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Your Character(s) as Party Members in an RPG


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Or to be more exact... Your characters as if they were apart of any traditional RPG with turn based battles. Mind you this is purely for fun and does not need to be 100% to your character at the time.

 

The format is in the spoiler and hopefully we can get some cool characters. I wanna see how you treat your characters :3. Will they be secret characters? Story characters? Or just fun characters done through really elaborate ways like getting a million MGP at the Gold Saucer?

 

 

Character Name:

Picture:

Starting Level: (100 is max, Min is one)

Intended role: 

(Optional) Obtain condition:

 

--- Stats --- [Total stats cannot exceed 40 points. 10 is max each stat]

HP: 

Physical Strength: 

Magical Strength: 

Physical Defense: 

Magical Defense: 

Speed: 

Total:

 

--- Abilities --- [Physical Abilities here]

Level=Ability (type) [short explain] -Limit Break- (only one)

--- Spells --- [Magical abilities here]

Level=Magic (type) [short explain]

--- Special Trait --- (One trait 'hidden' for the character)

 

 

Examples below

 

Character Name: Doll #401 (Aka: Quint)

Picture:

 UEI3cXu.jpg

Starting Level: 30

Intended Role: Support

Obtain condition: Must complete Sidequest [Heart of a Doll]

 

--- Stats --- 

HP: 8

Physical Strength: 2

Magical Strength: 10

Physical Defense: 2

Magical Defense: 10

Speed: 5

Total: 37

 

--- Abilities --- 

None

 

--- Spells --- [Magical abilities here]

30: Magma Shot (Offensive) [Fires a ball of Magma for Fire and Earth Damage]

30: Icewind Gale (Offensive) [surrounds the target in an icy twister up to five turns]

30: Thundering Storm (Offensive) [Calls a rainstorm to dampen targets then hit them for Lightning Damage]

30: Soothing Mist (Healing) [Cures all status ailments on party members]

30: Purified Earth (Healing) [Heals allies overtime]

30: Magic Amplification /Element/ (Support) [boosts one of six element abilities effects and damage]

45: Aether Siphon (Support) [steals Aether/Mana from the target and evenly distributes among the party]

50: Tri-beam (Offensive) [Fires a concentrated beam of Lightning, Fire and Ice element]

65: Thundering Obelisk (Offensive) [Calls forth stone pillars that shoot Lightning on all foes]

80: Nullification Aura (Support) [Negates spell use on the opponent for one turn. High chance of failing if used continuously in a single battle]

100: Meteor (Offensive) [Calls down a Meteor from the sky to strike for Unaspected Damage. Takes half health from user]

 

--- Special Trait --- 

Immune to all status conditions and buffs

 

------------

Character Name: Arala Makeo

Picture: 

oh1nFL8.png

Starting Level: 5

Intended role: Defense

 

--- Stats --- 

HP: 8

Physical Strength: 9

Magical Strength: 3

Physical Defense: 8

Magical Defense: 8

Speed: 4

Total: 40

 

--- Abilities --- 

5: Quickstrike (Offensive) [Hits target with a faster swing.]

10: Taunt (Defensive) [Draws attention to the user for two turns. Continuous use ends in failure]

15: Shield Slam (Offensive) [uses her shield to strike the opponent. Small chance to stun]

25: Sweeping Strike (Offensive) [Hits multiple enemies with her sword]

30: Cover (Automatic Defensive) [Will intercept damage for friends]

45: Bastion Stance (Defensive) [Reduce all incoming damage by half for a turn]

45: Counter (Automatic Defensive) [small chance for Arala to block an attack and return the strike at 1.5x the damage]

55: Die by the Sword (Buff) [increase all Physical Damage by user for five turns]

70: Tri-Slash (Offensive) [strikes a foe three times. Increases threat] 

80: Omni-shield (Attack and Defense) [Creating copies of her shield, Arala bombards the enemies with eight shields and casting both shell and barrier on her party] -Limit Break-

 

--- Spells --- 

50: Cure (Healing) [Restore some health to a target]

70: Shield Wall (Defensive) [blocks incoming attacks for a turn]

100: Raise (Healing) [Revives all dead party members back to half health. 100% mana required]

--- Special Trait --- 

Has a Limit Burst Form unlocked through Sidequest [The Witch Must Burn]

 

wJ2RJYw.png

 

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Ah heck I love scribbling up stuff like this~

 

Character Name: Arblis Ellhis

TtpuSw4.png?1

 

Starting Level: 4

Intended role: Disruptor

Obtain condition: Talking with nonessential NPCs increases a hidden counter. At certain points, events will appear that lead to being able to recruit Arblis.

