The First Fantasy [RPG] [OOC Thread]

Forum rules
THE FORUM GAME RULES - FOLLOW OR DIE
1. Please make the Forum Games have a sense! No dumb "Post 100 times", stuff like "The Vending Machine" is also posting and posting and is way better, no?
2. No dupes. Please do not create a bunch of RPGs. If you have an idea, ask a Staff member if it is unique enough.
3. Bumping is allowed, as long you follow the rules of the forum game.

Re: The First Fantasy [RPG] [OOC Thread]

Postby ParagonFall » August 2nd, 2017, 7:00 pm

Spoiler: show
Name: Mari

Gender: Female

Age: 17

Faction: Nebula Order

Backstory: Ever since he appeared in front of me 5 years ago... I decided then and there.
I'm not sticking around in pointless studies to be something boring. Time Rifters fought hard to keep Earth in orbit, Rifts making portals to worlds that don't belong. When I was cornered by a sudden opening of an S rank Rift, my role model decided to show me where I want to end up in life. A neon blue blur ended the monsters that cornered me. In an instant, he was there He turned around and looked at me, smirking.
"This close to a rift like this... Its already showing."
I looked down at a shard of glass, showing my reflection, my brown eyes turned neon blue.
"You're bound to be something like me." He said, jumping into the Rift, to an unknown world.
When I turned 16 I dropped out of school and immediately signed up for Rifter training. My run-in with the Rift mutated me, like it did to my Neon hero. Inhuman reflex and speed he remembered me when I ran into him again he gave me his old Rift Gear of his to show that he sees something in me, potential.
I took it with a smile as he patted me on the head,
"Jump in the first S rank Rift you see." he said to me.
So here I am.

Appearance: Has black hair tied in small red ribbons by the sides of her face, her hair tends to skim over her collarbone, the locks tied to the sides of her face almost touch her collarbone, about 5'0, tends to be a head smaller than most people, her eyes are usually Neon Blue, which changes to Blood Red under special circumstances, wears a hooded dark red cloak, hemmed with a Neon Red fabric, underneath the cloak, she wears standard issue Rifter uniform, made of the same armored fiber of her cloak, dark gray on the outside, blood red on the inside that usually peeks out, the blood red spots change according to what side she's using, the uniform is a gray blouse with red buttons Mari chose herself, along with a tie although its normally black, Mari decided to wear a red tie which doesn't really matter as long as she can fight, which rests in the middle of a red short sleeve jacket over the blouse, on the back displays a Neon Blue Null symbol (∅) which changes to red according to which side she's using. A generic gray skirt with armor weaving below that, with combat boots and thigh high socks to finish it. Generally, her hair, eyes, signs of red or blue, change to which side she's using.

Class: Time Rifter
Stats
Level 3
HP 550/550
MP 29/29
CP 80/100

Faction: Nebula Order

Cons - 6
Str - 15 + 3
Mag - 5
Res - 7 + 2
Spr - 6 + 3
Dex - 15 + 7

Equipment
Weapon - ReVamp
Stat Boosts: + 3 Str and + 4 Dex
The Black Katana Mari joined Nebula with, influences Mari’s thoughts and makes her act different ways.

Armor - Lifesaver
Resistances - None
Stat Boosts: + 2 Res, +3 Spr, +3 Dex, Grants Auto-Reraise
A high-tech vest from the Commonwealth that can shock its wearer back to life.

Skills

Bloodrage
Ap Cost 2
HP Cost 40%
Mari lets ReVamp taste her own blood, drawing her own blood with the blade. Changes ReVamp's boosts to +7 Str and +5 Dex Mari gains an additional 15% dodge chance but minuses Res and Spr by 3. Changes Eye color from Neon Blue to Blood Red.

Blood Vamp
Ap Cost 2
Mp Cost 8
Element: None
Damage Modifier 2x
Causes bleeding and heals Mari for 20% of the damage done. Ignores Lifesteal passive.

Blood River
Ap cost 2
Mp cost 6
Element: None
Damage Modifier 2x
Has a 75% chance to cause Severe bleeding making the victim take 25% of HP damage per turn.

