, dress pants, dress shoes and keeps his appearances up. On this particular day, he happened to choose a pair of grey slacks, a light green shirt that went along with an old silver tie and finally brought it all together with a pair of black dress shoes that fit a little too snuggly but looked shinier than the rest. Just like every morning, he was clean-shaven and wore his hair in a business cut. Honestly he looked just like any other worker if not for a pair of tented yellow sunglasses that sat on the bridge of his nose when he left the house this morning. Given the time, he also carried a briefcase with a small lunchbox inside, his wallet, some pens and pencils, keys to his apartment in South Central along with a couple of blank drawing paper. Backstory:Life for Mark has been the same for almost two years now. He works Monday through Friday at Babel Inc., mostly playing an endless game of telephone followed by walking around the office, playing with a few doodads in his cubical, answering a few more phone calls, sending off some emails, logging into his personal email through a proxy server, listening to office drama, attending a few seemingly endless trainings and meetings and then clocking out for the day by sending an email to his supervisor. Honestly, calling it dull and monotone would be painting a beautiful, wonderful picture of the last two years of his life. While the pay is relatively good, at least compared to most blue collar jobs, there really hasn’t been anything that kept his attention. Apparently something big is happening in the company, he’s heard the gossip but none of it ever really stuck. It’s just more idle gossip and boring rumors, just like every other Wednesday after lunch. While it would be amazing to think that his afterhours were spent doing something amazing, most evenings Mark was lucky to even have something to do. On Mondays, Wednesdays and Saturdays he would go to the YMCA near his apartment. On the opposite mornings he would get up a few hours early to go jogging. About the only days he went ‘out’ was Friday night, to a crappy little bar where some of his coworkers went- but it had probably been a month since he even went there. Saturdays were always spent the same way, sitting in his underwear watching cartoons, followed by a few hours of mindless wandering then hitting the gym once he couldn’t think of anywhere else to go. Once Sundays had meaning but anymore there just wasn’t anything there. The church felt barren, the people always whispered about how he wasn’t ‘there enough’ and that it was a shame to see someone his age without a wife or kids. The comments about him possibly being gay were funny though- well maybe not in the ha ha way but still. In all, this was Mark’s boring little life and it fit him just fine. He complained about it sometimes but this was reality… wasn’t it? This was all life was... At least until the day that everything changed. On day 1, Mark's world was flipped upside down as he learned that demons existed and that his corporation, Babel Inc, was involved in their proliferation through their introduction into the world. After barely escaping the building after learning the truth, he emerged onto the street to face off against his own personal demon- and in turn learning his own fate as a demon tamer. Equipment:
- Primary Weapon: Unarmed
- Secondary Weapon: NA
- Armor: Business Clothes
- Accessory 1: NA
- Accessory 2: NA
Skills:
- 1. Lunge: Rank 1: Martial: Strike: Single target, Attack (3) +2 damage
- 2. Cruel Attack: Rank 2: Martial: Strike: If the target is knocked down, inflict Attack (3) + 4 damage, but otherwise inflict regular damage.
