Alright, I've edited my application to add two more stat points (strength and speed). As for the disadvantage: if you ever feel that I should be amplifying its effects, remind me to do so and I'll be sure to emphasize it.
Commandosaurus' application has been put into the OP, only adjustment I made is that attacking with the daggers gets a +1 speed bonus for using a small weapon (like with Caruso's Protugere). When attacking with two weapons at once, you get the speed bonus/penalty of the largest weapon (Caruso doesn't get the bonus with Marshall + Protugere, but Commando gets it with the dual daggers).
I've also added a small temporary damage boost to Caruso's Marshall (+3, from sharpening) and gave a damage value to Nihere's arrows (2d2).
Kahente is now awake enough to play, albeit in some confusion until morning.
Ultracraft, would you mind posting longer replies? It is a roleplay after all.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Regarding Scarfking's recent purchase, a single iron broadhead arrow costs 40 copper, so 6 silver for the lot. Other materials or arrowheads will have different costs of course.
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
Appearance: Astra is an adult woman with long electric crimson hair that reaches right below her waist, her hair was parted to the middle so as not to fall over her eyes, but part of it fell between her eyes. She also had bangs framing the sides of her face and curving in. Her current age stands at 27, she is a young woman of tall stature, white skin complexion and Rosewood red eyes.
Astra's outfit isn't too much detail, she keeps it light to keep herself nimble and to allow herself to cast magic while on the move. She wears a suit that's roughly skin-tight with a Byzantium coloured top and Fandango coloured leggings. Her outfit is usually acquainted with a black cape strapped around her shoulders, with a silver pin with her four pointed star brand, a black belt with a light gold ring shaped buckle and black shin high boots to finish it off.
Though her brand is located on the back of her shoulder.
Backstory: Astra was born with the name of a witch so this meant that she was some sort of heir to mother who she really wasn't fond of to begin with, even with how much she avoided magic she was sucked in to it like a vacuum. She never appreciated anything of the magical sort up until her mother's death bed which apparently made her mother's witchcraft transfer to her. She didn't know why or how, but she suddenly yearned to learn magic. As she rushed to her mother's old tomes, grimoire and spellbooks, she was practically blessed by the stars to be a magic user.
Though she had this... Strive to keep learning and learning all the things that she could, until she couldn't anymore, as odd as it may seem, Astra was given this fate that she could not escape out of, as if her mother's death ignited something inside her that made her do these things. Multiple attempts of learning spells, and multiple attempts have failed. These failed attempts resulted in self-inflicted pain that devolved her into someone she didn't want to be. As of that moment, when a mispronunciation of a word in a three or two word spell it could drastically change the spell at hand. Though that didn't stop her, blood, sweat, tears but mostly blood let her learn everything she needed to know.
Even with all that, something bad had to happen, it was written in her fate. One late night, the stars granted her a wand, a two foot long wand as a catalyst for her magic, the wand is silver with a golden ornament at the end and seven crystals known as the Seven Stars that glow when used. Each one of these crystals corresponds to one of the stars of the Big Dipper constellation. And on her spell, a metamorphosis spell at that, a portal appeared sucking her out of her studies and into a different world. Her memories faded, and only a few spells remained intact. She questioned everything the moment it happened but when she couldn't squeeze out anymore answers, she had to live with it.
She lived in this world for about 12 years, completely forgetting who she was in the old world, and she grew a liking to lizards, well not lizards, geckos to be precise. Astra continues to learn magic as if her life depended on it.
A believing heart is your magic or some S-word like that~
Archetype: A typical magic users, though one of her spells allows for close range combat, reliance on FP or her magic circuits is highly required. No access to magic makes her as useless as the letter G in Lasagna, maybe using her to distract is a good idea when out of magic, but her ability to move without any FP is hindered.
Stats: (You can allocate a total of 53 points on creation, plus 1 per level-up. 8 is human average, 25 is human maximum, 15 is the maximum per stat you may allocate during character creation. If you have a non-human race, include the maximum stat caps for that race in parenthesis if they are
not 25. If you pick 4 positive abilities and 1 negative ability later, allocate 56 points instead).
HP: 71
FP: 55
STR: 5
DEX: 9
SPD: 10
END: 8
WIL: 11
INT: 13
Abilities:
The Moonlit Witch - Passive
Success of spells are increased by 20% when under direct presence of moonlight.
Arae Aryrha! - "Do not compare yourself with others, do what only you can do"
Arae Aryha will consume less FP on initial casting but will draw FP over time to maintain the form. It can only mimic living creatures and the gradual FP loss will be based on the complexity of the creature. Casting success is based on INT.