Bloodline
Ap Cost 1
MP Cost 4
Damage Modifier 3x
Mari prepares to move at the speed of light, Essentially making her INIT 1 for 1 turn in a crimson red blur, Mari heavily injures or decapitates the enemy, by cleaving through them at light speed. Mari cannot dodge any attack in this state.

Passives

Inhuman Mutations - Mari's exposure to Rifts has heightened her Speed and Reflex, making her faster than the normal man, along with increased stamina. In combat, if Mari's Dex is higher than the opponent, she gains a 5% chance to dodge for each point higher than the opponent capping at 50% each attack landed on Mari increases the chance by 5% the chance to dodge resets after every successful dodge.

Lifesteal - 5% of Damage done to an enemy heals Mari.

Anomaly - Mari becomes an anomaly in her own world's timeline, if Mari takes 150% HP damage in one battle, Mari’s physical attacks gain an additional 1.3x damage modifier.


Player Made Status Effects or terms
Spoiler: show
Severe Bleeding - Target takes 25% of HP damage per turn.

Frostbite - Status effect that affects different limbs of a humanoid target Status effect that affects different limbs of a humanoid target, target can take a turn to warm up to heal the effects of Frostbite. If a Fire elemental attack targets the afflicted, all Frostbite effects are healed.

Frostbite Effects
Head - Lowered Magic Damage Modifier by 0.5 a 2x damage modifier for magic becomes 1.5x
Arms - Lowered Physical Damage modifier for each arm, lowers by 0.5x for each arm
Legs - Lowered Dex and INIT for each leg. Debuffs Dex by 15% for each leg
Torso - 10% chance to inflict Frozen Soul on Enemies, which makes enemies unable to move, unless thawed out or shattered. Attacking an enemy while frozen shatters them, dealing a bonus 2x Damage Modifier for Physical damage and an additional 1.5x Damage Modifier for Magical damage.

Hellfire Inferno - Target's Res is lowered by 20% and takes 10% of HP damage per turn, cannot be doused by water, or other normal means. Requires Esuna or something Similar to heal.


I made a Google Doc with Drafts and all!

https://docs.google.com/document/d/145sVvaJ6BaCVpWUNMafVynfjZM5Tm93xVnktA3gTVhg/edit?usp=sharing
Last edited by ParagonFall on November 4th, 2017, 10:39 pm, edited 13 times in total.
"All the world needs is me. I got my values... so you can keep yours, all right?"

"If we don't clash, we don't change... The World Ends at my Borders!"
User avatar
ParagonFall
Guardian to Glitch Castle

 
Posts: 3
Joined: August 2nd, 2017, 10:58 am
Location: Zenoia

Thumbs Up given: 0 times
Thumbs Up received: 0 times

Re: The First Fantasy [RPG] [OOC Thread]

Postby Venexis » September 2nd, 2017, 6:59 pm

Venexis: show
Name: Ven
Sex/Gender: Male
Age: 26
Faction: Crystal
Element: Poison
Appearance: 5'10", short dark hair, blue eyes, and glasses. Although relatively tall, he's skinny. Wears a labcoat and is very clearly a nerd.
Backstory: A chemistry major, it's perhaps not very surprising that Ven would awake one day with a newfound magical affinity for the manipulation of toxins, medicines, and everything in between. While others panicked at the appearance of the crystals and the power they brought, Ven simply saw it as an immensely powerful tool to augment the work he was already doing. Although the ability to kill with a single touch was not one he had asked for or ever dreamed of possessing, careful experimentation eventually revealed ways to do great good for the world, too. With colleagues aligning themselves to the Nebula Order out of fear of misuse, Ven defected to Crystal instead, believing that power itself is not an evil thing- for every mage who dares use their ability for destruction, hundreds more will rise up and put a stop to it. He fully intends to be one of them, and demonstrate that the future will be better for having magic in the process.

Level: 3
Class: Chemist
AP: 3
CP: 180
HP: 575
MP: 38

Stats:
CON: 9
STR: 6 [+4]
MAG: 13 [+10]
RES: 8
SPR: 12 [+4]
DEX: 12

Equipment:
  • Lab Coat- the height of nerd fashion, this snazzy white coat is made of a heavy fabric that protects its wearer from spills or contaminants as well as slightly moderating extreme temperatures. It also has pockets.
    • -50% Poison damage
    • -10% Ice/Fire damage
    • +4 SPR
    • Looks really cool.[Citation needed]
  • Nucleus- A poisonous purple mace with a head that resembles a nucleus.
    • +4 STR
    • +10 MAG
    • Allows the use of Bio.