Resistances/Weaknesses: Spoiler: click to toggle | Elemental Table |
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| Frail | NA | | Weak | NA | | Normal | All | | Resistant | NA | | Strong | NA | | Nullify | NA | | Absorb | NA | | Reflect | NA |
Inventory:Name: Eugene Dillard Gender: Male Age: 16 Race: Demi-Fiend Primary Stats:
- Strength 4
- Vitality 6
- Magic 4
- Dexterity 6
- Luck 4
Primary Stats:
- Health Points: 18
- Stamina Points: 4
- Magic Points: 4
- Physical Attack: 2
- Magical Attack: 2
- Accuracy: 12
- Avoid: 10
Human Appearance:Eugene looks like many teenagers at Megido Poseidon High. Daily he wears a torn up looking red and white backpack, a gray hoodie and pale jeans that let him blend in among everyone else in a crowd. While not particularly tall, handsome or muscular, his particularly short stubby ears occasionally gather the notice of the local bullies, or maybe the fact his nose is just a little too big for his face. Other than that though, he keeps his hair long and down over his eyes most of the time. So when put up around everyone else, this yellow haired teen is barely recognizable compared to those around him. Changed Form: Eugene transforms into something that almost looks like a classical RPG hero. With large red armor like pads around his shoulders, a pair of metallic gauntlets for arms and what can only be described as anime styled hair that is flowing and glowing, he is the quintessential RPG protagonist from the late 90s. Armed with a billowing white cape, stylized yellow hilted sword that appears at will and shining blue eyes there is no better example of how one’s inner desires can exhibit themselves outwardly. Backstory:Eugene was born in Megido and was raised in East Side Residential District. For the last three years, his days have been relatively normal- he gets up at 7am, with his mom trying to keep him from oversleeping- except for the nights she goes on a binder. He rides the subway from midtown down across the river to MPHS. His first period class is gym, so if he misses part of it no one really notices. The second period is algebra 2, not his best. Then Language Arts 2, which has been pretty cool with all the stories they have been reading. Lunch, well to be honest it sucks. There are a bunch of thugs, little better than bandits really, who keep pushing him around. He could take them at any point- but you know, that’d get him in trouble- ah hell, who are we kidding? Eugene is too terrified to ever really stand up to them, especially the way that they operate. If you just back off, hide away- eventually they will leave you alone but if you stand up, they won’t stop until they hammer you down. It sucks, but that’s life right? But at least there is a silver lining. After lunch though, he likes Drama. Well, maybe not so much drama as someone in there… a girl, not that she’d ever even bothered to notice him. After that, it’s out to keyboarding and then back out. He usually walks back to the subway station and either goes to Babylon Games to hang out for a couple of hours, go through D&D every Saturday or just heads home to read manga or play a few videogames until either mom gets home from Sapphire Saturday’s or he has to go pick her up if she stayed after for a couple of drinks. It’s just an average mundane life right? But sometime is going to change eventually- something has to. Take any game, the protagonist always goes through the motions unhappily and then bam! The world changes, he rises to the challenge- he fights the enemies, he saves the girl, he becomes a hero. All he really needs is just that one thing- that one chance to really raise to the challenge, to become the person that he knows he could be. Equipment:
- Primary Weapon: Metal Pipe: A basic pipe, about arm’s length. Uses STR for damage dealing.
- Secondary Weapon: NA
- Armor: Hoodie and Jeans
- Accessory 1: NA
- Accessory 2: NA
Skills:
- 1. Cleave: Rank 1: Martial: Slash: Single target, Attack (2) +2 martial damage
- 2. Agi: Rank 1: Elemental: Fire: Single target, Spell Power (2) + 2 magic damage
- 3. Lightning Slash: Rank 1: Elemental: Electric: Single target, Attack (2) + 2 magic damage
Resistances/Weaknesses: Spoiler: click to toggle | Elemental Table |
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| Frail | NA | | Weak | Light, Dark, Almighty | | Normal | Slash, Strike, Water, Ice, Earth, Wind | | Resistant | Fire, Electric, Pierce | | Strong | NA | | Nullify | NA | | Absorb | NA | | Reflect | NA |
Inventory:
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Kazemitsu
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October 4, 2014, 8:09 pm
Post #18
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Assassin
- Posts:
- 1,508
- Group:
- Crusader
- Member
- #76
- Joined:
- Jul 1, 2012
- PlayStation Network ID
- Iono
- Wii Friend Code
- Beats me
- Xbox Live Gamertag
- Bluthardt
- Steam ID
- Kotsueki
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Name: Vormund Blake Gender: Male Age: 26 Race: Demon: 1
Primary Stats:
- Strength 5 +3
- Vitality 4 +1
- Magic 3 +1
- Dexterity 5 +3
- Luck 3 +0
Primary Stats:
- Health Points: 15
- Stamina Points: 8
- Magic Points: 4
- Physical Attack: 4
- Magical Attack: 2
- Accuracy: 16
- Avoid: 11
Human Appearance: Tall, about six foot five, and well built Vormund is able to blend in with people surprisingly well. He has a semi dark tan and tattoos littering his body of various tribal and military design. Nothing visible of course, no one needs to know any identifiable marks.