Vaars Mora La Fiascette - "Begone! For I grand death"
Vaars Mora La Fiascette is Astra's longest spell and the hardest one to cast, though it's area of effect is massive, it can be easily canceled by being out of focus or being in crowd control. Astra channels and draws in energy from her body to her wand, after channeling for two turns in combat, taking a full turn to concentrate and being cast with a halved speed penalty on the second turn. If hit on the second turn, Astra will take critical damage/
Phaidoari Afairynghor - "That which is dreamed cannot be grasped, but work towards it, day after day, and you will find it in your hands"
Phaidoari Afairynghor adds a extension to her wand, usually in the form of a blade or a spear tip in the manifestation of mana, it glows blue when activated and allows for close range combat. 1FP per swing
Tu Yuarla Osu Lufraine - "Sacrifice for the birth of stars"
Tu Yuarla costs 15% of her maximum health rounded down rather than a static 8 (with your current health it now costs 11 HP). Failing to cast Tu Yuarla Osu Lufraine in time will result in Astra falling ill. This illness will cut maximum FP and all her stats by 25% rounded up per day late, resulting in death on the fourth day you have not cast Tu Yuarla. The illness can be cured by casting Tu Yuarla; however, all stats will permanently be decreased by 1 point per day late. If any stat hits 0, your character will suffer some sort of crippling ailment related to the stat that hits 0, and if any stat hits -2 Astra will die (STR, END, INT) or otherwise become unplayable (DEX, SPD, WIL). If she is affected by some antimagical force and cannot cast magic, she will not feel the effects of Tu Yuarla illness until 30 seconds after you regain magical abilities, at which point the effects of the illness will catch up in four seconds. If she cast Tu Yuarla before those 30 seconds are up, she will not suffer stat penalties if you have gone over a day without casting Tu Yuarla. The deadline for casting Tu Yuarla each day is midnight.
Primary Weapon: The stars granted her a wand, a two foot long wand as a catalyst for her magic, the wand is silver with a golden ornament at the end and seven crystals known as the Seven Stars that glow when used. Each one of these crystals corresponds to one of the stars of the Big Dipper constellation. This wand is the only oddly visible thing on her person, other than a few potions to keep her alive from the everyday use of Tu Yuarla Osu Lufraine. Also passively grants FP regeneration of 2FP per hour.
Other Inventory:
Witch hat to match clothing (Doesn't wear it all the time): Grants an extra 5 fp when worn
Small sachel (Brown): Add minimal inventory space
Minor potion of healing x3: Heals for 20 HP each
Minor potion of focus x4 : Restores 15 FP each
Major potion of Focus x1 : Restores 50 FP each
Unknown Grimoire (30 uses): Grants a random minor spell (Non-damage dealing/Non-Healing)
1 gold 83 silver
(Please assist me with the damage and balancing, I don't really know anything about die notation.)
- Arae Aryha will consume less FP on initial casting but will draw FP over time to maintain the form. It can only mimic living creatures and the gradual FP loss will be based on the complexity of the creature. Casting success is based on INT.
- Vaars Mora La Fiascette will take two turns in combat to cast, taking a full turn to concentrate and being cast with a halved speed penalty on the second turn. If hit on the second turn, you will suffer critical damage.
- Tu Yuarla costs 15% of your maximum health rounded down rather than a static 8 (with your current health it now costs 11 HP). Failing to cast Tu Yuarla Osu Lufraine in time will result in Astra falling ill. This illness will cut maximum FP and all your stats by 25% rounded up per day late, resulting in death on the fourth day you have not cast Tu Yuarla. The illness can be cured by casting Tu Yuarla; however, all stats will permanently be decreased by 1 point per day late. If any stat hits 0, your character will suffer some sort of crippling ailment related to the stat that hits 0, and if any stat hits -2 your character will die (STR, END, INT) or otherwise become unplayable (DEX, SPD, WIL). If you are affected by some antimagical force and cannot cast magic, you will not feel the effects of Tu Yuarla illness until 30 seconds after you regain magical abilities, at which point the effects of the illness will catch up in four seconds. If you cast Tu Yuarla before those 30 seconds are up, you will not suffer stat penalties if you have gone over a day without casting Tu Yuarla. The deadline for casting Tu Yuarla each day is midnight.
- Potions in your inventory will be adjusted to the potions in Ultracraft's inventory and the rest of the world (20hp for minor healing, 15fp for minor focus, 50fp for major focus).
- I will assign damage for each offensive ability.
If you agree with these changes, you are accepted, otherwise you may change them in a way you think will be acceptable. I will update the IC thread tonight; if your character was in or around the town's center last night, they will have heard the Crier's announcement.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
- Arae Aryha will consume less FP on initial casting but will draw FP over time to maintain the form. It can only mimic living creatures and the gradual FP loss will be based on the complexity of the creature. Casting success is based on INT.
- Vaars Mora La Fiascette will take two turns in combat to cast, taking a full turn to concentrate and being cast with a halved speed penalty on the second turn. If hit on the second turn, you will suffer critical damage.
- Tu Yuarla costs 15% of your maximum health rounded down rather than a static 8 (with your current health it now costs 11 HP). Failing to cast Tu Yuarla Osu Lufraine in time will result in Astra falling ill. This illness will cut maximum FP and all your stats by 25% rounded up per day late, resulting in death on the fourth day you have not cast Tu Yuarla. The illness can be cured by casting Tu Yuarla; however, all stats will permanently be decreased by 1 point per day late. If any stat hits 0, your character will suffer some sort of crippling ailment related to the stat that hits 0, and if any stat hits -2 your character will die (STR, END, INT) or otherwise become unplayable (DEX, SPD, WIL). If you are affected by some antimagical force and cannot cast magic, you will not feel the effects of Tu Yuarla illness until 30 seconds after you regain magical abilities, at which point the effects of the illness will catch up in four seconds. If you cast Tu Yuarla before those 30 seconds are up, you will not suffer stat penalties if you have gone over a day without casting Tu Yuarla. The deadline for casting Tu Yuarla each day is midnight.