Skills:
  • Poison
    • MP Cost: 8
    • Element: Poison
    • Damage Modifier: 2x (1x if targeting every enemy)
    • Description: Poisonous bubbles engulf one target and inflicts Poison, causing the target to lose 5% HP per turn.
  • Bio
    • MP Cost: 16
    • Element: Poison
    • Damage Modifier: 3x
    • Description: Toxic gels that flood the opposing party and inflict Poison, causing the targets to lose 5% HP per turn.
  • Cure
    • MP Cost: 6
    • Element: Light
    • Damage Modifier: 2x (1x if targeting every ally/enemy)
    • Description: Pure energy that remedies wounds. Can be spread to cover more targets, at the cost of potency.
  • Esuna
    • MP Cost: 4
    • Element: Light
    • Damage Modifier: 0x
    • Description: Remedies one target's status aliments.
  • Cleanse
    • MP Cost: 8
    • Element: Light
    • Damage Modifier: 0x
    • Description: Soothing energy wafts around the party, lifting status aliments.
  • Osmose Blade
    • MP Cost: 0
    • Element: None
    • Damage Modifier: 1x
    • Description: A draining strike that also restores MP equal to 2% damage dealt.
  • Paralyze
    • MP Cost: 12
    • Element: Poison
    • Damage Modifier: 0x
    • Description: A curious variation of a poison spell that targets an enemy's muscles, rendering them unable do anything for 1 turn.

Passives:
  • Chemical Flasks- stores of chemical that Ven uses alongside default attacks to increase their potency. Some are beneficial for allies, and some are best reserved for enemies.
    • +25% Poison damage on enemy targets
    • +10% healing effectiveness on allied targets
    • -25% MP cost on Poison/remedial spells
  • Refresh
    • Restores MP by 5% each turn.
Last edited by Venexis on December 13th, 2017, 5:48 pm, edited 1 time in total.
Spoiler: show
Image
10/10, thanks FrozenFire :3

Or add me, at Venexis#9902.
User avatar
Venexis
Prophet of Shadowsquid

 
Posts: 1342
Joined: August 19th, 2009, 7:15 am
Location: Headquarters of EVIL! And definitely NOT my garage... Nope...

Thumbs Up given: 89 times
Thumbs Up received: 211 times

Re: The First Fantasy [RPG] [OOC Thread]

Postby Emperor M » October 2nd, 2017, 5:08 pm

Spoiler: show
Character

Vitrus Lucide
Sex/Gender: male
Age: 19
Faction: Crystal
Element: Earth

Appearance: Average height and slim build, short spiky black hair, gray eyes. Wears a heat resistant leather jacket over a pair of jeans gray and a t-shirt with a fractured glass design, and carries his staff strapped behind his back. Wears thick gloves made to resist heat as well
Backstory: Born from two chinese (Han/Hun, whatever it is in english, if you really want details) parents, who moved to Lop Nor in Vitrus’ youth, hoping to find a safe haven from the war. He grew to be an earth elementalist, and left the warring states in his youth to travel the world. One day, he came across the shard of a fire crystal in the middle of nowhere, which he somehow absorbed and gained the power of. Quickly enough, Vitrus came to combine the two elements at his disposal, fire and earth, to create glass magic, his own special type of magic. Later, upon realizing the state of his home, he vowed to aid his people in times of need. Armed with his glass making tools and a fire enhanced jacket, he joined the Crystal order in the goal of preserving the earth crystal in Lop Nor

Level: 3
Class: Vitromancer
CP: 0
AP: 1
HP: 500
MP: 56
INIT: 23+ 1D10

Stats:
CON: 4
STR: 0
MAG: 18 (+15) = 33
RES: 4 (+3) = 7
SPR: 10 (+3) = 13
DEX: 18 (+5) = 23
Equipment:

Vitraille - T2 weapon
Element : None
+9 MAG, +3 RES, 25% to parry spells
Description : A hollow mythril staff Vitrus uses to blow glass. Can be used to parry attacks and spells.

