DEEPER - A COMMUNITY ROGUELIKE FOR RPG MAKER VX - YOUR HELP WANTED!
Posts
aye!
ALSO:
Name: Pankratiast
Description: Barknuckle fighter, brawler, monk, martial artist, Pankratiasts are individuals who have honed their skills solely for the purpose of fighting anywhere, everywhere with everyone, wielding anything from their barefists and a shoelace to giantslaying mega-swords.
Abilities: (In order; A to F)
1- Bind Wounds (75% to cure bleeding/random status effect on self, if applicable.)
2- Fighting Dirty (~50% chance to blind an enemy)
3- Tackle (Stuns a target enemy and the pankratiast, ~90%)
4- Strength (Doubles the pankratiasts STR for the next turn ONLY) Dual-wield, cast combo, this and then you have a one-man team
5- Hurl (Throws an improvised projectile at a target enemy.) note: This attack is more applicable when facing flying foes who cannot be targeted my most melee weapons, where the pankratiast is an expert. Further, it is not dependant on the pankratist strength to inflict damage (DEX more likely).
6- Destruction (Destroys an enemy's equipment for a HP cost at ~50% chance. That is, it drops DEF to ~30% or so).
7- Combo (Allows the fighter to strike the double amount of times next attack) note that if the pankratiast wields two weapons, he will benefit greatly from this skill
8- Disarm (Has a ~40% chance of disarming/pacifying target enemy, making it unable to attack)
9- Retribution (an attack that causes damage to the enemy, entirely depending on the accumalated damage done to the pankratiast during the course of the battle. If retribution is performed more than once in combat, the accumalated damage goes from the last use of this skill)
NOTE Most of the Pankratiast's skills come off as rather "costless", but Bind Wounds, Destruction, Disarm and Fighting Dirty is a sacrificed turn for a chance of success. Combo and Strength relies on the pankratiast not becoming status afflicted or forced to revive any partymembers that might've fallen. Finally, retribution is dependant on the pankratist being able to take ALOT of punishment before being able to dish out a good amount of damage. A berserk state (say can only attack enemies at random with 150% STR and 50% CON) is a status affliction that would work very well with a tankish pankratiast. Summarized, this class has three tactics; status-iducing, to weaken and prevent enemy attacks, slow tank or pure mindblowing dps.
Equipment Can use most one and two-handed weapons (prefering blunt, simple ones such as cudgels), but DPS-pankratiasts should mainly focus on mulit-attack/dualwields such as cestuses and knuckles. Pankratiasts use very little armour, cannot use shields or most headgear. May also dual-wield.
Resistances Pankratiasts are very vulnerable to Int-based attacks (aka. very low INT-stat) and mind-altering status afflictions (berserk, confuse, charm, burn, freeze, etc.) and normal resistance to stat-altering ones. At level 9, pankratiasts are immune to STUN (same as stagger?).
I have a few more classes and races in mind, mostly the MINSTRELgo to hell bard and Demonologist/medium/whatever.
Furthermore, F-G; are you going to add the Vampire? Otherwise, I wanted to add only the pure NOSFERATU/MAX SCHRECK-styled ones as a very balanced player race. More than one type of vampire is not ok in my books.
EDIT:
Do pure fighter-classes have MP at all; seeing as they won't use it?
ALSO:
Name: Pankratiast
Description: Barknuckle fighter, brawler, monk, martial artist, Pankratiasts are individuals who have honed their skills solely for the purpose of fighting anywhere, everywhere with everyone, wielding anything from their barefists and a shoelace to giantslaying mega-swords.
Abilities: (In order; A to F)
- STR
- HP
- DEX
- CON
- INT
- MP
1- Bind Wounds (75% to cure bleeding/random status effect on self, if applicable.)
2- Fighting Dirty (~50% chance to blind an enemy)
3- Tackle (Stuns a target enemy and the pankratiast, ~90%)
4- Strength (Doubles the pankratiasts STR for the next turn ONLY) Dual-wield, cast combo, this and then you have a one-man team
5- Hurl (Throws an improvised projectile at a target enemy.) note: This attack is more applicable when facing flying foes who cannot be targeted my most melee weapons, where the pankratiast is an expert. Further, it is not dependant on the pankratist strength to inflict damage (DEX more likely).
6- Destruction (Destroys an enemy's equipment for a HP cost at ~50% chance. That is, it drops DEF to ~30% or so).