- Potions in your inventory will be adjusted to the potions in Ultracraft's inventory and the rest of the world (20hp for minor healing, 15fp for minor focus, 50fp for major focus).
- I will assign damage for each offensive ability.
If you agree with these changes, you are accepted, otherwise you may change them in a way you think will be acceptable. I will update the IC thread tonight; if your character was in or around the town's center last night, they will have heard the Crier's announcement.
I agree to these terms, balancing was always something I struggled with, thank you. I'll have my original post edited.
I have made one additional change: the grimoire is less useful now. You can start playing and choose to alter your starting items if you wish.
- Unknown Grimoire (30 uses): Grants a random minor spell (Non-damage dealing/Non-Healing) if successfully read. This grimoire is well-guarded with trapped passages and other malevolent hexes designed to keep its contents secret. Attempting to read this while unfocused is likely to trigger a trapped passage, consuming a use and harming the reader in some way. The act of reading this itself is draining for the mind, and learning spells from this will put a small drain on the mind permanently; this isn't enough to be noticeable when casting spells or in day to day life but will make learning additional spells from the grimoire very difficult.
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Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
I have made one additional change: the grimoire is less useful now. You can start playing and choose to alter your starting items if you wish.
- Unknown Grimoire (30 uses): Grants a random minor spell (Non-damage dealing/Non-Healing) if successfully read. This grimoire is well-guarded with trapped passages and other malevolent hexes designed to keep its contents secret. Attempting to read this while unfocused is likely to trigger a trapped passage, consuming a use and harming the reader in some way. The act of reading this itself is draining for the mind, and learning spells from this will put a small drain on the mind permanently; this isn't enough to be noticeable when casting spells or in day to day life but will make learning additional spells from the grimoire very difficult.
I can have it so upon use, it grants 10% dmg bonus, an infinite use but it has a 5 turn cooldown, and cannot be cast outside of combat. What say you about that?
I can have it so upon use, it grants 10% dmg bonus, an infinite use but it has a 5 turn cooldown, and cannot be cast outside of combat. What say you about that?
That'll do.
Edit: Are the minor/major potions you just bought the ones you intended to start out with, or are they additions to your inventory?
Since there's been some confusion about weapon damage, I'll elaborate a bit:
Each weapon, in addition to the listed damage, has a scaling value. The scaling value indicates that percentage of the average damage of the listed damage value will be added on to the weapon's damage if your value in that stat is equal to 25. So, a 1d10 weapon with 100% STR scaling will deal 1d10 + 5 damage if you have 25 strength. If your strength is not equal to 25, the bonus will scale linearly; if you had 50 strength somehow, that weapon would deal 1d10 +10. If you have a weapon that scales in multiple stats, the percentages will add up together (so if you have a 1d10 weapon that has 20% STR and 20% DEX scaling, and you have 25/25 str/dex, you'll deal 1d10 + (5*0.4)).
I've also rebalanced most weapon damages and stated scaling values for each:
Peter:
Mini Meteor: 6d4, 120% INT. (original 4d4)
Weak Beam: 1d20 followed by 1d10, 80% INT (original 1d12 followed by 1d8)
If you would be so kind, please run through a few basic scenarios of attacking. Could you do one non-magic arrow for Nihere, and then one modified by a damage boosting augment? I think i understand what you're saying, but i'd like to see it in an example.
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Puella Magi Madoka Magicka is an awesome, feel-good, cutesy anime. You should watch it!
If you would be so kind, please run through a few basic scenarios of attacking. Could you do one non-magic arrow for Nihere, and then one modified by a damage boosting augment? I think i understand what you're saying, but i'd like to see it in an example.
Regular attack:
- 16 damage from longbow dice (this is random, average 18)
- 7 damage from DEX scaling (static, rounded down from 7.488)
- 2 damage from STR scaling (static, rounded down fro 2.16)
- 3 damage from broadhead arrow dice (random, unaffected by scaling)
- 28 damage total
Regular critical hit:
- 18 damage from longbow dice (this is random, average 18)
- 7 damage from DEX scaling (static, rounded down from 7.488)
- 2 damage from STR scaling (static, rounded down fro 2.16)
- 2 damage from broadhead arrow dice (random, unaffected by scaling)
- x2 bonus from hit to vital organ (heart, brain, equivalent organs for nonhumans)
- 58 damage total
(Multiple crits can occur per hit; e.g. hitting Astra on the second turn of her nuke attack with a headshot will deal x3 damage instead of x2)
Flame non-critical hit:
- 15 damage from longbow dice (this is random, average 18)
- 7 damage from DEX scaling (static, rounded down from 7.488)
- 2 damage from STR scaling (static, rounded down fro 2.16)
- 2 damage from broadhead arrow dice (random, unaffected by scaling)
- x1.9024 bonus from flame (12.8% multiplicative bonus to 80% boost from flame arrow)
- 49 damage total (rounded down from 49.4624)
Multipliers stack additively, so a Flame arrow crit would multiply damage by x2.9024, rather than multiplying all the damage by 1.9024 and then again by 2.