 

--- Stats ---

 

HP: 7

Physical Strength: 6

Magical Strength: 5

Physical Defense: 5

Magical Defense: 6

Speed: 8

 

Total: 40

 

--- Abilities ---

8: Skirmish Sweep (Attack) [High-initiative attack that reduces damage dealt to Arblis by the target]

16: Rushdown (Attack) [Low damage, stuns and blinds the target]

24: Harrying Tempest (Attack) [Three weak hits- Criticals have an increased chance to trigger on-attack effects]

28: Combat Passion (Auto-Support) [upon dealing the finishing blow or getting a critical hit, Arblis gets a random beneficial status effect]

36: Cry of Conviction (Support) [inflicts MP damage and Fear on a group of foes]

40: Siphoning Strike (Attack) [Damages and reduces a selected stat, and boosts that stat for Arblis. Criticals affect all stats instead of just one]

48: Soul Rend (Attack) [Deals increased damage for each debuff and ailment on the target. Reduces the duration of damage-over-time effects on the target, but proportionally increases their damage per tick]

50: Upheaval (Support -Limit Break-) [Restores some of party's HP/MP, cures debuffs and ailments, and applies at least one debuff or ailment to each enemy- effects a foe is immune to are never chosen]

60: Guts (Auto-Defense) [Chance to survive a lethal attack with 1 HP]

70: Furious Impact (Auto-Support) [Attacks have a chance to cast one of Arblis' (Support) skills]

80: Parley (Attack..?) [Attempts to convince a foe that this fight really isn't worth it.]

100: Relic Speaker (Auto) [All Equipment has an additional hidden perk when worn by Arblis. (I.E. Bonus effect on hit, added elemental/status resist)]

 

--- Spells ---

4: Scan (Support) [shows incredibly important flavor text on a foe. Also shows notable strengths/weaknesses/abilities]

12: Dispel (Support) [Removes ongoing magic effects from the target. Cannot be Reflected]

20: Unstable Edge (Support) [Target ally's attacks have a chance to inflict the 'Instability' damage over time effect. If triggered on an enemy who already has Instability, the debuff's strength increases greatly]

32: Unnerving Analysis (Support) [Acts as Scan, plus creates a new weakness / reduces specific stats / locks specific skills on the target. Effect differs per foe. Cannot miss.]

44: Astra (Support) [Prevents the next status effect that would hit each party member]

90: Runic Curse (Support) [Places a trap around an ally- foes attacking the target are first subjected to a powerful Curse+Slow+Paralyze attack. Chance to break after each trigger]

 

--- Special Trait ---

Has a chance each turn to break out of negative effects, including most normally-incurable fancy fight mechanics.

 

 

Okay so I had more fun thinking about mechanics I'd want to see than stuff that'd fit the RP character but OH WELL. At least some of it is accurate to Arblis. xD

It was fun. I'd put her in my party for sure.

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[align=center]AVERILL ROOKS[/align]

 

 

[align=center] Averill_Rooks_WARfull.jpg[/align]

 


Joins at level 30.

 

Averill is a strong physical attacker with a breadth of hard-hitting skills. His primary focus is on single target damage, locating the biggest baddie and cutting them down to size with brutal efficiency, but his ability pool extends to some group target physical skills.

 

Initially encountered squaring up against a ferocious beast, the player is given the option of stepping in to assist the lone savage. The initial fight plays out as a three-sided battle, with Averill as a secondary target who focusses the boss, but unleashes area-of-effect attacks against every combatant. If the beast is killed, Averill will stalk off with nary a word of thanks.

 

Encountered again, this time against a stronger boss, the player must work with an enraged Averill to tackle the creature. If he survives the fight, he will thank the group again, revealing something of his story before leaving.

 

The final encounter sees the group take on Averill as his own boss, his abilities run rampant and twisting him into the monstrous beast, The Rasping. If it is defeated, Averill will beg the group's forgiveness for his failings and offer his axe as the only form of apology he is capable of.

 

Base Stats:

HP: 8

Physical Strength: 10

Magical Strength: 2

Physical Defense: 5

Magical Defense: 2

Speed: 7

Total: 34

 

Usable Equipment:

Weapons: Axes, Clubs, Swords, Greataxes, Greatswords, Polearms, Scythes

Armor: Clothing, Light Armor

 

--- Abilities ---

30 = Dual Wield: Character can comfortably equip two one-handed weapons with none of the inherent drawbacks.