7- Combo (Allows the fighter to strike the double amount of times next attack) note that if the pankratiast wields two weapons, he will benefit greatly from this skill
8- Disarm (Has a ~40% chance of disarming/pacifying target enemy, making it unable to attack)
9- Retribution (an attack that causes damage to the enemy, entirely depending on the accumalated damage done to the pankratiast during the course of the battle. If retribution is performed more than once in combat, the accumalated damage goes from the last use of this skill)
NOTE Most of the Pankratiast's skills come off as rather "costless", but Bind Wounds, Destruction, Disarm and Fighting Dirty is a sacrificed turn for a chance of success. Combo and Strength relies on the pankratiast not becoming status afflicted or forced to revive any partymembers that might've fallen. Finally, retribution is dependant on the pankratist being able to take ALOT of punishment before being able to dish out a good amount of damage. A berserk state (say can only attack enemies at random with 150% STR and 50% CON) is a status affliction that would work very well with a tankish pankratiast. Summarized, this class has three tactics; status-iducing, to weaken and prevent enemy attacks, slow tank or pure mindblowing dps.
Equipment Can use most one and two-handed weapons (prefering blunt, simple ones such as cudgels), but DPS-pankratiasts should mainly focus on mulit-attack/dualwields such as cestuses and knuckles. Pankratiasts use very little armour, cannot use shields or most headgear. May also dual-wield.
Resistances Pankratiasts are very vulnerable to Int-based attacks (aka. very low INT-stat) and mind-altering status afflictions (berserk, confuse, charm, burn, freeze, etc.) and normal resistance to stat-altering ones. At level 9, pankratiasts are immune to STUN (same as stagger?).
I have a few more classes and races in mind, mostly the MINSTREL
Furthermore, F-G; are you going to add the Vampire? Otherwise, I wanted to add only the pure NOSFERATU/MAX SCHRECK-styled ones as a very balanced player race. More than one type of vampire is not ok in my books.
EDIT:
Do pure fighter-classes have MP at all; seeing as they won't use it?
author=Darken link=topic=3845.msg76891#msg76891 date=1243338682^^This and also unless damage takes a format of 3d24+16.
I refuse to help unless the game looks like this:
author=Fallen-Griever link=topic=3845.msg76959#msg76959 date=1243374208
I don't think I could pick out a single bloodline from Vampire: The Masquerade to convert into this kind of format, and nor do I think it would be a good idea, so go for it.
Cool :)
Vampire the masquerade wasn't actually anything that came to mind because I don't like it at all :/. I just think that it is either the homoerotic anne rice vampires or the cool kind, more in the direction of Nosferatu. Also, the latter kind can take a more balanced form as a selectable race.
I will get to the race description for the Vampires sometime tonight.
author=Craze link=topic=3845.msg76979#msg76979 date=1243375933
GAY SYSTEM: BUY LEATHER TO UP YOUR RICE POINTS
actually, I agree. How about, say, armours offers chance to block X amount of damage? It should be very possible in VX.
I actually did this in about fifteen minutes total the other day. % chance based on DEF or SPI (phys or magical) to x0.5 damage taken; stacks with criticals/guarding. I could probably get it to have a <armor x, y> tag (x is chance of block; y is damage blocked).


Well I almost went a whole day without looking at this thread.
Could you help us out by digging some of these up? (My free time is very limited!) : )
There are actually scripts for most of these things, but we're not at this point yet. : )
That is unfortunate. The more people participate, the better! : )
Pankratiast has been ACCEPTED with minor changes and reformating (guys please stick to format; makes my life sooooo much easier! : ) )
I do have a question about the name, though. Is there a cool explanation of it, or is it just wierdness for wierdness's sake? I am kind of frowning upon the latter.
Also, what weapons can be used?
Once I get the equipment I'll throw it on the list.
We need more races and non-combat classes.
This is a communtiy-made RMVX video game RPG. If you have questions, please please ask them, I'd be more than happy to answer.
I suggest search around the resource forums on RRR and rpgmakervx.net and finding the edits of Mack's charsets--they're making harpies and minotaurs and werewolves and stuff.
Could you help us out by digging some of these up? (My free time is very limited!) : )
author=ChaosProductions link=topic=3845.msg76885#msg76885 date=1243333427
...rip off FFXII's Combat Log?
Except have it actually LOG more than one action at a time?
...relocate the battle commands menu?
Put it in the lower-left, and then have submenus branch off of it? Like, if they open Warcries, it opens right over the battle menu, kind of like a right-click menu?
...show Conditions next to the character name?
Cycle through current Conditions, like FFX did? Maybe color-code for positive and negative effects?
...show Enemy HP?