I do see how everyone will fight, already imagining it as I read through it, I do like the added bonus of critical attacks and all that. I suppose since you've established the damage values, the way to move now is forward yes?
Edit: Also, is it possible to change Vaars Mora from an arcane blast coming from the caster to calls forth the power of the stars, having the stars fire down at a targetted area?
I do see how everyone will fight, already imagining it as I read through it, I do like the added bonus of critical attacks and all that. I suppose since you've established the damage values, the way to move now is forward yes?
Yep. I'm waiting on Caruso for a reply, but he hasn't been online for a week. If he doesn't post something by the end of tomorrow or delegate control, I'll move forward without him. (In that case, his character would still be active, but would be stuck in the town; he'd have to either wait for the group to return, form a new group somehow, or go in alone in search of the current group.)
Edit: Also, is it possible to change Vaars Mora from an arcane blast coming from the caster to calls forth the power of the stars, having the stars fire down at a targetted area?
This will reduce the damage and require some amount of space above the targeted area, but will remove the damage falloff based on distance. If you are okay with this, I'll change it.
For future reference, I'll allow adjustments to characters until they either leave the town or use a given ability/weapon/etc. (E.g. Ultracraft could modify any of his abilities or attributes of his character except for his lightning spell because he used it in the bar fight).
Yep. I'm waiting on Caruso for a reply, but he hasn't been online for a week. If he doesn't post something by the end of tomorrow or delegate control, I'll move forward without him. (In that case, his character would still be active, but would be stuck in the town; he'd have to either wait for the group to return, form a new group somehow, or go in alone in search of the current group.)
This will reduce the damage and require some amount of space above the targeted area, but will remove the damage falloff based on distance. If you are okay with this, I'll change it.
For future reference, I'll allow adjustments to characters until they either leave the town or use a given ability/weapon/etc. (E.g. Ultracraft could modify any of his abilities or attributes of his character except for his lightning spell because he used it in the bar fight).
Ive just realized how poorly balanced our party is when it comes to strategy. We have four mid to long-range magic users (Nihere, Peter, Ruth and Astra), and two assassins (Anders and Kahente), one of which could be a tank (Anders). We really need a Paladin or tank to hold the front line in order to protect the ranged damagers, and a healer, if healing magic exists in this RP like it does other fantasy worlds. Otherwise the only strategy that could really work is "Kill everything before it has a chance to counterattack."
This is based off of my personal experience with this type of thing, though, and i could be completely wrong when we start fighting.
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Puella Magi Madoka Magicka is an awesome, feel-good, cutesy anime. You should watch it!
Character Name: Emme Von Kuroe
Race: Human
Appearance: Emme is your typical female knight, if it wasn't for the scars she would be considered very attractive under that helmet of hers. Emme is a physically fit woman who fits the description of a usual knight. Underneath her armor lies long wavy brown hair that reaches just about to the middle of her back, lightning blue eyes and a scarred body. What do I mean by scarred? I mean, every part of her has a scar, there is no part in her body that lacks it, which is why she hides herself under her plate. Considering her appearance, Emme is only 25 years of age, though her skill with the blade and shield is rather immense. Her brand is of a flame, embedded right behind her shoulder.
Her armor, completely covers her body, it's gold tinted plating with blue trimmings usually makes her easily noticed. On her shoulders is a tattered blue cape that reaches just behind her legs, this cape is kept in place by a metal version of her brand used as a pin to strap the cape in place.
Backstory: Emme's body wasn't always covered in scars, this was only until life decided to keep her alive after what should have death. On the battlefield, a knight fights for one side and on the side Emme was on, that side was losing. She served a royal family that lost terribly to the opposing side, for the death of her she refuses to state the name of the royal family she used to serve since memories of her past haunt her when she does. Call her crestfallen, call her broken, call her all the things that describe a fallen knight, she fought hard and wasn't suppose to survive. How did she survive? And why?
After the loss of the royal family she served, she was captured and tortured until her body was covered in scars, from head to toe. No man dared to look at her directly a woman with scars like that had no right in a world like this. But since she survived, she took it upon herself to say that it was destined to be her fate, that the gods did this for her and for her alone. At some point, she escaped the clutches of torture and ran off, she covered herself in plate to avoid being seen and recognized so that she may live on. She now does freelancer work, doing whatever to keep herself alive. She also has a little Lizard named Emil that she keeps as a pet.
Months after he escape, Emme was teleported and woke up in the well, somewhere in the town, after things were cleared up with her and her name she was free to roam the city to do her free lancer work.