Hephaestus jacket - T2 clothing/armor
Element : 20% Fire
+5 DEX, +6 MAG
Description : A heat resistant leather jacket Vitrus wears when manipulating molten glass. Enchanted with the power of the fire crystal

Spells:

Heat
AP Cost: 1
MP Cost: 6
Element: Fire
Damage Modifier: 2x
Description: Increases the heat of an enemy, dealing fire damage. Single target. Gives enemy 25% weakness to fire for two turns

Sand
AP Cost: 1
MP Cost: 6
Element : Earth
Damage Modifier: 1.5x (1x if targeting all enemies)
Description: A stream of sand that buffets enemies. Can be AoE if desired. Gives a 25% miss chance to enemies hit (10% if targeting all enemies) for 1 turn

Glass wind (base glass spell, glass)
AP Cost: 1
MP Cost : 8
Element : None
Requirements: Sand, Heat
Damage Modifier : 2x (1.0x if targeting all enemies)
Description : The user combines sand and fire magic to use glass magic, magically firing a flurry of glass shards at an enemy, or at the entire enemy party. 25% chance of bleeding enemy (10% if AoE). The user can make mundane glass objects with time.

Glass Storm (direct upgrade from glass, essentially glassara)
AP Cost: 2
MP Cost : 16
Element : None
Requirements: Sand, Heat, Glass wind
Damage Modifier : 3X
Description : The user combines sand and fire magic to use glass magic, magically creating a whirlwind of glass shards hitting all enemies. 25% chance of bleeding enemies

Plasma
AP Cost: 1
MP Cost: 10
Element: Lightning
Modifier: 2X
Requirements: Heat
Description: By overheating the air, the user creates a small orb of plasma, damaging the enemy. Ionizes the enemy, causing it to gain a -15% lightning resist as well as magnetizing it, causing for any flying/floating/levitating and such enemies to be dragged down down to the earth

Glass wall
AP Cost : 1
MP Cost : 16
Element : None
Modifier : 1.5x
Requirements : Heat, Sand, Glass
Description : Creates a wall covering a single player. The wall has 1 HP and will get destroyed upon getting hit by a physical attack, but reflects all magic randomly back at the enemy party. If the wall is broken, the enemy takes damage from the shards sent flying.

Osmose
AP Cost: 1
MP Cost: 0
Element: Neutral
Damage: (MAG^2 - SPR^2)*0.03, minimum 1, targets MP.
Description: Drains one target's MP and adds it to your own

Passives :

See through
CP cost : 100
The user has significantly reduced aggro at full HP (More than lovable). After taking damage, the Vitrus is "cracked" and loses this buff

Light refraction
CP Cost : 100
Description : The user’s body refracts light, causing the enemy to have a chance to miss physical attacks. Scales on [(User’s DEX*2)-(Enemy’s DEX)] Upon dodging (stacks), the refraction grows stronger, giving a +15% chance, but the user takes 20% more damage on the next attack (does not stack), due to the concentration necessary to keep up the dodging. Upon being hit, the chance and damage return to normal.

Glass Prism
CP cost : 100 CP
Requirements : Glass (duh)
Vitrus may, if he wishes so, imbue his all of his Glass skills with the light element. Grants 25% light resistance


Spoiler: show
Coming soon. Ignore this, Peter

Passive aggressivity
100 CP
Description : (See : Return to form)

Glass Tempest
AP Cost: 4
MP Cost: 24
Element : None
Modifier : Target - 4.5x; AoE - 3.5x
Requirements : Glass storm
Description : User unleashes a torrent of glass shards at the enemies, ripping into them. The damage is concentrated on a single target, while the rest of the enemies take AoE damage. The stream of glass has a 100% bleed chance for the target, and 50% for all other enemies.

Glass body passive tree (working on it):
Glass muscles
CP cost: 100 CP
The user’s muscles become weakened, brittle enough to shatter if the user attempts to attack an enemy with brute force.
User cannot use any physical attacks.

Glass skeleton
CP Cost: 100 CP
The user’s bones are very brittle, shattering easily. User takes 10% more damage from all sources.