I know EtG had enemy names, but HP shouldn't be too hard, right?
There are actually scripts for most of these things, but we're not at this point yet. : )
author=Darken link=topic=3845.msg76891#msg76891 date=1243338682
I refuse to help unless the game looks like this:
That is unfortunate. The more people participate, the better! : )
Pankratiast has been ACCEPTED with minor changes and reformating (guys please stick to format; makes my life sooooo much easier! : ) )
I do have a question about the name, though. Is there a cool explanation of it, or is it just wierdness for wierdness's sake? I am kind of frowning upon the latter.
Also, what weapons can be used?
Name:Pankratiast
Description: Bareknuckle fighter, brawler, monk, martial artist, Pankratiasts are individuals who have honed their skills solely for the purpose of fighting anywhere, everywhere with everyone, wielding anything from their barefists and a shoelace to giantslaying mega-swords.
Abilities:
A: STR
B: HP
C: DEX
D: CON
E: INT
F: MP
Skills:
1- Bind Wounds (75% to cure bleeding/random status effect on self, if applicable.)
2- Fighting Dirty (~50% chance to blind an enemy)
3- Tackle (Stuns a target enemy and the pankratiast, ~90%)
4- Strength (Doubles the pankratiasts STR for the next turn ONLY)
5- Hurl (Throws an improvised projectile at a target enemy.) note: This attack is more applicable when facing flying foes who cannot be targeted my most melee weapons, where the pankratiast is an expert. Further, it is not dependant on the pankratist strength to inflict damage (DEX more likely).
6- Destruction (Destroys an enemy's equipment for a HP cost at ~50% chance. That is, it drops DEF to ~30% or so).
7- Combo (Allows the fighter to strike the double amount of times next attack) note that if the pankratiast wields two weapons, he will benefit greatly from this skill
8- Disarm (Has a ~40% chance of disarming/pacifying target enemy, making it unable to attack)
9- Retribution- An attack that causes damage to the enemy, entirely depending on the accumalated damage done to the pankratiast during the course of the battle. If retribution is performed more than once in combat, the accumulated damage goes from the last use of this skill.
Resistances:
Pankratiasts are very vulnerable (B) to Int-based attacks and (A) to mind-altering status afflictions (berserk, confuse, charm, etc.). At Level 6, Pankratiasts are immune to Staggered.
Once I get the equipment I'll throw it on the list.
We need more races and non-combat classes.
author=Tau link=topic=3845.msg76986#msg76986 date=1243376255
Is this like a roleplaying thing or do I just not understand what is going on in this thread?
This is a communtiy-made RMVX video game RPG. If you have questions, please please ask them, I'd be more than happy to answer.
Race: Naga, Nagaii (plural)
A snake-like race that lives in marches and swamps. Though once thought to be evil and malicious creatures due to their frightful appearance, Nagaii are really a wise, thoughtful race that prefer to keep to themselves. Most Nagaii that leave the marshes to travel are intelligent warriors who take a strategic view to battle and usually end up becoming strategists, archivists, doctors*, priests, assassins* or teachers of their arts.
*Due to living in marshes and dealing with many types of poisons, most Nagaii are adept at healing/using them.
Coming from a society that revolves around family groups, Naga are very protective of children and the sanctity of marriage (no matter the race). Though usually level-headed, Naga can become rather vicious when protecting the weak or arguing their beliefs.
Due to their snake-like tails, it is easy to think that their mobility is hindered, however Naga are quite dexterous and capable of using their tails as an extra limb for climbing, attacking and (in some cases) handling things.
A snake-like race that lives in marches and swamps. Though once thought to be evil and malicious creatures due to their frightful appearance, Nagaii are really a wise, thoughtful race that prefer to keep to themselves. Most Nagaii that leave the marshes to travel are intelligent warriors who take a strategic view to battle and usually end up becoming strategists, archivists, doctors*, priests, assassins* or teachers of their arts.
*Due to living in marshes and dealing with many types of poisons, most Nagaii are adept at healing/using them.
Coming from a society that revolves around family groups, Naga are very protective of children and the sanctity of marriage (no matter the race). Though usually level-headed, Naga can become rather vicious when protecting the weak or arguing their beliefs.
Due to their snake-like tails, it is easy to think that their mobility is hindered, however Naga are quite dexterous and capable of using their tails as an extra limb for climbing, attacking and (in some cases) handling things.
All right, let's see if I can do this. Here's a class for you:
Name: Mathemagician
Brief Description: A wizardry class that fights using math concepts/formulas instead of typical spells.
