[RPG] The Arcadia Project (Talk)

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Agent of Dread
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Post by Agent of Dread »

Normal thanks. :o
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Post by Shade »

That makes Normal, Normal and Hard; looks like it's Normal then. :?
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Post by Cimeries »

May I also join? I promise to be good! (Which is a rare occurrence, so you bet it's meaningful.)
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Post by Shade »

I raised the player limit to four, but currently only have three players, so yeah, you're welcome to.
Make a character and pick your desired difficulty while you're on it. :)
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Post by Cimeries »

Grohddin, Lizardfolk Seer [500] [Front]
Image
Image Health: 17/17
Image Mana: 09/09
13 Atk | 103 Hit | 11 Crt
04 Def | 05 Res | 60 Avd | 00 CrtEv
Weapon: Tribal Spear (7 Atk, 85 Hit, 5 Crt) [2h]
Back: [6/6] Javelins (5 Atk, 85 Hit, 0 Crt)
Torso: Light Chainmail (1 Def, 0 Res, 10 Avd)
Spoiler: Inventory & Status
Inventory [0/6]:
+ None


Spells:
Hold [1 MP] [00 AP]
Wrap the strings of fate as a net around the prey. The target of this spell may not act this turn. The success of this spell requires that Grohddin acts first in this round. This spell requires both a primary action to cast and a secondary action to sustain the hold.

Fate Magic:
True Strike [1 MP] [00 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.

Heighten [1 MP] [00 AP]
Maximize the potential of a spell to break reality. As a spell is being cast, multiply all numerical values (after math is done) with the exception of durations, by 1.[Level +1] (one dot [level plus one]). This can be used as a secondary action. If the spell has a fixed chance of hitting (say, always 50%), that value is affected as well.
Current: 1.2


Abilities:
Dance of the Hunt [00 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.

Premonition [00 AP]
Grohddin can foresee the moves of his enemies to some degree, and act upon them. +20 Avd.

Traits:
Reptilian Blood [00 AP]
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.

Stats:
Strength: +6
Intelligence: +5
Skill: +6
Agility: +10
Luck: +0
Constitution: +4
Spirituality: +9

Background:
The Lizardfolk are a tribal people, living in desolate areas of the world, detached from other civilizations, and scattered across all lands. Lizardfolk devote their lives to sustaining their tribes. Some are born with a natural gift of fate magic, those are called 'Seer' by their people, and usually become community figures, shamans, and philosophers, who compliment their natural gift with focused studies to improve their power and the collective wisdom of their tribe, and future generations.

Grohddin is one such Seer. His gift of fate magic was discovered later than others. Most often, Seers are detected by their tribesmen at early infancy, and given to the elders for training, while some, just as Grohddin, are only discovered when they harness their abilities to compliment their everyday tasks.
Grohddin was a hunter for his tribe when the tribe elders discovered his use of natural fate magic to increase the efficiency of his hunting company. They took him in and trained him as a proper seer, but he had still retained his old skills of the hunt and the passion for combat.

Many years later, Grohddin's tribe became involved in a war of territory with another, more dominant tribe, and was consequently wiped from existence by their enemies. The few that survived either joined themselves with the victor tribe, or fled to other regions to seek their fortune on their own. Grohddin was one of those fortune seekers, moving to the city and becoming an adventurer, and a mercenary.

This did not last long, however. The hatred and discrimination he had to face during his life in the city have made his existence difficult, and the situation seemed to worsen from day to day. He had finally decided that his fortune is not to be found among mankind, and set out to leave.
Took me over an hour to come up with this guy. Hope you appreciate, or at least identify the anagram.
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Post by Ditto »

There is no "leveling up" in this PnP, remember? Heighten therefore sucks.

Also, new abilities, as well as a basic heal since no one else took one.

Blood Healing [1-2 SP]: Heals an ally for 10 HP for each SP spent.

Rampage: Hart gains 5 crt each time his rage meter hits full, anyone scores a critical hit, or anyone faints or dies. This stacks infinitely and resets at the end of each battle.

Execution Blow [2+ SP]: Hart aims a blow for the opponents head, making them dizzy for the rest of the turn, as well as dealing double damage plus 1 for each point of SP drained. If this skill kills or faints an opponent, it does not cost SP.
"It only hurts when my squad won't f***ing heal me."

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Post by Shade »

