I can always let Zaria think about the past. She is adventering around the world so she cab start at any point
I’m not exactly sure about what I’d like to add, but I’m using Erik to help develop his character. Maybe try to have very varied scenes? Also, we may want to specify a few things, like the names of family members and such. Also, just know that my character can be a bit harsh, so please don’t take anything personally!
Alright, I'll try to keep up with the requests that you guys have in mind. Are there some people you guys would like to see added into the story at the right time just to affect the characters you guys have in many ways or should we leave that to be discussed another time? Just as an announcement, I may start the thread by tomorrow or later today
Ad long as ya ping me. I tend to forget to check it. Ah yes maybe only some cjaracter of the kingdom I mentioned. But im also capable to do them myself
I’m not sure. Maybe just try to have some very varied characters? Also, a quick warning: I may not be as free as usual, so I may be a bit slow when replying. Sorry!
Since the two of your characters come from different kingdoms, where shall our characters meet? At Invidia or at Airenia?
@Tala @ChocoChicken I think I forgot to mention some things regarding your character's classes, so my apologies for that! If you think there are some things that make a class' advantages too overpowered, please tell me! Class Advantages Sword Master - Can retaliate when attacked (chosen by random) - Group attacks by enemies result in higher chances and powerful retaliations. Knight - Cannot get affected by status conditions because of armor - Minus 20 points of damage every time White Mage - Heals entire party when he/she gets defeated - Recover from status conditions instantly after a battle Black Mage - Deals magical damage to enemies when defeated - Attacks deal 20 more damage when affected by status conditions Ranger - 1st normal attack in a battle always lands - Attacks deal 10 more damage in forests Ninja - Evasion counters are increased from 1 to 2 (basically this means that in a random number generator, enemies must get the number 3 if they want to land a hit.) - Enemies can never land a critical hit on this class Another thing is that your characters are free to change classes anytime they wish as long as the party has defeated someone who bears one of the classes listed above.
Having 2 boosts for the Knight seems kind of unfair when all the others have 1. Maybe have them lose the ability to withstand status effects, or give all the others boosts as well?
I'll try thinking of more logical advantages to each class since my main goal is really to give each class 2 advantages. ^^ EDIT: I think I've given all of them 2 advantages now
Thanks for taking my suggestion! This RP has been amazing so far, and I can't wait to see where it goes!
Thank you! I'm glad you're enjoying the RP so far! It's going to be a long way, but I'm sure we and our characters can do it
Here are the new abilities our characters can use! Abilities (Level 2): Swordmaster [-20P] Barrier Break - Deal damage and decrease your opponent's defense for two turns. (Plus 20 points of damage) [-30P] Sword Dance - Ensure that the next attack will result in a critical hit. [-40P] Doubled Effort - Deal two times the damage of a normal attack. Knight [-15P] Shield Barrier - Increase your team's defense heavily for two turns. (Minus 30 points of damage) [-40P] Crescent Moon - Deal damage to all of your enemies. [-50P] Judgement - Deal three times the damage of a normal attack but lose the opportunity to move for 2 turns. White Mage [-15P] Protect - Increase you or your allies' defense for two turns. (Minus 20 points of damage) [-15P] Shell - Increase you or your allies' chances of evading status conditions for two turns. [-20P] Garu - Deals a small amount of Wind damage. May leave enemies Confused. Black Mage [-10P] Silence - Prevent an enemy from using magical moves for two turns. [-10P] Poison - Poison an enemy. [-10P] Sleep - Put an enemy to sleep. Ranger [-20P] Weaken - Deal damage and decrease your opponent's defense for two turns. (Plus 20 points of damage) [-30P] Lock-On - Ensure that the next attack is a critical hit. [-20P] Flaming Arrow - Deal fire damage. May leave the enemy with Burn. Ninja [-20P] Shadow Self - Create a clone that the enemies will attack, sacrificing 10% of your health. (Clone will disappear once you attack) [-15P] Pierce Armor - Decrease your opponent's defense for two turns. (Plus 40 points of damage) [-30P] Shadow Strike - Deal two times the damage of a normal attack if Shadow Self was used last turn. If not, deal normal damage.
Nice abilities! A quick question though - is there a limit to how many abilities used in a battle or something? Battles may be over too quickly if a character could just spam Crescent Moon or Doubled Effort and not attack normally, which would weaken them a lot. Even I've been spamming a lot of abilities in past battles.
I haven't really thought about it that much until now. We could add some sort of meter like the ones our characters have for health and make it so that once it runs out, our characters will have to stick with using normal attacks. I think that would be good for the Mages too since they will definitely have power hungry moves but the moves definitely pack a punch and spamming them can take out the fun from battles. ^^ If that happens, I might add power costs for our abilities if the idea works with everyone