Priority Distribution:
A: INT
B: MP
C: DEX
D: CON
E: HP
F: STR
Skills:
Formula: Deals damage based on the combined totals of random numbers. Initially only adds two numbers together, but greater levels expand the skill to include higher number ranges, more numbers in the formula, and chances for multiplication in place of addition. Costs 3 MP to cast (and progressively more with increased usefulness).
Geometrap: Has a 60% chance of sealing an enemy in a cube, paralyzing them for the duration of the condition. HOWEVER, attacks directed at the enclosed monster are rendered ineffective by the cube. In other words, the monster can't attack you, and you can't damage it. The cube will break on its own over time, or can be shattered by physical attacks (status condition cured by physical shock). Costs 5 MP to cast. Learned at level 3.
Division: Halves the enemy's HP, based on their current HP. So, if a monster has 80 HP and is hit with Division, its HP falls to 40. Then, if hit again, HP falls to 20, and so on. Costs 6 MP to cast. Learned at level 7.
Average: Deals damage based on the average of all the target's stats. Costs 4 MP to cast. Learned at level 2.
More to come, that's all I got for now!
Distribution of Stealth Ability points (Stealth Only):
Usable items:
As a wizard, they are capable of wearing light and some medium armor, but no heavy armor or shields of any kind. They can wield stave/club type weapons and some shorter blades (such as daggers).
Skill Learning Mechanism:
Resistances/Weaknesses:
Susceptible to Chaos (Confusion?) and other mentally-afflicting conditions.
I can expand on all of this if you like. I don't know enough of the game's specifics to accurately say more (such as weapon types, armor types, and status problems). You like? Want to see more?
Name: Mathemagician
Brief Description: A wizardry class that fights using math concepts/formulas instead of typical spells.
Priority Distribution:
A: INT
B: MP
C: DEX
D: CON
E: HP
F: STR
Skills:
Formula: Deals damage based on the combined totals of random numbers. Initially only adds two numbers together, but greater levels expand the skill to include higher number ranges, more numbers in the formula, and chances for multiplication in place of addition. Costs 3 MP to cast (and progressively more with increased usefulness).
Geometrap: Has a 60% chance of sealing an enemy in a cube, paralyzing them for the duration of the condition. HOWEVER, attacks directed at the enclosed monster are rendered ineffective by the cube. In other words, the monster can't attack you, and you can't damage it. The cube will break on its own over time, or can be shattered by physical attacks (status condition cured by physical shock). Costs 5 MP to cast. Learned at level 3.
Division: Halves the enemy's HP, based on their current HP. So, if a monster has 80 HP and is hit with Division, its HP falls to 40. Then, if hit again, HP falls to 20, and so on. Costs 6 MP to cast. Learned at level 7.
Average: Deals damage based on the average of all the target's stats. Costs 4 MP to cast. Learned at level 2.
More to come, that's all I got for now!
Usable items:
As a wizard, they are capable of wearing light and some medium armor, but no heavy armor or shields of any kind. They can wield stave/club type weapons and some shorter blades (such as daggers).
Resistances/Weaknesses:
Susceptible to Chaos (Confusion?) and other mentally-afflicting conditions.
I can expand on all of this if you like. I don't know enough of the game's specifics to accurately say more (such as weapon types, armor types, and status problems). You like? Want to see more?
author=Max McGee link=topic=3845.msg77095#msg77095 date=1243404690
Pankratiast has been ACCEPTED with minor changes and reformating (guys please stick to format; makes my life sooooo much easier! : ) )
I do have a question about the name, though. Is there a cool explanation of it, or is it just wierdness for wierdness's sake? I am kind of frowning upon the latter.
Also, what weapons can be used?
Alright.
The name is deriven from the ancient greek martial arts, it means all(pan)might(krato)... to use your whole body as a weapon (killing your opponent wasn't THAT unusual). So it has meaning, sounds cool and works for those who
I included their weapons and equipment earlier. But I'll revise it a bit. They wield cestuses, brass knuckles, gauntlets, armoured gloves, etc. They may also use clubs & cudgels, staffs, knives & daggers, spathas and axes (the last three categories to a limited degree). They can use neither shield nor helmet (bandanas might be ok) and only wear very light armour (leather is acceptable).
EDIT:
I was sitting down and putting the Vampire on paper but realised that he has the amount of bonus skills/abilities of a class. It could work to have the vampire as a class in my mind, but there was a need for more races. Also, I have already submitted a class and have two or three more in waiting. So what to do?