His hair, which is graying at the temples, is close cropped and jet black. Eyes are dark brown. He has the looks of a brute, blockish facial features, large hands, and quite a few scars. Aside from all this he tends to dress well, sticking to multi-thousand dollar suits and dress boots. Shoes suck boots rule.
Changed Appearance: Will post a picture and describe later.
Back-story: Not much can be said about Vormund, just some tidbits left unclassified. Such as his younger years of practicing multiple forms of martial arts. No not just the Asian stuff, a little bit from multiple cultures. Hitting the military as soon as possible and having an exceptional record.
After the military his records get classified, blacked out. You find out you die kind of stuff. Currently he's an assassin for hire, a very well known and successful assassin.
Equipment:
- Primary Weapon: Cestus: A pair of heavy chunks of metal with an up close and personal range.
- Secondary Weapon:Heavy Bow: A thick and heavy bow made of an unknown material. Fires accurately with wide bladed arrows.
- Armor: Heavy Metallic Plating: Black and gold colored plates made of an unknown metallic substance. Lighter than a steel suit with full body coverage. Still pretty heavy.
- Accessory 1: N/A
- Accessory 2: N/A
Skills:
- Destroy: Command: 2: Impact: An after effect from melee blows. Causes shock-waves with each hit to the immediate area, knocking back or unsettling opponents. Increase damage to STR +2.
Cost: 2 SP
- 2. Aegis: Passive: 1: Unknown: A skin tight shield is constantly on him, neutralizing small amounts of damage directed, or splashed, onto him.
Cost: N/A
Resistances/Weaknesses:
Spoiler: click to toggle | Elemental Table |
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| Frail | Impact | | Weak | Fire, Lightning, Water, Ice, Earth, Light, Bless, Cure. | | Normal | Curse | | Resistant | Mind | | Strong | Dark | | Nullify | Pierce | | Absorb | Slash | | Reflect | |
Inventory:
- Derringer: two shots and has .357 ammo.
- Knife/Sheathe: A knife strapped to his forearm with a leather sheath.
- Boot Knife: A knife tucked away in a sheath in his boot.
- Tazer: Handheld launcher that zaps people. Not pleasant.
- Cigars
- Zippo Lighter
- Cellphone/PDA
- Wallet
- Macca Amount: 0
Edited by Kazemitsu, October 4, 2014, 8:13 pm.
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Knight of Tigers
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October 15, 2014, 5:29 am
Post #19
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Cat-Eared Complex Blitzkreig from the South
- Posts:
- 28
- Group:
- Soldier
- Member
- #159
- Joined:
- Oct 13, 2014
- Steam ID
- crusader_and_timothy
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Name: Claru Dante Gender: Male Age: 22 Race: Demi-Fiend
Primary Stats:
- Strength: 5+1
- Vitality: 3+3
- Magic: 1+1
- Dexterity: 6+3
- Luck: 5+0
Primary Stats:
- Health Points: 18
- Stamina Points: 6
- Magic Points: 2
- Physical Attack: 3
- Magical Attack: 2
- Accuracy: 18
- Avoid: 14
Human Appearance: Slightly shorter than average, average build, sleek musculature (think ‘swimmer’ rather than ‘wrestler’ for example). Black hair that could be described as ‘neatly messy’, with a rogue crescent-shaped ahoge at the back left of his head. Brown eyes and very exaggerated expressions. Despite his flashy personality, Claru prefers to be dressed in monochrome colours. His general outfit of choice is a white button-up long-sleeved shirt and black jeans with a pair of black laced boots. His clothes are often a bit dirty from lying on various pieces of public property.
Changed Appearance: When 'boosting' (as he likes to call it), Claru's irises turn yellow, his canine teeth become sharpened fangs and - most dramatically - bone spurs that resemble cat-like ears sprout from the top of his head. Emanations of magical energy - expressed as tiny, harmless arcs of electricity - constantly leap across his body or from him onto nearby surfaces. Furthermore, he can designate a currently wielded weapon (improvised or not) to transform with him, turning it into a revolver-fed gunlance slightly more than his height in length. The gunlance also serves as a sheathe for a sword; given the length of the lance's shaft - which is also the sword's hilt - it is aptly referred to as a 'poleblade'. When using the Rally ability (his 'secondary boost') his hair turns a shade of orange-yellow, with black stripes running through his hair and along his skin, neatly complementing his moniker of 'Megido's Roaming Tiger'. The magical emanations increase in range to about one metre, and become strong enough to interfere with the local electromagnetic field, shorting out lightbulbs or fragile electronic devices (fuseboxes, computers and most pocket devices are safe, but say goodbye to your calculator or digital watch). His hostile pressure becomes physically palpable in this state to the point that even those with no intuitive or spiritual sensitivity can feel it.