@Cimeries: I don't recognize the anagram, but I do appreciate your character. Very well-made. :)
Cimeries wrote:Hold [1 MP] [00 AP]
Wrap the strings of fate as a net around the prey. The target of this spell may not act this turn. The success of this spell requires that Grohddin acts first in this round. This spell requires both a primary action to cast and a secondary action to sustain the hold.
So does this only work if you actually go first in a battle, or do you just need to go before your target? The "this turn" kinda implies the latter out of pure logic, but I want to make sure.
Also, just as a note, to prevent this from being a complete boss-slayer, some enemies (mainly bosses) may have a chance of resisting this spell or be outright immune against it.
45 AP if you actually need to go first, 50 AP if you just need to go before your target.
Cimeries wrote:True Strike [1 MP] [00 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.
Does this only apply to your own attacks, or can it be used on others as well?
70 AP for the first variant, 120 AP for the latter.
Cimeries wrote:Heighten [1 MP] [00 AP]
Maximize the potential of a spell to break reality. As a spell is being cast, multiply all numerical values (after math is done) with the exception of durations, by 1.[Level +1] (one dot [level plus one]). This can be used as a secondary action. If the spell has a fixed chance of hitting (say, always 50%), that value is affected as well.
Current: 1.2
There are no levels in this PnP. You can replace [Level +1] with [INT/3] though, that would work fine.
80 AP, and very nice idea. :)
Cimeries wrote:Dance of the Hunt [00 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.
50% kinda is a lot. You basically just need to dodge-tank some inaccurate bandits or something to gain tons of MP.
60 AP for a 10% chance.
140 AP for a 25% chance.
325 AP for a 50% chance.
Cimeries wrote:Premonition [00 AP]
Grohddin can foresee the moves of his enemies to some degree, and act upon them. +20 Avd.
240 AP.
Cimeries wrote:Traits:
Reptilian Blood [00 AP]
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.
Ok.




@Ditto: Well, you don't really need a healing spell. You can always just buy potions or something, they're pretty effective in this PnP.
(Basic potions heal 30% HP, the better ones 60%; and they're not that expensive, really)
Ditto wrote:Blood Healing [1-2 SP]: Heals an ally for 10 HP for each SP spent.
So much for "basic", eh? :P
130 AP.
Ditto wrote:Rampage: Hart gains 5 crt each time his rage meter hits full, anyone scores a critical hit, or anyone faints or dies. This stacks infinitely and resets at the end of each battle.
I like the idea, but the critical hit part kinda breaks this ability (they'll be much more common here than in ToaP).
If you take the critical hit part out, this one's 160 AP.
Otherwise I can't allow it.
Ditto wrote:Execution Blow [2+ SP]: Hart aims a blow for the opponents head, making them dizzy for the rest of the turn, as well as dealing double damage plus 1 for each point of SP drained. If this skill kills or faints an opponent, it does not cost SP.
No @ "no SP cost if it KOs".
Without that part: Minimum SP cost is 3. Bonus damage is only applied for additional SP spent, not for all of them (basically, [SP spent -3]). 180 AP.
Last edited by Shade on Fri Aug 20, 2010 11:58 pm, edited 1 time in total.
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Post by ShellShocker »

Great. I made a PnP character for nothing. I probably couldn't join anyway :P
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Post by Shade »

Sorry, but due to your recent habit of just disappearing for, like, weeks in a row without any kind of warning, I kinda would've hestitated to let you play anyway. :/
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Post by Ditto »

Really? But instead he could be a temporary character, one of those characters who dies immediately.

So healing items are good? Screw healing spells.

What if rampage applies only to other people's criticals?

Forget execution blow.

Finally...

Martial Mastery: Hart is pretty frickin' big, and he uses that to his advantage. Things like body slamming enemies, throwing enemies at stuff, grabbing enemies, etc. have a higher chance of working and deal increased damage.
"It only hurts when my squad won't f***ing heal me."

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Post by penguinflyer2222 »

Grohddin..
hmm.
......
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Post by Cimeries »

Clonkinator wrote:Does this only apply to your own attacks, or can it be used on others as well?
70 AP for the first variant, 120 AP for the latter.
The latter. It is done.
Clonkinator wrote: 325 AP for a 50% chance.
It is DONE!
Clonkinator wrote:
Cimeries wrote:Premonition [00 AP]
Grohddin can foresee the moves of his enemies to some degree, and act upon them. +20 Avd.
240 AP.
What if I changed it to 10? 5?

I'll pass on Heighten for now, I just realized no one has any spells right now. Myself included.

Grohddin, Lizardfolk Seer [55] [Front]
Image
Image Health: 17/17
Image Mana: 09/09
13 Atk | 103 Hit | 11 Crt
04 Def | 05 Res | 60 Avd | 00 CrtEv
Weapon: Tribal Spear (7 Atk, 85 Hit, 5 Crt) [2h]
Back: [6/6] Javelins (5 Atk, 85 Hit, 0 Crt)
Torso: Light Chainmail (1 Def, 0 Res, 10 Avd)
Spoiler: Inventory & Status
Inventory [0/6]:
+ None


Spells:

Fate Magic:
True Strike [1 MP] [120 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.

Abilities:
Dance of the Hunt [325 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.

Traits:
Reptilian Blood
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.

Stats:
Strength: +6
Intelligence: +5
Skill: +6
Agility: +10
Luck: +0
Constitution: +4
Spirituality: +9

Background:
The Lizardfolk are a tribal people, living in desolate areas of the world, detached from other civilizations, and scattered across all lands. Lizardfolk devote their lives to sustaining their tribes. Some are born with a natural gift of fate magic, those are called 'Seer' by their people, and usually become community figures, shamans, and philosophers, who compliment their natural gift with focused studies to improve their power and the collective wisdom of their tribe, and future generations.