Glass skin
CP cost : 100 CP
The user’s skin is replaced by a reflective layer of glass, which is easy to break but partially reflects energy based attacks.
Take 125% damage from physical attacks, take 75% damage from magic.

Glass organs
CP cost: 100 CP
The user’s organs are turned to glass, making the user, somehow, able to operate without those organs. Poison no longer affects the metabolism either.
Cannot be crit. Has 25% poison resistance and immunity to poison status effect.

Glass blood
CP cost: 100 CP
The user’s blood is replaced by a sort of glass blood containing magic energy, that prevents the user from bleeding User has a 5% mana regen passively, thanks to the magic flowing through the user’s bloodstream. Immune to bleeding and blood based effects (See : Mari)

Glass brain
CP cost: 100 CP
A transparent glass brain helps clear the mind, and increases the brain’s processing time. Immunity to charmed, confused, manipulated, and other mind based effects. Gives the user Analyze

Glass nerves
CP cost: 100 CP
The user’s nerves are turned to glass, causing them to become more brittle, but also enhance the user’s senses by using the nerves as optical wiring. User takes 10% more damage, boosts the user’s reaction time (DEX) by 20%

Glass heart
CP cost: 100 CP
The user’s heart is turned to glass, causing the user to naturally regenerate HP, and causing healing to become more efficient. The user recovers 5-10% of MHP per turn, and healing heals for 150%.

Glass soul
CP cost: 300 CP
Magic flows through the user’s body as easily as light does through glass. The user gains a permanent +1X modifier for every crystal they’ve visited and visits, thanks to the residual energy the glass soul accumulated.
(End of glass body tree)

Water
AP Cost: 1
MP Cost: 3
Element: Water
Damage Modifier: 2x (1x if targeting every enemy)
Description: A mere burst of water conjured out of thin air.

Dualcast
CP cost: 300
Description: OP passive that lets you use two spells at once.

Hourglass
CP: 100
Requires: Glass, Sand
If the user’s Dex is above X, gain an extra move on your turn. By the power of a magical hourglass that apparently feeds on your speed to slow down time or something. This is a RPG, not science class

Prince Rupert's drop
AP Cost : 1
MP Cost : 14
Requirements : Heat, Glass, Water
Element : None
Description : The user encases an ally in an oversized Prince Rupert's drop. It is immune to single target physical damage, but instantly shatters upon any other type of damage (protecting the user against that attack, but shattering). Allied attacks can pass through by some miracle of nature meant to balance this skill
Emperor M
Posting is Overrated

 
Posts: 0
Joined: June 17th, 2017, 8:30 am

Thumbs Up given: 0 times
Thumbs Up received: 0 times

Re: The First Fantasy [RPG] [OOC Thread]

Postby Megar » October 23rd, 2017, 6:18 am

Momo-tan!!


future skill list coming soon
User avatar
Megar
Follower of Razputin

Error contacting Twitter
 
Posts: 2482
Joined: December 31st, 2009, 3:08 am
Location: On the Steel Ball Run

Runolympics 2015 Winners

Thumbs Up given: 42 times
Thumbs Up received: 147 times

Re: The First Fantasy [RPG] [OOC Thread]

Postby Teutonic » November 24th, 2017, 6:42 am

Teutonic
Guardian to Glitch Castle

 
Posts: 12
Joined: September 11th, 2017, 2:19 pm

Thumbs Up given: 1 time
Thumbs Up received: 1 time

Re: The First Fantasy [RPG] [OOC Thread]

Postby Megar » December 8th, 2017, 4:56 pm

'Luana'


don't talk ♥♥♥♥ about this being my third character or I'll deck you
User avatar
Megar
Follower of Razputin

Error contacting Twitter
 
Posts: 2482
Joined: December 31st, 2009, 3:08 am
Location: On the Steel Ball Run

Runolympics 2015 Winners

Thumbs Up given: 42 times
Thumbs Up received: 147 times

Re: The First Fantasy [RPG] [OOC Thread]

Postby ParagonFall » December 16th, 2017, 10:21 pm

Spoiler: show
Nia “Deadeye” West

Appearance
Her hair is a light shade of beige, which goes down to two frilly pony tails, her right eye is visible but
her left eye is covered by bangs along with an eye patch, with a western hat to top it off. Her clothes consist of a small black and white poncho that is furry, along with a small. The shirt is the same, her midriff is exposed- essentially her torso is the same, but her gloves fit more tightly. She wears blue denim shorts, along with a bhe same belt with a fitted holster, wears a black garter finishing it o f with high heeled cowboy boots. Overall, scantily clad.