30 = Auto-Enrage: Inflict berserk on the user when their HP falls below 40%.

30 = Mad Rush: Heavily damage one enemy. Low accuracy.

30 = Challenge: Marks the foe with the highest HP (highest level in case of a tie) for five turns. All physical attacks the user inflicts on the marked foe have a 20% damage boost.

34 = Counter: Chance to attack when damage is taken.

37 = Choke: A single-target attack that lowers an enemy's strength and deals wind damage over time.

42 = Onslaught: Attack target three times.

46 = Ravage: Attack all foes.

52 = Brutalize: A heavy attack against target foe, and deals damage to adjacent targets.

54 = Boost: Boost the user's attack for three turns.

58 = Unchained: Inflict unchained on the user, boosting physical damage by 30% and causing them to use random physical skills.

66 = Tailwind: Boost the party's speed by 10% for three turns.

70 = Heavy Arms Mastery: Character can wield two-handed weapons with one hand.

80 = Savage Rage: When berserked or unchained, add a 25% chance to deal an additional attack after every physical skill.

90 = Scythe Mastery: Scythes now deal 20% damage to adjacent targets.

 

 

---Limit Break---

 

 

Tempest Breaker = A massive physical and wind strike against all targets.

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*Gigglesnort* This was fun

 

Character Name: Sun'ra Zhawn

Picture:ffxiv_04162016_075442.png

Starting Level: 46

Intended role: Assassin/Debuffer

Obtain condition: Complete Side quest [The Enemy of my Enemy is my... Frenemy?] after defeating him in three optional encounters.

 

---Stats --- 

HP: 9

Physical Strength: 10

Magical Strength: 3

Physical Defense: 7

Magical Defense: 1

Speed: 10

Total: 40

 

---Abilities --- 

46: Dirty Blades (Enchantment) [Laces each of his daggers with a random status-infliction(Paralysis, Poison, Sleep, Slow, Confusion, Blind) with a 25% to take effect per hit.]

46: Bola Throw (Debuff) [Throws Bolas at target's legs, Incapacitating them for 1 turn]

46: Strangulation (Offensive/Debuff) [uses garrote wire to strangle target, silencing them for 1-5 turns]

46: Loosen Up! (Buff) [increases his accuracy and evasion by 10% for 3 turns.]

50: Eau de Traître (Debuff) [spritzes a rare perception altering chemical in a target's face with a 50% chance of Charming them to attack their allies for 1-3 turns.]

55: Double Team! (Offensive) [On the next turn, in addition to his regular turn, attacks immediately following another character, doing 1.5x normal damage]

60: Miasma Bomb (Debuff) [Throws a poisonous smoke bomb towards target group, 50% chance to Blind each for 1-5 turns and inflicting Poison]

65: Gimmie Dat! (Phase) [Once every round for 5 rounds, Sun'ra interrupts a random target's attempt at item usage, stealing it and using it himself.]

70: Prey on the Weak (Trait) [Automatically focuses on enemies with less than 25% HP, doing 1.5x damage with every attack]

75: Share the Bloodlust (Buff) [Rallies an ally to gain x2 damage against targets with less than 25% remaining HP]

80: Don't Stop the Bleeding (Offense/Debuff) [strikes the target with daggers laced with a special healing inhibiting poison, reducing item and magical healing to the target to 1/3 the normal amount]

85: Blade Dancer (Counter/Debuff) [Goes last in round,parrying every physical against him and disarming the attacker, reducing their damage by 75% for 1-5 turns]

90: Shadow Strikes (Offensive/Debuff) [Vanishes from field for 1 turn, then strikes randomly from behind at all targets on the field for 75%, 50%, 25% chance of causing Incapacitate to each for 1-5 turns per target]

95: Terminal -Limit Break- (Offensive) [strikes a single target for 80% of their maximum health]

 

---Spells ---

46:Touch of the Elements (Enchantment) [imbues daggers with a low-level elemental enchantment, increasing the damage of that particular element by 5% for three turns.]

 

---Special Trait ---

Sticky Fingers: Every successful strike against a target steals 35% inflicted damage as currency.

