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RPG MAKER GACHA

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It just crossed thru my mind that an RPG Maker gacha would be super fun, actually. Like FF Brave Exvius/Record Keeper, Fate Grand Order, Fire Emblem Heroes etc.

I don't think we'll ever get this, but I'm making this thread as a Pitch Your RPG Maker Gacha Units thread! The idea is to post characters from RPG Maker games as if they were units for this fictional gacha game. Though... First we kinda need a ruleset, yep?

I was thinking something like:

NAME: Name, CLASS: <that character's role>
Stats: HP MP STR MAG DEF SPI AGI
Overdrive: (that character's signature / strongest ability, mechanics on how to unlock are relevant to discuss)
Skills: Character's active skills.
Passives: Character's passive skills.

With that in mind I made an example:



Name: Rubi Class: Black Mage
Stats: HP MP STR MAG DEF SPI AGI
Overdrive:
Flaming Wish - Deals Fire damage to all enemies, lowers their Fire resistance, recovers Party's HP by a small amount every turn for 3 turns.
Skills:
Wispy Friend - bestows a Fire Wisp to one ally: While it is active, it will follow up every of that ally's actions vs an enemy with a weak fire attack that scales with Rubi's MAG. When an enemy hits that ally with a physical attack, the damage is mitigated by 50% and the enemy takes damage, equal to 2x the enchanted attack; the wisp is then consumed.
Summer Heat - Damages all enemies and delays their next action.
Passives:
Friend of the Spirits - Auto-casts Wispy Friend on self at battle start. If Wispy Friend is expired, has a 1/3 chance to recast it every turn.
Summer Soul - Deals 25% more damage with Fire abilities and attacks, resists Fire damage by 50%, takes double Ice damage.



IDK if anyone feels like participating, either submitting their own games' chars or someone else's... The only rule is, the character must be from a pre-existing RPG Maker game :PP
Addit
"Thou art deny the power of Aremen?!"
6394
This sounds like fun! I've never played a gacha game before, but I would imagine that it's something similar to the examples that you listed above. Anyways, here's two from my game. I might do some other ones later:


Name: Richard Monopoly II
Franchise: Monopoly / Monopolo
Class: Gambler
Weapon: Staffs, Rods
Equipment: Robes, Suits

Playstyle: For being one of the richest old men around in RPGMaker history, Richard Monopoly II isn’t that much of a fighter persay as he prefers to let his incredible luck do all the talking for him. Sure, you could give him an amazing, specialized weapon and increase his strength stat to do some real damage if you happen to roll a double or roll just right, but the main category you should be focusing on is rasing his overall luck stat, as the higher it is the more effective of a character that he will be. He still isn’t that much on paper, and is it bit of a wildcard, but maybe that wildcard might happen to turn the tides in battle in your favor.

Overdrives:
It’s A Perfect Match! ~ Property Edition ~
When Overdrive has been activated and Richard has acquired a full color set after drawing the right amount of cards, the targeted enemy will then be trapped inside a construction site where after building a house with the enemy trapped inside it, Richard will then shake his head in disapproval and will then want to build a massive hotel in the area instead. After making a quick call to someone from above, a helicopter carrying a massive, finished hotel will then drop the hotel on top of the already pre-existing house, crushing the enemy inside. He then nods his head in approval to the head foremen as he then shakes his hand. The amount of damage dealt will be determined by what color set you decide to use on your Overdrive. The more luxurious the set, the more damage that will be dealt.

It’s A Perfect Match! ~ Utilities Edition ~
If Richard has acquired both the Water Works and Electric Company when Overdrive is used, a helicopter will appear overhead as the targeted enemy will become startled because of the noise in the backdrop. Richard will then order the helicopter above to open the hatchet doors, which will then drop over a hundred gallons of water on top of the enemy’s head, which will cause damage to it, especially to those who are weak against water. Then, as the enemy is trying to gather its composure and wash the water away from its eyes, Richard will then push something on his phone, which will cause some panels to come out from underneath the ground. And just as the enemy has finished clearing the water away from its eyes, it then looks to the ground in utter dread, before looking back at Richard again as he pushes the button with a smirk on his face as the panels begin to electrify causing lightning elemental damage to the enemy, and even potentially having a chance at causing paralysis.

It’s A Perfect Match! ~ Railroad Edition ~
If Richard has acquired all four railroads and uses Overdrive, the sound of a high speed train in the distance will then sound about throughout the air, as the targeted enemy will be confused to know what’s going on, as it looks in all four directions before, finally, the Reading Railroad, with Richard Monopoly on it, will run over the enemy as they frantically try to get away from it. After they are hit, Richard will then blow the horn before getting off the train.

Active:
With The Flick Of A Wrist
Rolls two dice. Whatever combination of numbers are shown on the dice will indicate the modified number of extra damage added to your overall attack. If you happen to roll doubles, you will then attack the enemy consequentially in a row based on how many you rolled with that indicated number. However, should you roll Double 1’s, Richard will then be placed under suspension and cannot perform an action for up to three turns while he waits for the suspension to be lifted. (Cannot be healed or removed by another party member, as it must be removed naturally by waiting the three turns.)