Grohddin is one such Seer. His gift of fate magic was discovered later than others. Most often, Seers are detected by their tribesmen at early infancy, and given to the elders for training, while some, just as Grohddin, are only discovered when they harness their abilities to compliment their everyday tasks.
Grohddin was a hunter for his tribe when the tribe elders discovered his use of natural fate magic to increase the efficiency of his hunting company. They took him in and trained him as a proper seer, but he had still retained his old skills of the hunt and the passion for combat.

Many years later, Grohddin's tribe became involved in a war of territory with another, more dominant tribe, and was consequently wiped from existence by their enemies. The few that survived either joined themselves with the victor tribe, or fled to other regions to seek their fortune on their own. Grohddin was one of those fortune seekers, moving to the city and becoming an adventurer, and a mercenary.

This did not last long, however. The hatred and discrimination he had to face during his life in the city have made his existence difficult, and the situation seemed to worsen from day to day. He had finally decided that his fortune is not to be found among mankind, and set out to leave.
:wink:
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Post by Shade »

Ditto wrote:What if rampage applies only to other people's criticals?
That at least removes the loophole, but still makes it too strong overall.
Ditto wrote:Martial Mastery: Hart is pretty frickin' big, and he uses that to his advantage. Things like body slamming enemies, throwing enemies at stuff, grabbing enemies, etc. have a higher chance of working and deal increased damage.
No need to make an ability for this; at Hart's size, that's kinda logical. I'll apply things like these even without an ability for it.

Cimeries wrote:
Clonkinator wrote:
Cimeries wrote:Premonition [00 AP]
Grohddin can foresee the moves of his enemies to some degree, and act upon them. +20 Avd.
240 AP.
What if I changed it to 10? 5?
15 Avd: 160 AP
10 Avd: 90 AP
5 Avd: 35 AP
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Post by Cimeries »

Grohddin, Lizardfolk Seer [25] [Front]
Image
Image Health: 17/17
Image Mana: 09/09
13 Atk | 103 Hit | 11 Crt
04 Def | 05 Res | 45 Avd | 00 CrtEv
Weapon: Tribal Spear (7 Atk, 85 Hit, 5 Crt) [2h]
Back: [6/6] Javelins (5 Atk, 85 Hit, 0 Crt)
Torso: Light Chainmail (1 Def, 0 Res, 10 Avd)
Spoiler: Inventory & Status
Inventory [0/6]:
+ None


Spells:

Fate Magic:
True Strike [1 MP] [120 AP]
Guides a blade across the strings of fate. As an attack is executed (or a spell is being cast, if it has a standard hit rate), add +25 Hit. This can be used as a secondary action.

Abilities:
Dance of the Hunt [325 AP]
Sap power from your foes as they attempt to defy fate. Whenever Grohddin successfully dodges an attack of any kind, there is a 50% chance that he recovers 1 MP.

Premonition [35 AP]
Grohddin can foresee the moves of his enemies to some minor extent, and act upon them. +5 Avd.

Traits:
Reptilian Blood
Being cold blooded, Grohddin is exceptionally vulnerable to low temperatures, and thus always takes 50% more damage from cold based attacks. However, his reptilian anatomy is resistant to venoms of many kinds, and as such, whenever he is affected by poison, there is a 50% chance that the poison has no effect on him.

Stats:
Strength: +6
Intelligence: +5
Skill: +6
Agility: +10
Luck: +0
Constitution: +4
Spirituality: +9

Background:
The Lizardfolk are a tribal people, living in desolate areas of the world, detached from other civilizations, and scattered across all lands. Lizardfolk devote their lives to sustaining their tribes. Some are born with a natural gift of fate magic, those are called 'Seer' by their people, and usually become community figures, shamans, and philosophers, who compliment their natural gift with focused studies to improve their power and the collective wisdom of their tribe, and future generations.

Grohddin is one such Seer. His gift of fate magic was discovered later than others. Most often, Seers are detected by their tribesmen at early infancy, and given to the elders for training, while some, just as Grohddin, are only discovered when they harness their abilities to compliment their everyday tasks.
Grohddin was a hunter for his tribe when the tribe elders discovered his use of natural fate magic to increase the efficiency of his hunting company. They took him in and trained him as a proper seer, but he had still retained his old skills of the hunt and the passion for combat.

Many years later, Grohddin's tribe became involved in a war of territory with another, more dominant tribe, and was consequently wiped from existence by their enemies. The few that survived either joined themselves with the victor tribe, or fled to other regions to seek their fortune on their own. Grohddin was one of those fortune seekers, moving to the city and becoming an adventurer, and a mercenary.

This did not last long, however. The hatred and discrimination he had to face during his life in the city have made his existence difficult, and the situation seemed to worsen from day to day. He had finally decided that his fortune is not to be found among mankind, and set out to leave.
Done for now it seems.

I'd like to know the AP for:
Quick Action
Once the order of action for all combatants is decided, move Grohddin one spot up on the list. If Grohddin is already first, he receives a bonus minor action.

Also, what if that bonus minor action would also cost 1 MP to execute?

Oh, and btw: http://en.wikipedia.org/wiki/Níðhöggr
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Post by Agent of Dread »

Linkfail. Does not like special characters it seems.
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