Backstory:
Spoiler: click to toggle "Have you heard of Megido's Roaming Tiger? Does part-time work all around the city; just shows up for a week or two, then moves on someplace else. No-one knows where he lives either. He'll sleep on the streets for a while, then vanish for a couple days, then show up again in a completely different part of town. Folks have seen him all over the place; parks, rooftops, uptown, downtown... I met a guy who said he once saw him napping at the top of the scaffolding at some construction site or another. I've seen him myself too, though he looks way too clean and well-fed to be really homeless, if you ask me. Wouldn't stop stuffing his face with peanuts the entire time we talked either. ""Why do they call him a 'tiger'?", huh? Aside from that appetite of his, he's pretty tough. You know how there's those gangs that go out and beat up homeless folks at night? About a couple dozen street punks wound up in hospital trying to pull that on him. Not all at once, mind you, but even if it was, I'd still believe it. I've got a friend, one of the nurses who had to take care of four guys who picked a fight with him. Said he'd never seen so many broken bones in seven years on the job. "And he doesn't even look like that much of a fighter, really. Bit shorter than you, always grinning like a kid on Christmas Eve, and apparently all he does all day when he's not part-timing is lie in the sun and eat, just like my fatass cat. "Yeah, it's pretty nuts, I know. Even I don't believe half the stories out there about him. That reminds me of that other rumour flying around, you know the one..."
Equipment:
- Primary Weapon: Reinforced Umbrella (human, default) / Gunlance (transformed) (Pierce damage)
- Secondary Weapon: Sheathed Poleblade (transformed only) (Slash damage)
- Armor: Monochrome Clothes (Next to no protection. Claru's default 'armour'.)
- Accessory 1: Oddly Effective White Eyemask (Functions singlehandedly almost as well as a complete disguise. May look good if worn with a tuxedo.) (proposed item; may be reduced in effectiveness or relegated to a purely cosmetic role)
- Accessory 2: None
Skills:
- 1. Skewer (Rank 1 Command, Pierce): Single target, Attack (3)+2 damage
- 2. Crescent Slash (Rank 2 Command, Slash): Multi target, Attack (3)+1 damage
Resistances/Weaknesses:
Spoiler: click to toggle | Elemental Table |
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| Frail | | | Weak | Water, Ice | | Normal | Fire, Earth, Wind, Light, Darkness, Slash, Pierce, Strike | | Resistant | | | Strong | Lightning | | Nullify | | | Absorb | | | Reflect | |
Inventory:
- Items:
Snacks x6 (12% chance to restore 1HP OR 1SP. Convenient hunger relief, though ultimately unsatisfying.) (proposed item; success rate may be altered as necessary) Claru's Hip-flask x1 (12% chance to restore 1SP OR 1MP. Can be refilled. Is it caffeine? Alcohol? Estus? We just don't know.) (proposed item; success rate may be altered as necessary) Notebook and Pen (Key Item. Full of doodles and notes. Some pages at the back are filled in with ideas for "Super Moves" and "Secret Techniques" but they all seem highly impractical...)
- Macca Amount: None
Suggestions for improvement and/or tweaking are welcome.
Furthermore, a question: Do we earn more skills as we progress?
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Onime No Ryu
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November 4, 2014, 3:27 pm
Post #20
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I'll be your Undertaker this evening
- Posts:
- 2,626
- Group:
- Champion
- Member
- #71
- Joined:
- Jun 28, 2012
- Steam ID
- Onime no Ryu
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If you still plan on doing this, NTNP, I'm totally in. Also, since I know how busy you are, even though I don't want to run anything, I'd be fine being an idea soundboard, or a temporary giver-of-side-quests, or things like that to help speed things along or keep things going whenever you have to skidaddle for a day or two.