Chance It
Richard will draw a random chance card. Whatever it says on the card will determine the type of effect that it does. Sometimes it can be good, like automatically KO'ing the targeted enemy with an instant death attack (extremely rare), and other times it can totally backfire on you and your entire group, such as you losing precious gold or having one of your party members at random be suspended for three whole turns.

Passive:
Draw A Card
Draws a random title deed card, ranging from a lowly Brown / Dark Purple property to the more expensively lavish, and extremely hard to get, Blue property cards. You can only carry a maximum of four title deed cards at any time before needing to discard or use any.

Discard A Card
Chooses any title deed card in your hand that you wish to discard as you throw it at an enemy to do some moderate damage to it based on the title deed.


Name: The Tax Man
Franchise: Monopoly / Monopolo
Class: Thief
Weapon: Sack
Equipment: Suits

Playstyle: - The Tax Man may be fighting on your side for once, but that doesn’t mean that he’s entirely on your side at heart, as he still likes to take money from unexpected civilians (including your own party members at times) and add it to his giant collective sack. Heck, he even has a move that completely abandoned everyone on the battlefield so he can go deliver the goods back to homebase. What a piece of s*it.

However, if it’s more additional gold that you’re after to further expand your overall gold count - then he’s your man! Just raise taxes and place some Income Tax spaces on the map and have unsuspecting fools happen to land on it and you’ll be in the business. Just make sure that YOU don’t happen to land on it instead. And if the going happens to get tough, or you want to squirrel away some nuts for the winter, then just fly back to headquarters and leave the fighting to the professionals (…if you can call them that).

Overdrives:
Insult
When The Tax Man’s Overdrive has been activated, the Tax Man will fall from his Escalation Plane as he lands next to the slightly startled enemy as he, she or it will begin to step back a bit slowly. He then picks himself up, slowly approaches the enemy, with a sinister smile on his face, as he pulls out a microphone, as the screen begins to tint to black a bit, and then says one of his infamous insults towards the enemy, hoping to either cause them to go berserk, lower their overall defences, miss a turn, or just do nothing based on the insult. You can choose between one of three randomly generated insults and, just like from the actual source material, his insults will be generated based on the enemy’s gender, position, and whether this is the first time, or many times, that he used his Overdrive on him, her or it.

Active:
Money Sack(ed)
The Tax Man will beat the targeted enemy with his giant money sack. The amount of damage that this will do will depend on how much money that The Tax Man has stolen taken away from the opposing enemies. Also, the more money that’s in the sack, the less accurate it will be when trying to hit the enemy target, so be careful about how much money you have in the sack!

Governmental Seize
Based on your current position on the map, The Tax Man will place one of his Income Tax spaces and hide it away from plain view so both you and the enemy cannot see where he placed it. If someone happens to land on that space - whether it be friend or foe - he’ll then take a finite amount of money away from that unit and add it to his money sack for more additional damage. Of course, if you happen to be victorious over the opposing force, you get to keep everything and add it to your overall gold total.

Passive:
Raise Taxes
Raises the overall, maximum amount of money that you can take from a single unit at any one given time. The amount it will go up will depend on your overall luck rating.

File Early
The Tax Man will board his Escalation Plane as he proceeds to leave the battlefield to go cash in what he has taken from inside his money sack and give his portion to both the government and securely add it to your overall gold totals, meaning that you won’t lose the money inside even if your entire party has been completely wiped out. After two turns, The Tax Man will return to the battlefield again with a much lighter money sack. If The Tax Man is the last remaining unit left and he leaves the battlefield, it will be automatic game over for you (but at least you'll still be able to keep whatever you've collected inside the sack).
AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
5424
This thread deserves more love. And now that I actually have a completed game I'm proud of, lemme whip up some Gacha RPG stats for the heroes of The Painted Knight~


Name: Tawny Bonanza
Class and Role: Theurgist -- Support
Equipment: Knives, Rapiers, Mystic or Light Armor
Stats: SPI, AGI/HP, MP, STR, MAG/DEF

Overdrive:
"Holy Roller" -- When activated, Tawny invokes her and one other unit under your command to take a leap of faith with their melee attacks. Their critical hit chances for all melee attacks are doubled from their base value until Tawny is defeated, or until three rounds have passed for your team (whichever comes first).

Skills:
"Mend Wounds" -- Restores a decent chunk of an adjacent unit's HP, and cures them of any ailments immediately. Healing amount is affected by Tawny's SPI.

"Sky Render" -- Deals Wind damage to a single foe over a medium range. Damage is affected by Tawny's SPI.

Passives:
"Rest in Pieces" -- Deals 200% damage to undead when attacking with a knife.

"Shalt Not Suffer a Witch" -- Damage with rapiers increases to 150% when Tawny is fighting a unit with a MAG score that's equal to or higher than her's.