Archetype: Emme is rather quick on her feet even if she wears full plate, she fights rather skillfully and very aggressively when it comes to full on combat. She two hands a sword for a very aggressive approach or has a sword on her main hand and a kite shield on the other for a more defensive approach.
Stats:
HP: 132
FP: 35
STR: 12
DEX: 8
SPD: 6
END: 14
WIL: 7
INT: 6
Abilities:
Crescent strike - Emme swings her horizontally sending out a shockwave that does 3d6 upon collision with the center most enemy, enemies on the side will take half the damage. Consumes 10 fp upon use
Crescent Strike deals base damage to the target and 3d6 to neighboring targets. If Emme's average base damage is less than the average base damage of Crescent Strike, then the target will take 3d6 damage instead of base damage.
Dragon Strike - Emme winds up for 0.5 seconds and lunges her blade forward, dealing 2d8 damage against the enemy she hit, the enemy that she hit will be knocked back, other enemies hit by the original enemy will take 70% of the damage. Consumes 20 FP upon use
Broken Valor - This ability will have Emme take less damage, deal less damage and attack much faster. Everything is increased/decrased by 20% Consumes 5 upon use and 1-30 FP depending on how long.
Primary Weapon:
Valorian Contract - Valorian Contract is a long sword a large blade that stretches to a seventh of a meter long. It's hilt is designed of the wing of phoenix. 75% STR 60% DEX 9d4
Other Inventory:
3 gold 12 silver (4 gold deducted)
The Valstalt armor set
Simple Kite shield (Strapped to her back)
Knight helmet, blue plume (Completely covers the face)
- Your character is not physically strong enough to wear platemail without difficulty. You will need 13 STR and 14 END to suffer no penalties from wearing platemail. For every 2 points you are missing, you will receive a 1-point speed penalty (-3 in total). Activating Broken Valor will remove this penalty for its duration.
- Platemail is very valuable and protective, so you will start with 4 less gold as compensation.
- Valorian Contract is too strong. It will deal 9d4 damage instead of 9d7, with the same scaling.
- Activating Broken Valor is a free action; you can use it and another ability/attack on the same turn. Activating Broken Valor costs FP in addition to the constant drain.
- Your backstory contradicts the world somewhat; your character would not be able to participate in a war between two kingdoms and enter the Wrinkle afterwards. No such kingdoms exist within the Wrinkle, and your character would not have been able to travel into the Wrinkle from outside if such kingdoms exist outside as the Rim would have blocked passage. If you want to maintain your current backstory, your character would either be transported through unknown means to a particular prison in the Conglomerate and break out from there, or wake up in the Well/somewhere in the Conglomerate whilst having memories of the battle and the prison escape. Of course, you can adjust your backstory as you wish.
(Platemail is very effective against non-magical attacks, so early-game players will need to build specifically around it if they want to use it without penalty. If you don't want to reallocate your stats but still want to move at full speed, you should downgrade your armor; since it's a part of your character, my suggestions were made with keeping the armor in mind.)
Alright, I've edited my application to add two more stat points (strength and speed). As for the disadvantage: if you ever feel that I should be amplifying its effects, remind me to do so and I'll be sure to emphasize it.
Otherwise, thanks for the acceptance.
Commandosaurus' application has been put into the OP, only adjustment I made is that attacking with the daggers gets a +1 speed bonus for using a small weapon (like with Caruso's Protugere). When attacking with two weapons at once, you get the speed bonus/penalty of the largest weapon (Caruso doesn't get the bonus with Marshall + Protugere, but Commando gets it with the dual daggers).
I've also added a small temporary damage boost to Caruso's Marshall (+3, from sharpening) and gave a damage value to Nihere's arrows (2d2).
Kahente is now awake enough to play, albeit in some confusion until morning.
Ultracraft, would you mind posting longer replies? It is a roleplay after all.
Regarding Scarfking's recent purchase, a single iron broadhead arrow costs 40 copper, so 6 silver for the lot. Other materials or arrowheads will have different costs of course.
Update tomorrow, been too busy with schoolwork to post up until recently.
Username: AstralMaria (Please call me Kat)
Character Name: Astra Du'Vaire
Race: Human
Appearance: Astra is an adult woman with long electric crimson hair that reaches right below her waist, her hair was parted to the middle so as not to fall over her eyes, but part of it fell between her eyes. She also had bangs framing the sides of her face and curving in. Her current age stands at 27, she is a young woman of tall stature, white skin complexion and Rosewood red eyes.
Astra's outfit isn't too much detail, she keeps it light to keep herself nimble and to allow herself to cast magic while on the move. She wears a suit that's roughly skin-tight with a Byzantium coloured top and Fandango coloured leggings. Her outfit is usually acquainted with a black cape strapped around her shoulders, with a silver pin with her four pointed star brand, a black belt with a light gold ring shaped buckle and black shin high boots to finish it off.
Though her brand is located on the back of her shoulder.
Backstory: Astra was born with the name of a witch so this meant that she was some sort of heir to mother who she really wasn't fond of to begin with, even with how much she avoided magic she was sucked in to it like a vacuum. She never appreciated anything of the magical sort up until her mother's death bed which apparently made her mother's witchcraft transfer to her. She didn't know why or how, but she suddenly yearned to learn magic. As she rushed to her mother's old tomes, grimoire and spellbooks, she was practically blessed by the stars to be a magic user.