I will come up with a race later today/ this evening.
a) Judge (Combat/Mage hybrid; possibly Misc?)
b) A tanking class that aids the party by debilitating the enemy with its judicial magic. While able to deal minor damage, its goal is to be a debuff/heal hybrid with some armor.
c)
A: CON
B: INT
C: HP
D: STR
E: MP
F: DEX
d)
COMBAT SKILLS
1 "Declare Innocent": 100% chance to inflict an ally with "Innocent," which greatly reduces chance of being targeted by enemies for five turns
2 "Declare Guilty": 100% chance to inflict an ally with "Prison," which deals 3HP damage to the target and increases CON 170%
3 "Gavel to Cranium": 75% chance to stun an enemy for two turns
4 "Pardon": 100% chance to recover ~16 + 1/2INT HP to an ally; removes "Prision," if inflicted
5 "Double Jeopardy": 85% chance to set an enemy's CON to 40% with "Retrial" and deal 1/2STR damage
MAGIC
1 "Abide": 1 MP; 100% chance to deal 3/4INT Light damage
2 "Executive": 2 MP; 100% chance to inflict "Executive" on the caster, which doubles CON and heals 7HP
3 "Trial": 2 MP; 100% chance to deal 5/4INT Light damage and has a 6% chance of killing the enemy
4 "Truth": 2 MP; 100% to recover ~14 + INT HP to an ally
5 "Organization": 3 MP; 100% chance to lower enemy party's DEX to 40%
6 "Justice": 4 MP; 100% chance to deal 7/4 Light damage and has a 18% chance of killing the enemy
e) N/A
f) Judges can equip Medium armor, light maces and flails. Two artifacts, the Hand of and Judicial Tongue, are respectively a heavy flail and crossbow designed for Judges. They boost maximum MP by 3. Judges cannot equip shields, but rather can find (rarely) 'shields' that are Tomes of Law.
g) N/A; will generate if put into Misc. category.
h) Judges cannot be harmed by Light or Dark magic (or any other axial power; i.e. Law v. Chaos)
b) A tanking class that aids the party by debilitating the enemy with its judicial magic. While able to deal minor damage, its goal is to be a debuff/heal hybrid with some armor.
c)
A: CON
B: INT
C: HP
D: STR
E: MP
F: DEX
d)
COMBAT SKILLS
1 "Declare Innocent": 100% chance to inflict an ally with "Innocent," which greatly reduces chance of being targeted by enemies for five turns
2 "Declare Guilty": 100% chance to inflict an ally with "Prison," which deals 3HP damage to the target and increases CON 170%
3 "Gavel to Cranium": 75% chance to stun an enemy for two turns
4 "Pardon": 100% chance to recover ~16 + 1/2INT HP to an ally; removes "Prision," if inflicted
5 "Double Jeopardy": 85% chance to set an enemy's CON to 40% with "Retrial" and deal 1/2STR damage
MAGIC
1 "Abide": 1 MP; 100% chance to deal 3/4INT Light damage
2 "Executive": 2 MP; 100% chance to inflict "Executive" on the caster, which doubles CON and heals 7HP
3 "Trial": 2 MP; 100% chance to deal 5/4INT Light damage and has a 6% chance of killing the enemy
4 "Truth": 2 MP; 100% to recover ~14 + INT HP to an ally
5 "Organization": 3 MP; 100% chance to lower enemy party's DEX to 40%
6 "Justice": 4 MP; 100% chance to deal 7/4 Light damage and has a 18% chance of killing the enemy
e) N/A
f) Judges can equip Medium armor, light maces and flails. Two artifacts, the Hand of and Judicial Tongue, are respectively a heavy flail and crossbow designed for Judges. They boost maximum MP by 3. Judges cannot equip shields, but rather can find (rarely) 'shields' that are Tomes of Law.
g) N/A; will generate if put into Misc. category.
h) Judges cannot be harmed by Light or Dark magic (or any other axial power; i.e. Law v. Chaos)
WOW. This is really heating up.
(I am adding everything accepted to the database tomorrow, btw. )
This is more like it. : )
STATS??? Or shall I INFER them from your (excellent) description.
Here is what I am..assuming...
Attributes:
STR -2, CON -2, HP -2, DEX +2, INT +2
Resistances:
Immune to Poison.
Special Ability:
Venomous Bite (Natural weapon/unarmed attack with a chance to inflict poison.)
Liberty, you're free to approve of those stats or post your own. : )
I don't like the name/some of the skill names. They are too cheeky to match the tone I am going for (which is one of more-or-less straight fantasy, with humor being incidental rather than in your face). You can take a stab at renaming them, or I will. : ) As for the class itself...I really like it!
