About Application 1: Stronger chars = they would appear later than the weaker one 2: Interesting chars = they mayhaps have bigger role 3: OC ONLY, I don't care about cameo, but they must be OC at any case 4: You must remember that it's YOUR OC. I won't forgive those that just go 'Kthxbai' or I'll play a second Zeldukes for this, I'm not kidding. That's far worse than kicking the OC out.
About the gameplay [-] You can choose to put your OC as insider or an outsider [-] You have 25 skills, which includes in it 22 normal magic/skill and 3 super skill. 9 of them, you may create them yourself. 25 skills are grouped into Basic, Intermediate, Advanced and Master tier. I'll later show you the list of general skills that could be picked into your OC arsenal. Or, you can have 22 skills, and magic 1 finisher and a powered up form [-] Outsiders does not have tattoo, but they can easily defeat the monster
About insiders: [-] Your character must have tattoo, or at least have it later on [-] Your char must follow the canon and the background
About outsiders: [-] I know the bg would be vast, but you does not have to describe it in detail. It works like this: If any of your chars happened to came from similar universe (ex: being from a hi-tech place), then I'm sorry, we might have to assume they came from same world altogether. This is to make interactions and sidequests for your chars easier to make [-] Remember that something like Reyvateil that need to exist along with their tower unable to come here. They MUST have a way to exist in this verse.
CHARACTER TEMPLATE
Name: Epithet: Gender: Age: Appearance: Battle Style: (note this is Rpg maker, not Action RPG) Weapon Type: Armor Type: Elemental Proficiency: Background:
-------------------------------------------- Element: Fire Water Earth Wind Thunder Ice Malice (drain & debuff) Dark Light Grace (heal & buff only)
You can pick TWO element proficiency.
You still can learn magic and skill of any element despite picking it. It's more like what element your character is categorized into. Not picking anything means you're a 'Neutral'. If your character is Ice, then he or she is weak against fire, but ice damage does not really phase him/her.
WEAPON TYPE LIST
Spoiler: click to toggle Dagger Light weapon. No speed penalty given. Daggers have better chance against ground type monster that is not on mineral or shell group. Daggers, like bracers and other two handed weapons increase critical value by a certain degree. The advantage in using daggers is added evasion rate. While equipping dagger, it's possible to wear light shield.
Claw Light weapon. A cross between dagger and bracer. Like dagger, it have better chance on ground type like beast and similar ones. While claw does increase critical damage, claws must be equipped both hand and does not give stun chance like bracers. The higher the level of the claw, more hits are plausible. But one can't use shield when equipping one.
Bracers Light weapon. No speed penalty given. Bracers instead do well against shell-type, mineral type, flan and fragile type. The bracers does increase critical value, but less so than the daggers. In return, bracers have small chance to stun an enemy. The higher the level of the bracer, more hits are plausible. But one can't use shield when equipping one.
Light Sword Light weapon. No speed penalty given. Fare well against beast type, and hits stronger than knife. However, Light Sword does not really give any special effect, only that one could pair it with shield. Light swords also have better hit rate than the previous three weapon.
Club Light weapon. No speed penalty given. It's almost-sword version of bracers, which means it works well against mineral, frail, flan and shell type. Club give stun chance while also allow character to wield shield. It have better hit rate than bracers.
Whip Light weapon. No speed penalty given. Whips does not really fare well against anything, and even gives minor damage to mineral and shell type. However, its plus point is it have the biggest number of hit by default (3).
Spear Medium weapon, two handed. Small speed penalty given. Accuracy and critical boosted slightly. Spears works well against flying and beast type monster. The advantage of using one is that it's by nature multi hit type.
Longsword Medium weapon, two handed. Small speed penalty given. Accuracy and critical boosted slightly. Longswords have better damage than light sword. Works best against beast ad plant type, but compared to light sword, it fare a bit better against shell and mineral type.
Katana Medium weapon, two handed. Small speed penalty, but medium action speed penalty also given. In return, Katana also boast the highest critical and accuracy value compared to other medium weapon. Katana works best against beast and (even more so) plants.
Scythe Medium weapon, two handed. Small speed penalty. Critical is slightly higher than spear and longsword. Scythe offers chance of bleed damage that work similarly to poison status. Works best against plants.
Axe Heavy weapon, two handed. Medium speed penalty. Highest critical value among the heavy type. Axe works best against plant type. Axe offer better chance of bleed damage than scythe.
Hammer Heavy weapon, two handed. Medium speed penalty added with medium action speed penalty, highest attack value among heavy type. Hammer is in same vein with Club, but more potent. Instead of stun, hammer decrease defense.
Broadsword Heavy weapon, two handed. Medium on both speed and action speed penalty. Broadsword deal slightly enhanced damage against mineral, frail and shell type, but best dealing against beast. Broadswords does not give any special status ailment, but it does give defense boost.
Bow Ranged. No penalty given on speed, but does give action speed penalty. Works best against avian. Bow have better chance in critical.
Slingshot Ranged. No penalty given on both. Power lower than bow, but in the other hand, increase evasive rate.
Handgun Ranged. No penalty given on both. Have higher attack than bow, but not so on the critical value. Can be dual wield.
Sniper Gun Ranged. Penalty given in action speed. Have higher attack and critical rate than bow, but action speed penalty is bigger.
Cannon Heavy Ranged. Penalty given in both action speed and speed. Have higher attack, critical rate and defense rate, but ill in both action speed and speed. Does not work best against avian, but shell and mineral, yes.
Throw type Includes card, kunai, etc. Throw type works like Slingshot, just more potent.
Rod Magic type. Poor on damage, but add more magical damage. Compared to book, it's attack is still worthy of consideration.
Book Magic type, even worse in normal damage, but add much better magical damage compared to rod.
Musical Instrument Magic type. It balances both the attack and the magical damage. However, it's considered semi-ranged type. It works slightly better on flying avian type, or nocturnal ones.
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Boy on Ivory Throne
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- Jun 18, 2013
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