Though she had this... Strive to keep learning and learning all the things that she could, until she couldn't anymore, as odd as it may seem, Astra was given this fate that she could not escape out of, as if her mother's death ignited something inside her that made her do these things. Multiple attempts of learning spells, and multiple attempts have failed. These failed attempts resulted in self-inflicted pain that devolved her into someone she didn't want to be. As of that moment, when a mispronunciation of a word in a three or two word spell it could drastically change the spell at hand. Though that didn't stop her, blood, sweat, tears but mostly blood let her learn everything she needed to know.
Even with all that, something bad had to happen, it was written in her fate. One late night, the stars granted her a wand, a two foot long wand as a catalyst for her magic, the wand is silver with a golden ornament at the end and seven crystals known as the Seven Stars that glow when used. Each one of these crystals corresponds to one of the stars of the Big Dipper constellation. And on her spell, a metamorphosis spell at that, a portal appeared sucking her out of her studies and into a different world. Her memories faded, and only a few spells remained intact. She questioned everything the moment it happened but when she couldn't squeeze out anymore answers, she had to live with it.
She lived in this world for about 12 years, completely forgetting who she was in the old world, and she grew a liking to lizards, well not lizards, geckos to be precise. Astra continues to learn magic as if her life depended on it.
A believing heart is your magic or some S-word like that~
Archetype: A typical magic users, though one of her spells allows for close range combat, reliance on FP or her magic circuits is highly required. No access to magic makes her as useless as the letter G in Lasagna, maybe using her to distract is a good idea when out of magic, but her ability to move without any FP is hindered.
Stats: (You can allocate a total of 53 points on creation, plus 1 per level-up. 8 is human average, 25 is human maximum, 15 is the maximum per stat you may allocate during character creation. If you have a non-human race, include the maximum stat caps for that race in parenthesis if they are
not 25. If you pick 4 positive abilities and 1 negative ability later, allocate 56 points instead).
HP: 71
FP: 55
STR: 5
DEX: 9
SPD: 10
END: 8
WIL: 11
INT: 13
Abilities:
The Moonlit Witch - Passive
Arae Aryrha! - "Do not compare yourself with others, do what only you can do"
Vaars Mora La Fiascette - "Begone! For I grand death"
Phaidoari Afairynghor - "That which is dreamed cannot be grasped, but work towards it, day after day, and you will find it in your hands"
Tu Yuarla Osu Lufraine - "Sacrifice for the birth of stars"
Primary Weapon: The stars granted her a wand, a two foot long wand as a catalyst for her magic, the wand is silver with a golden ornament at the end and seven crystals known as the Seven Stars that glow when used. Each one of these crystals corresponds to one of the stars of the Big Dipper constellation. This wand is the only oddly visible thing on her person, other than a few potions to keep her alive from the everyday use of Tu Yuarla Osu Lufraine. Also passively grants FP regeneration of 2FP per hour.
Other Inventory:
(Please assist me with the damage and balancing, I don't really know anything about die notation.)
A few things:
- Arae Aryha will consume less FP on initial casting but will draw FP over time to maintain the form. It can only mimic living creatures and the gradual FP loss will be based on the complexity of the creature. Casting success is based on INT.
- Vaars Mora La Fiascette will take two turns in combat to cast, taking a full turn to concentrate and being cast with a halved speed penalty on the second turn. If hit on the second turn, you will suffer critical damage.
- Tu Yuarla costs 15% of your maximum health rounded down rather than a static 8 (with your current health it now costs 11 HP). Failing to cast Tu Yuarla Osu Lufraine in time will result in Astra falling ill. This illness will cut maximum FP and all your stats by 25% rounded up per day late, resulting in death on the fourth day you have not cast Tu Yuarla. The illness can be cured by casting Tu Yuarla; however, all stats will permanently be decreased by 1 point per day late. If any stat hits 0, your character will suffer some sort of crippling ailment related to the stat that hits 0, and if any stat hits -2 your character will die (STR, END, INT) or otherwise become unplayable (DEX, SPD, WIL). If you are affected by some antimagical force and cannot cast magic, you will not feel the effects of Tu Yuarla illness until 30 seconds after you regain magical abilities, at which point the effects of the illness will catch up in four seconds. If you cast Tu Yuarla before those 30 seconds are up, you will not suffer stat penalties if you have gone over a day without casting Tu Yuarla. The deadline for casting Tu Yuarla each day is midnight.
- Potions in your inventory will be adjusted to the potions in Ultracraft's inventory and the rest of the world (20hp for minor healing, 15fp for minor focus, 50fp for major focus).
- I will assign damage for each offensive ability.
If you agree with these changes, you are accepted, otherwise you may change them in a way you think will be acceptable. I will update the IC thread tonight; if your character was in or around the town's center last night, they will have heard the Crier's announcement.
I agree to these terms, balancing was always something I struggled with, thank you. I'll have my original post edited.