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NTNP
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November 5, 2014, 4:06 pm
Post #21
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Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
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Thank you for the offer Onime. I might end up having to take you up on it once we get started.
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Onime No Ryu
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December 23, 2014, 2:10 pm
Post #22
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I'll be your Undertaker this evening
- Posts:
- 2,626
- Group:
- Champion
- Member
- #71
- Joined:
- Jun 28, 2012
- Steam ID
- Onime no Ryu
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So what's the status on this? If you've been slowed down because of me not doing something I'm totally sorry about that, I don't think I've looked at our Megido PMs in a while. But there's some interest in doing a modern day based RP, although how "modern" it remains when demons break free and magic becomes a thing is debatable I guess.
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NTNP
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December 23, 2014, 4:16 pm
Post #23
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Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
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It is more a matter of activity levels and queing up. Right now, Megido Effect is waiting in the wings for whenever the current RPs settle down (such as Pokemon or VoC ending). Also where I am involved with both RPs rather actively, I don't intend to overwhelm myself. Plus those who would join it would likely have to choose between maintaining their current narratives or joining a new one. But whenever the option becomes available, it will be there waiting for us.
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Person A
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December 23, 2014, 4:30 pm
Post #24
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Best to sleep on it.
- Posts:
- 1,029
- Group:
- Crusader
- Member
- #129
- Joined:
- Nov 26, 2013
- Steam ID
- blackpersonax
- 3DS Friend Code
- 2079 - 7536 - 4296
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Honestly, I don't even remember all of the ideas I had for Megido Effect, on the grounds of "It's been a long while." I get that having three RPs would be a lot of work, especially for the... three or four people that would be in all three, but there's also the fact that delaying it this long would lose a lot of interest for the people who were initially.
That and I feel icky having Camil and Ritzea share the same appearance, heh...
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 Mover, Shaker, Brute and Breaker.
Master, Tinker, Blaster and Thinker,
Striker, Changer, Trump and Stranger.
Worm: Power Classifications Mover - Powers that allow movement over great distances at a time. Includes flyers, Teleporters and speedsters. Shaker - Powers that affect their surroundings in some way. Can, for example, bend or compress the space in the world or creating forcefields. Brute - Powers that grant extreme durability and/or have above average strength, either through superhuman toughness or an incredibly effective healing factor. Breaker - Powers that "break" the laws of nature for themselves, allowing them to survive in impossible states. For example, when dealing with an Elemental Shapeshifter (being able to breath if they're made of fire) or the minor aspects that allow them to survive the use of their powers (like altering how friction applies to speedsters). Master - Powers that allow them to control others or create minions. Tinker - Powers capable of highly specialized technological/biological creations years ahead of their time: from building laser guns or a hover board to growing chimera-like creatures. Separated into two types: Specialty tinkers have a specific type of thing they build, while method tinkers are unique in how they tinker. Wide-scope method tinkers theoretically can create anything but with a catch, such as the inability to create the same thing perfectly twice or narrow-scopes that are more limited but can create extra effects with what they do have. Blaster - Powers that grant a ranged attack, such as emitting lasers, hard light, or elemental powers. Thinker - Powers that deal with the mind, allowing for instant analysis, efficient information retrieval, or outright precognition abilities. Striker - Possible subgroup of Breakers. The ability to apply an effect at point-blank range, whether it be an elemental punch or healing at a touch. Changer - Powers that allow changing or shifting forms. Effects range from changing parts of their own body to weapons to morphing into a more suitable body for a given situation. Also known as Shifters. Trump - Meta-powers that copy or interfere with other powers, or which give them access to many different powers in some other way. Includes those whose power adapts on the fly, copies other people's powers, granting other people minor powers, and nullifying powers. Stranger - Powers that can be used for stealth purposes, such as invisibility, lacking any notability, or erasing any memories of their existence.
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NTNP
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December 23, 2014, 4:33 pm
Post #25
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Admin
- Posts:
- 1,663
- Group:
- Lord
- Member
- #69
- Joined:
- Jun 24, 2012
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I know but if I am going to run just one thing- I want it to run right and be at the right time.
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