Formula:
Can you be more specific as to how you would like to code/event this skill into the database?
Geometrap:
Again with the name, but this is a great skill. I know exactly how to render it in VX, too. (A condition that inflicts Paralysis plus 1000% Def (CON) and 1000% Spi (INT).)
Division:
Excellent and I think I already have a script for it.
Average:
Any idea how this will work?
Anyway, as I said I REALLY like this class. The only real issue I have is with skill learning mechanism. I think that vanilla "Level Up And Learn A Skill" thing should REALLY only be used for normal fighters/possibly rogues. I think for something as exotic as Mathemagician, he should be able to find mathematical formulas scrawled throughout the dungeon, and be able to learn spells from them by solving math problems if his level is high enough. Oh, if you need more ideas for spells for him (we do need five more) I'd be happy to help.
The vampire can be an EXTREMELY weird race, I'd rather have that than a vampire class. (I hate the idea of "monster" classes; monsters that can't have a normal class shouldn't be playable.) Just understand that the vampire race will be the upper limit of racial weirdness that I will accept. Also, tone down his active abilities (or at least make some of them level based).
I really like this class. Accepted with changes.
1. Flavor. Is it alright if I style this class as a Paladin of the god of law?
2. Combat skills. I removed two I didn't like (Gavel to Cranium because it is silly and Double Jeopardy because it is silly AND requires me to create yet another debuff status). This gives us with a nice round nine skills (three physical, six spells).
3. Type. Misc. This is the third and penultimate Miscellaneous class I am accepting. Also, ABSOLUTELY no more combat-mage hybrids from anyone, please.
4. Unique skill learning. Is it possible for judges to learn skills by making difficult moral decisions about the fates of NPCs (i.e. judgment calls)? : )
5. Magic: Increased MP costs, but only slightly since I noticed you gave judges low MP.
Love it. Accepted with the following changes:
1. Skill use/learning:
The chemist begins with an out of battle skill called Mix. This skill brings up the Synthesis menu ("synthesis shop") wherever he is; the available options are dependent on Level (via common event) exactly as you have dictated them. He can mix items (using the formula you provided) to create other items that can be used in battle; these have the same effect as the skills you listed. Oh, btw, for 9, I think you mean "Panacea", not "Placebo". I will also let him learn (not by level, but from spell books/scrolls) some low level enchantment/poison magic. Lastly, skills will not cost MP.
2. Equipment:I am nixing the mortar and pestle thing as I believe it to be...gay.
3. Type: Changed to miscellaneous.
4. Name. Changed to Alchemist. This is not FFU and we are in an ostensibly medieval setting.
5. Misc. Added the Pharmacology special ability; this makes healing items they use restore x2 of whatever they normally restore.
Miscellaneous Declarations:
At this point, we need more Stealth classes and less Miscellaneous classes. Please, if you are going to contribute a Misc. class, make it stealth again.
At this point, we need races more than classes.
(I am adding everything accepted to the database tomorrow, btw. )
author=Liberty link=topic=3845.msg77113#msg77113 date=1243421474
Race: Naga, Nagaii (plural)
A snake-like race that lives in marches and swamps. Though once thought to be evil and malicious creatures due to their frightful appearance, Nagaii are really a wise, thoughtful race that prefer to keep to themselves. Most Nagaii that leave the marshes to travel are intelligent warriors who take a strategic view to battle and usually end up becoming strategists, archivists, doctors*, priests, assassins* or teachers of their arts.
*Due to living in marshes and dealing with many types of poisons, most Nagaii are adept at healing/using them.
Coming from a society that revolves around family groups, Naga are very protective of children and the sanctity of marriage (no matter the race). Though usually level-headed, Naga can become rather vicious when protecting the weak or arguing their beliefs.
Due to their snake-like tails, it is easy to think that their mobility is hindered, however Naga are quite dexterous and capable of using their tails as an extra limb for climbing, attacking and (in some cases) handling things.
This is more like it. : )
STATS??? Or shall I INFER them from your (excellent) description.
Here is what I am..assuming...
Attributes:
STR -2, CON -2, HP -2, DEX +2, INT +2
Resistances:
Immune to Poison.
Special Ability:
Venomous Bite (Natural weapon/unarmed attack with a chance to inflict poison.)
Liberty, you're free to approve of those stats or post your own. : )
author=halibabica link=topic=3845.msg77115#msg77115 date=1243424728
All right, let's see if I can do this. Here's a class for you:
Name: Mathemagician
Brief Description: A wizardry class that fights using math concepts/formulas instead of typical spells.