I have made one additional change: the grimoire is less useful now. You can start playing and choose to alter your starting items if you wish.
- Unknown Grimoire (30 uses): Grants a random minor spell (Non-damage dealing/Non-Healing) if successfully read. This grimoire is well-guarded with trapped passages and other malevolent hexes designed to keep its contents secret. Attempting to read this while unfocused is likely to trigger a trapped passage, consuming a use and harming the reader in some way. The act of reading this itself is draining for the mind, and learning spells from this will put a small drain on the mind permanently; this isn't enough to be noticeable when casting spells or in day to day life but will make learning additional spells from the grimoire very difficult.
I can have it so upon use, it grants 10% dmg bonus, an infinite use but it has a 5 turn cooldown, and cannot be cast outside of combat. What say you about that?
That'll do.
Edit: Are the minor/major potions you just bought the ones you intended to start out with, or are they additions to your inventory?
They're the ones I start with, should have probably mention that, my bad sorry.
Since there's been some confusion about weapon damage, I'll elaborate a bit:
Each weapon, in addition to the listed damage, has a scaling value. The scaling value indicates that percentage of the average damage of the listed damage value will be added on to the weapon's damage if your value in that stat is equal to 25. So, a 1d10 weapon with 100% STR scaling will deal 1d10 + 5 damage if you have 25 strength. If your strength is not equal to 25, the bonus will scale linearly; if you had 50 strength somehow, that weapon would deal 1d10 +10. If you have a weapon that scales in multiple stats, the percentages will add up together (so if you have a 1d10 weapon that has 20% STR and 20% DEX scaling, and you have 25/25 str/dex, you'll deal 1d10 + (5*0.4)).
I've also rebalanced most weapon damages and stated scaling values for each:
Peter:
Mini Meteor: 6d4, 120% INT. (original 4d4)
Weak Beam: 1d20 followed by 1d10, 80% INT (original 1d12 followed by 1d8)
Anders:
Marshall: 3d12, 140% STR, 50% DEX (was 3d6)
Protugere: 4d2, 60% STR, 60% DEX (was 1d4)
Throwing Axe: Additional damage has 40% STR and 40% DEX scaling
Nihere:
Longbow: 12d2, 50% STR, 80% DEX (was 8d2)
Arrowhead: Bonus damage has multiplicative 40% INT scaling
Ruth:
Ritual Staff: 2d3, 40% STR, 30% DEX (unchanged)
Sap Strength: The strength malus has 30% INT scaling.
Kahente:
Copper Knives: 2d4 +3. 10% STR, 100% DEX, 50% SPD (unchanged)
Astra:
Phaidoari: 3d6, pierces mundane armor. 30% DEX, 200% INT (was 3d3)
Vaars Mora: 12d8, 50% INT. (unchanged)
Feel free to ask if you have any questions.
If you would be so kind, please run through a few basic scenarios of attacking. Could you do one non-magic arrow for Nihere, and then one modified by a damage boosting augment? I think i understand what you're saying, but i'd like to see it in an example.
Regular attack:
- 16 damage from longbow dice (this is random, average 18)
- 7 damage from DEX scaling (static, rounded down from 7.488)
- 2 damage from STR scaling (static, rounded down fro 2.16)
- 3 damage from broadhead arrow dice (random, unaffected by scaling)
- 28 damage total
Regular critical hit:
- 18 damage from longbow dice (this is random, average 18)
- 7 damage from DEX scaling (static, rounded down from 7.488)
- 2 damage from STR scaling (static, rounded down fro 2.16)
- 2 damage from broadhead arrow dice (random, unaffected by scaling)
- x2 bonus from hit to vital organ (heart, brain, equivalent organs for nonhumans)
- 58 damage total
(Multiple crits can occur per hit; e.g. hitting Astra on the second turn of her nuke attack with a headshot will deal x3 damage instead of x2)
Flame non-critical hit:
- 15 damage from longbow dice (this is random, average 18)
- 7 damage from DEX scaling (static, rounded down from 7.488)
- 2 damage from STR scaling (static, rounded down fro 2.16)
- 2 damage from broadhead arrow dice (random, unaffected by scaling)
- x1.9024 bonus from flame (12.8% multiplicative bonus to 80% boost from flame arrow)
- 49 damage total (rounded down from 49.4624)
Multipliers stack additively, so a Flame arrow crit would multiply damage by x2.9024, rather than multiplying all the damage by 1.9024 and then again by 2.
Patch notes 1.1 (Just Kidding)
I do see how everyone will fight, already imagining it as I read through it, I do like the added bonus of critical attacks and all that. I suppose since you've established the damage values, the way to move now is forward yes?
Edit: Also, is it possible to change Vaars Mora from an arcane blast coming from the caster to calls forth the power of the stars, having the stars fire down at a targetted area?
Yep. I'm waiting on Caruso for a reply, but he hasn't been online for a week. If he doesn't post something by the end of tomorrow or delegate control, I'll move forward without him. (In that case, his character would still be active, but would be stuck in the town; he'd have to either wait for the group to return, form a new group somehow, or go in alone in search of the current group.)