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Character Name: Virara

Picture:

Starting Level: 32

Intended role: Assassin

(Optional) Obtain condition: Begin quest line "The Scent of Apricot Blossoms" by searching behind the building in the foreground in the first screen of the alleyway behind the Quicksand in Ul'dah. Complete quests in sequence until you reach Limsa Lominsa and begin the quest "Letter From Home." She will join the party as a provisional member at lvl 32 and give you access to the optional battle "Push Hands." Abandoning the quests issued from then on will release her and you will not have access to Virara until you approach her to restart the quest. She joins permanently after completing quest "???"

 

--- Stats --- [Total stats cannot exceed 40 points. 10 is max each stat]

HP: 6

Physical Strength: 10

Magical Strength: 1

Physical Defense: 8

Magical Defense: 6

Speed: 9

Total:

 

--- Abilities --- [Physical Abilities here]

Level=Ability (type) [short explain] -Limit Break- (only one)

--- Spells --- [Magical abilities here]

Level=Magic (type) [short explain]

 

--- Special Trait --- 

Inner Chaos: All healing spells at 0.5 effectiveness. Upon becoming the target of a spell, 10% chance of the following stacking buff being applied: Virara gains 1 stack of Mushin, +1 physical strength, +1 speed, -1 magical defense, -5% accuracy, increase odds of Inner Chaos being applied by 10%. Can reapply until magic defense is reduced to 1.

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[align=center]Steel Wolf[/align]

[align=center]UKRgNGv.png[/align]

 

Starting Level: 25

Intended role: Defense

Obtain condition: Must complete sidequests "Brawling a Mountain" and "A Path and a Purpose".

 

--- Stats ---

HP: 8

Physical Strength: 10

Magical Strength: 5

Physical Defense: 6

Magical Defense: 7

Speed: 4

Total: 40

 

--- Abilities --- [Physical Abilities here]

Level=Ability (type) [short explain] -Limit Break- (only one)

--- Spells --- [Magical abilities here]

Level=Magic (type) [short explain]

--- Special Trait --- (One trait 'hidden' for the character)

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Character Name: Virara

Picture:

Starting Level: 32

Intended role: Assassin

(Optional) Obtain condition: Begin quest line "The Scent of Apricot Blossoms" by searching behind the building in the foreground in the first screen of the alleyway behind the Quicksand in Ul'dah. Complete quests in sequence until you reach Limsa Lominsa and begin the quest "Letter From Home." She will join the party as a provisional member at lvl 32 and give you access to the optional battle "Push Hands." Abandoning the quests issued from then on will release her and you will not have access to Virara until you approach her to restart the quest. She joins permanently after completing quest "???"

 

--- Stats --- [Total stats cannot exceed 40 points. 10 is max each stat]

HP: 6

Physical Strength: 10

Magical Strength: 1

Physical Defense: 8

Magical Defense: 5

Speed: 10

Total:

 

--- Abilities --- [Physical Abilities here]

Lvl 1:

1. Focus Meter: [Passive] Virara cannot gain or use MP. Instead, her gauge is replaced with a three part bar, each segment divided into 3 subsections. These meters fill as she uses Physical Abilities. Each different ability successfully executed generates one of 9 buff indicators, which fill one square subsection in a segment. On the 3rd, 6th, and 9th buffs' successful application, a 5%, 10%, 15% current HP cost is subtracted and an additional turn in which Virara can only choose from a normally locked submenu of hidden abilities is inserted into the initiative order. It is possible to repeatedly fill segments with the same buff indicators, but only by having 3 totally different ones can Virara advance to the next. Certain abilities consume 1-3 buff indicators from the bar, "leveling down." Certain abilities can only be used after reaching lvls 2 and 3. If Virara applies any buffs past lvl 3, she receives the status Mushin no Shin, explained further below.

2. 67 Shiki: Sakura (Cherry Blossom) [single Target, Blunt, Physical, No Element] A folded elbow blow, the most fundamental of point-blank range strikes. Grants a Pink Flower Focus icon. If Virara has a Pink Flower icon currently applied, damage is increased by 1.5%.

 

--- Spells ---

N/A

 

--- Special Trait --- 

Eye Behind Eyes: All healing spells at 0.5 effectiveness. Upon becoming the target of a spell, 10% chance of the following stacking buff being applied: Virara gains +1 physical strength, +5% Critical, -1 magical defense, -5% accuracy, +5% damage taken, -5% resistance to Paralysis and Stun, increase odds of Eyes being applied by 10%. Can reapply until magic defense is reduced to 1.

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