Priority Distribution:
A: INT
B: MP
C: DEX
D: CON
E: HP
F: STR
Skills:
Formula: Deals damage based on the combined totals of random numbers. Initially only adds two numbers together, but greater levels expand the skill to include higher number ranges, more numbers in the formula, and chances for multiplication in place of addition. Costs 3 MP to cast (and progressively more with increased usefulness).
Geometrap: Has a 60% chance of sealing an enemy in a cube, paralyzing them for the duration of the condition. HOWEVER, attacks directed at the enclosed monster are rendered ineffective by the cube. In other words, the monster can't attack you, and you can't damage it. The cube will break on its own over time, or can be shattered by physical attacks (status condition cured by physical shock). Costs 5 MP to cast. Learned at level 3.
Division: Halves the enemy's HP, based on their current HP. So, if a monster has 80 HP and is hit with Division, its HP falls to 40. Then, if hit again, HP falls to 20, and so on. Costs 6 MP to cast. Learned at level 7.
Average: Deals damage based on the average of all the target's stats. Costs 4 MP to cast. Learned at level 2.
More to come, that's all I got for now!Distribution of Stealth Ability points (Stealth Only):
Usable items:
As a wizard, they are capable of wearing light and some medium armor, but no heavy armor or shields of any kind. They can wield stave/club type weapons and some shorter blades (such as daggers).Skill Learning Mechanism:
Resistances/Weaknesses:
Susceptible to Chaos (Confusion?) and other mentally-afflicting conditions.
I can expand on all of this if you like. I don't know enough of the game's specifics to accurately say more (such as weapon types, armor types, and status problems). You like? Want to see more?
I don't like the name/some of the skill names. They are too cheeky to match the tone I am going for (which is one of more-or-less straight fantasy, with humor being incidental rather than in your face). You can take a stab at renaming them, or I will. : ) As for the class itself...I really like it!
Formula:
Can you be more specific as to how you would like to code/event this skill into the database?
Geometrap:
Again with the name, but this is a great skill. I know exactly how to render it in VX, too. (A condition that inflicts Paralysis plus 1000% Def (CON) and 1000% Spi (INT).)
Division:
Excellent and I think I already have a script for it.
Average:
Any idea how this will work?
Anyway, as I said I REALLY like this class. The only real issue I have is with skill learning mechanism. I think that vanilla "Level Up And Learn A Skill" thing should REALLY only be used for normal fighters/possibly rogues. I think for something as exotic as Mathemagician, he should be able to find mathematical formulas scrawled throughout the dungeon, and be able to learn spells from them by solving math problems if his level is high enough. Oh, if you need more ideas for spells for him (we do need five more) I'd be happy to help.
author=Mr.Nemo link=topic=3845.msg77118#msg77118 date=1243427904author=Max McGee link=topic=3845.msg77095#msg77095 date=1243404690
Pankratiast has been ACCEPTED with minor changes and reformating (guys please stick to format; makes my life sooooo much easier! : ) )
I do have a question about the name, though. Is there a cool explanation of it, or is it just wierdness for wierdness's sake? I am kind of frowning upon the latter.
Also, what weapons can be used?
Alright.
The name is deriven from the ancient greek martial arts, it means all(pan)might(krato)... to use your whole body as a weapon (killing your opponent wasn't THAT unusual). So it has meaning, sounds cool and works for those whohatesare tired of monks.
I included their weapons and equipment earlier. But I'll revise it a bit. They wield cestuses, brass knuckles, gauntlets, armoured gloves, etc. They may also use clubs & cudgels, staffs, knives & daggers, spathas and axes (the last three categories to a limited degree). They can use neither shield nor helmet (bandanas might be ok) and only wear very light armour (leather is acceptable).
EDIT:
I was sitting down and putting the Vampire on paper but realised that he has the amount of bonus skills/abilities of a class. It could work to have the vampire as a class in my mind, but there was a need for more races. Also, I have already submitted a class and have two or three more in waiting. So what to do?
I will come up with a race later today/ this evening.