This will reduce the damage and require some amount of space above the targeted area, but will remove the damage falloff based on distance. If you are okay with this, I'll change it.
For future reference, I'll allow adjustments to characters until they either leave the town or use a given ability/weapon/etc. (E.g. Ultracraft could modify any of his abilities or attributes of his character except for his lightning spell because he used it in the bar fight).
Nevermind I'm good.
Ive just realized how poorly balanced our party is when it comes to strategy. We have four mid to long-range magic users (Nihere, Peter, Ruth and Astra), and two assassins (Anders and Kahente), one of which could be a tank (Anders). We really need a Paladin or tank to hold the front line in order to protect the ranged damagers, and a healer, if healing magic exists in this RP like it does other fantasy worlds. Otherwise the only strategy that could really work is "Kill everything before it has a chance to counterattack."
This is based off of my personal experience with this type of thing, though, and i could be completely wrong when we start fighting.
Username: Vignette or "Vigne" for short
Character Name: Emme Von Kuroe
Race: Human
Appearance: Emme is your typical female knight, if it wasn't for the scars she would be considered very attractive under that helmet of hers. Emme is a physically fit woman who fits the description of a usual knight. Underneath her armor lies long wavy brown hair that reaches just about to the middle of her back, lightning blue eyes and a scarred body. What do I mean by scarred? I mean, every part of her has a scar, there is no part in her body that lacks it, which is why she hides herself under her plate. Considering her appearance, Emme is only 25 years of age, though her skill with the blade and shield is rather immense. Her brand is of a flame, embedded right behind her shoulder.
Her armor, completely covers her body, it's gold tinted plating with blue trimmings usually makes her easily noticed. On her shoulders is a tattered blue cape that reaches just behind her legs, this cape is kept in place by a metal version of her brand used as a pin to strap the cape in place.
Backstory: Emme's body wasn't always covered in scars, this was only until life decided to keep her alive after what should have death. On the battlefield, a knight fights for one side and on the side Emme was on, that side was losing. She served a royal family that lost terribly to the opposing side, for the death of her she refuses to state the name of the royal family she used to serve since memories of her past haunt her when she does. Call her crestfallen, call her broken, call her all the things that describe a fallen knight, she fought hard and wasn't suppose to survive. How did she survive? And why?
After the loss of the royal family she served, she was captured and tortured until her body was covered in scars, from head to toe. No man dared to look at her directly a woman with scars like that had no right in a world like this. But since she survived, she took it upon herself to say that it was destined to be her fate, that the gods did this for her and for her alone. At some point, she escaped the clutches of torture and ran off, she covered herself in plate to avoid being seen and recognized so that she may live on. She now does freelancer work, doing whatever to keep herself alive. She also has a little Lizard named Emil that she keeps as a pet.
Months after he escape, Emme was teleported and woke up in the well, somewhere in the town, after things were cleared up with her and her name she was free to roam the city to do her free lancer work.
Archetype: Emme is rather quick on her feet even if she wears full plate, she fights rather skillfully and very aggressively when it comes to full on combat. She two hands a sword for a very aggressive approach or has a sword on her main hand and a kite shield on the other for a more defensive approach.
Stats:
HP: 132
FP: 35
STR: 12
DEX: 8
SPD: 6
END: 14
WIL: 7
INT: 6
Abilities:
Crescent Strike deals base damage to the target and 3d6 to neighboring targets. If Emme's average base damage is less than the average base damage of Crescent Strike, then the target will take 3d6 damage instead of base damage.
Primary Weapon:
Valorian Contract - Valorian Contract is a long sword a large blade that stretches to a seventh of a meter long. It's hilt is designed of the wing of phoenix. 75% STR 60% DEX 9d4
Other Inventory:
A few things:
- Your character is not physically strong enough to wear platemail without difficulty. You will need 13 STR and 14 END to suffer no penalties from wearing platemail. For every 2 points you are missing, you will receive a 1-point speed penalty (-3 in total). Activating Broken Valor will remove this penalty for its duration.
- Platemail is very valuable and protective, so you will start with 4 less gold as compensation.
- Valorian Contract is too strong. It will deal 9d4 damage instead of 9d7, with the same scaling.
- Activating Broken Valor is a free action; you can use it and another ability/attack on the same turn. Activating Broken Valor costs FP in addition to the constant drain.
- Your backstory contradicts the world somewhat; your character would not be able to participate in a war between two kingdoms and enter the Wrinkle afterwards. No such kingdoms exist within the Wrinkle, and your character would not have been able to travel into the Wrinkle from outside if such kingdoms exist outside as the Rim would have blocked passage. If you want to maintain your current backstory, your character would either be transported through unknown means to a particular prison in the Conglomerate and break out from there, or wake up in the Well/somewhere in the Conglomerate whilst having memories of the battle and the prison escape. Of course, you can adjust your backstory as you wish.
(Platemail is very effective against non-magical attacks, so early-game players will need to build specifically around it if they want to use it without penalty. If you don't want to reallocate your stats but still want to move at full speed, you should downgrade your armor; since it's a part of your character, my suggestions were made with keeping the armor in mind.)