Name: Zeke Kokinos
Class and Role: Gallant -- Tank
Equipment: Swords, Axes, Light or Heavy Armor
Stats: HP, DEF/ATK, SPI, AGI/MP, MAG

Overdrive:
"Shadow Blast" -- When activated, Zeke taps into the destructive inner rage belied by his stoic nature. One enemy suffers severe Dark damage, and a non-boss demon unit has a high chance of being slain outright. However, this horrific blast of necrotic energy comes at a cost... Zeke will immediately suffer damage equal to 25% of his max HP after this attack resolves, which can defeat him in the process.

Skills:
"Pommel Smash" -- Zeke deals 50% of his normal attack damage to an adjacent foe. However, the foe is guaranteed to skip their next turn if they don't have any resistance to paralysis effects if hit by this skill, even if the attack wouldn't damage them.

"Second Wind" -- Zeke recovers a decent chunk of his own HP at the end of the player round where this skill is activated. The HP restoration is reduced by 33%, however, if Zeke has moved so much as one panel on the turn he activates this. The healing is influenced by Zeke's ATK stat.

Passives:
"Stoic Fighter" -- Zeke has a passive resistance to emotion-based status effects (such as Berserk), both positive and negative.

"Skirmisher" -- As long as Zeke is wearing Heavy Armor, he is immune to any effects that would reduce the number of panels that he can move each player round.


Name: Carol Bonner
Class and Role: Storm Caller -- Damage
Equipment: Rods, Whips, Mystic Armor
Stats: MP, MAG, SPI/HP, AGI/ATK, DEF

Overdrive:
"Know Thine Enemy" -- When activated, Carol taps into her nigh-encyclopedic knowledge of the supernatural world, sharing that knowledge with a single unit of choice within close proximity (which can be herself). When fighting a monster unit with elemental weaknesses, the chosen ally's elemental attacks that invoke those weaknesses deal an extra +50% damage for the five turns. Regardless of who gets the initial buff, Carol will also gain a boost to her SPI stat for the next three turns or until she is defeated (whichever comes first).

Skills:
"Lightning Strike" -- Carol deals Lightning damage to a single enemy, which can be attacked anywhere on the battlefield so long as that foe would be within Carol's line of sight (i.e. not blocked by an obstacle, not invisible, etc). Damage scales with Carol's MAG stat.

"Deep Freeze" -- Carol deals Ice damage to a single enemy within a decent range. The damage isn't as powerful as her Lightning Strike, but a foe struck has a high chance of becoming frozen, skipping their actions for the next 2~4 rounds but increasing their DEF somewhat in the process. A frozen target who is damaged by a Fire attack immediately thaws. Once the effect ends by any means other than directly removing it through a healing effect, the victim will have their movement range cut in half (rounded down) on their next turn. Damage scales with Carol's MAG stat.

Passives:
"Eye of the Storm" -- Carol has a passive resistance to Cold and Wind damage.

"Thunder Crack" -- When attacking with a whip, Carol deals Lightning damage in addition to whatever elements already exist on that specific whip's damage. For sake of elemental resistances, weaknesses, and so on, this Passive replaces a default 'physical' element with Lightning; if paired with an elemental whip, half the damage will be Lightning and the other half the existing element (for instance, a 'Flame Whip' would deal 50% Fire and 50% Lightning damage).
Protagonists from a couple of my games from last year:


Name: Shalath (Slime Quest)
Class: Slime
Equipment: Daggers
Stats: HP MP STR MAG DEF SPI AGI

Overdrive: Chromatophorea (neutral) / Skinwalk (evil)
Mimic the appearance of another by changing the colour of her surface, or wear their hollowed out skin.

Skills:
Fission - Shalath uses 25% of her max HP to spawn a helper slime (2 turn cooldown)
The helper is of a random type: Sinister (casts poison and DEF debuff), Dexter (casts regen and harden (ATK buff, DEF debuff)) or Anterior (draws aggro)

Fusion: - Shalath absorbs a helper slime, healing by its current HP

Passives: Weakness to FIRE element.


Name: Aria & James (Contagious Magic)
Class: Blue Mage
Equipment: Fists (Aria) / Pistols (James)
Stats: HP MP STR MAG DEF SPI AGI

Overdrives:
Stardust Ray
Aria leaps into the air and attacks with a concentrated beam of starlight (radiation included), inflicting heavy RADIANT damage.
Magic Bullet
James fires a single shot. It cannot miss, ricocheting to hit a target behind cover if necessary, inflicting heavy PHYSICAL/PIERCE damage.

Skills: Situational

Passives:
Contagious Magic - Aria has a 50% chance to learn any magical attack she suffers. Following close contact with another blue mage, she will learn all their blue magic type skills.
Vector - Following close contact, a human without a character class becomes a level 1 blue mage with the Contagious Magic and Vector traits.
Are you keeping this exclusive to custom asset characters?

All mine use rips :/
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