Gender - Female

Age - 21

Faction - Nebula Order

Class - Gunslinger

Equipment

Western Ocelot
Boosts - +8 Str +6 Dex
6 Clip.
The revolver inherited from her Father. Shoots people efficiently. Has a 25% Chance to earn a stack of 12 o’Clock each turn. With the 25% chance from Western Mix-Up, the total percentage chance to gain a single stack is 50%

Western Mix Up
Boosts - +10 Dex + 1 Spr + 1 Res
A mix up of her Dad’s old hat, eyepatch, shorts of her Mom, and tied up shirt. Has a 25% Chance to give a stack of 12 o'Clock each turn. With the 25% chance from Western Ocelot, the total percentage chance to gain a single stack is 50%

Level 4
HP - 688/688
MP - 30/30
Clip - 6/6
AP - 0
CP -

Stats

CON 8
STR 16 + 8 (24)
MAG 6
SPR 8 + 1 (7)
RES 8 + 1 (8)
DEX 14 + 6 + 10 (30)

Skills

Fan Fire
AP Cost - 3
MP and Clip Cost - 10 and 3
Damage Modifier 2x
Hits the enemy 3 times.

Draw!
Ap Cost - 2
Mp cost and Clip Cost - 6 and 1
Damage Modifier 3x
Lock an enemy to target you instead of anyone else, ignore INIT, this move always locks someone. Take the last digit of both Nia’s and The enemy’s Base Dex, roll a D10 and whoever is highest attacks first. If the enemy is killed by Draw!, gain an additional stack of 12 o’ Clock. Dodge Chances from any source can let Nia dodge the attack performed by the enemy.

Osmose Shot
Ap Cost - 1
Mp Cost and Clip Cost - 0 and 1
Damage Modifier 1x
Gun equivalent for Osmose Blade.

High Noon
Ap Cost 3
Mp Cost and Clip Cost - 12 and 1 to maximum Clip Size for equipped gun.
Damage Modifier - 2x
Targets all enemies with a quick shot. For each enemy hit, have a 30% chance to gain a stack of 12 o’Clock, and an additional stack of 12 o’Clock is gained for each enemy killed.

Refresh Load
Ap Cost 3
Reloads Clip and restores 30% of MP.

Passives

100 Corner

12 o’ Clock - Gives Nia the ability to gain 12 o'Clock stacks, 12 o’clock stacks give Nia the ability to dodge, Dodge chance increases by 5% for each stack. Gain stacks by special reasons or by dealing the final blow to an enemy. Caps at 15, stacks start to decay after two turns of not gaining a stack. Start with 5 when entering a battle at 12 o’clock. Applies for Physical and Magical damage.

Mind of Their Own - All bullet attacks now have a 50% Chance to Ricochet off its target and deal half of the damage done to the first target, to a random enemy unit.

200 Corner

Western Spirit - Nia cannot equip any other weapon besides cylinder based guns (Revolvers and a gun like the MTs-225) or lever action guns, and gains a unique gauge, Clip. Clip is basically how many bullets are left in the gun before Nia needs to reload, the type of reload Nia does may have special effects on them. Nia is given a 60% Critical chance with the firearms mentioned above as a result of having a lot of experience with them, a critical hit grants the attack an additional 1.5x Damage Modifier.


https://docs.google.com/document/d/151-AhY_Wtn53QW4L-qcsOVmYToEVw3L6z4qt8XnFNMg/edit?usp=sharing
"All the world needs is me. I got my values... so you can keep yours, all right?"

"If we don't clash, we don't change... The World Ends at my Borders!"
User avatar
ParagonFall
Guardian to Glitch Castle

 
Posts: 3
Joined: August 2nd, 2017, 10:58 am
Location: Zenoia

Thumbs Up given: 0 times
Thumbs Up received: 0 times

Previous

Return to Forum Games