The vampire can be an EXTREMELY weird race, I'd rather have that than a vampire class. (I hate the idea of "monster" classes; monsters that can't have a normal class shouldn't be playable.) Just understand that the vampire race will be the upper limit of racial weirdness that I will accept. Also, tone down his active abilities (or at least make some of them level based).
author=Craze link=topic=3845.msg77120#msg77120 date=1243431403
a) Judge (Combat/Mage hybrid; possibly Misc?)
b) A tanking class that aids the party by debilitating the enemy with its judicial magic. While able to deal minor damage, its goal is to be a debuff/heal hybrid with some armor.
c)
A: CON
B: INT
C: HP
D: STR
E: MP
F: DEX
d)
COMBAT SKILLS
1 "Declare Innocent": 100% chance to inflict an ally with "Innocent," which greatly reduces chance of being targeted by enemies for five turns
2 "Declare Guilty": 100% chance to inflict an ally with "Prison," which deals 3HP damage to the target and increases CON 170%
3 "Gavel to Cranium": 75% chance to stun an enemy for two turns
4 "Pardon": 100% chance to recover ~16 + 1/2INT HP to an ally; removes "Prision," if inflicted
5 "Double Jeopardy": 85% chance to set an enemy's CON to 40% with "Retrial" and deal 1/2STR damage
MAGIC
1 "Abide": 1 MP; 100% chance to deal 3/4INT Light damage
2 "Executive": 2 MP; 100% chance to inflict "Executive" on the caster, which doubles CON and heals 7HP
3 "Trial": 2 MP; 100% chance to deal 5/4INT Light damage and has a 6% chance of killing the enemy
4 "Truth": 2 MP; 100% to recover ~14 + INT HP to an ally
5 "Organization": 3 MP; 100% chance to lower enemy party's DEX to 40%
6 "Justice": 4 MP; 100% chance to deal 7/4 Light damage and has a 18% chance of killing the enemy
e) N/A
f) Judges can equip Medium armor, light maces and flails. Two artifacts, the Hand of and Judicial Tongue, are respectively a heavy flail and crossbow designed for Judges. They boost maximum MP by 3. Judges cannot equip shields, but rather can find (rarely) 'shields' that are Tomes of Law.
g) N/A; will generate if put into Misc. category.
h) Judges cannot be harmed by Light or Dark magic (or any other axial power; i.e. Law v. Chaos)
I really like this class. Accepted with changes.
1. Flavor. Is it alright if I style this class as a Paladin of the god of law?
2. Combat skills. I removed two I didn't like (Gavel to Cranium because it is silly and Double Jeopardy because it is silly AND requires me to create yet another debuff status). This gives us with a nice round nine skills (three physical, six spells).
3. Type. Misc. This is the third and penultimate Miscellaneous class I am accepting. Also, ABSOLUTELY no more combat-mage hybrids from anyone, please.
4. Unique skill learning. Is it possible for judges to learn skills by making difficult moral decisions about the fates of NPCs (i.e. judgment calls)? : )
5. Magic: Increased MP costs, but only slightly since I noticed you gave judges low MP.
author=Fallen-Griever link=topic=3845.msg77124#msg77124 date=1243434345
Name: Chemist.
Description: The Chemist is astealthmage class (I guess). They're able to combine items together to create explosive cocktails, healing potions and other such solutions. They mainly deal in fire/poison damage, status effects and healing skills.
Attributes:
A: INT
B: MP
C: DEX
D: HP
E: CON
F: STR
Skills:
1) Fire-Bomb: Deals mid fire damage to the target. May burn the target (50%).
Item Requirements: Incendiary, Kindle, Gunpowder.
2) Flash-Fire: Deals low fire damage to all targets. May burn the targets (25%).
Item Requirements: Incendiaryx2, Kindle, Ether, Gunpowerx2.
3) Powder-Keg: Deals heavy fire damage to the target.
Item Requirements: Incendiaryx3, Gunpowderx3.
4) Napalm: May burn the target (100%).
Item Requirements: Labile Oil, Incendiaryx2
5) Mustard-Bomb: Deals mid-level poison damage to one target. May poison the target (75%).
Item requirements: Poisonshroomx2, Incendiary.
6) Poison-Gas: May poison all targets (75%).
Item Requirements: Poisonshroomx2, Ether, Incendiary.
7) Healing Gel: Recovers 33% of the target's max HP. May cause numbness for one turn (15%)
Item Requirements: Labile Oil, Green Herbx3.
8) Healing Paste: Recovers 66% of the target's max HP. May cause numbeness for one turn (50%)
Item Requirements: Labile Oil, Green Herbx5.
9) Placebo: If the target is inflicted with a negative status effect/s, this has 50% to remove it/them.
Item Requirements: Labile Oil, Red Herbx3
*All skills cost the same amount of MP as there are ingredients required.
**All skills require one Glass Vial.
***Skill damage is dependent on INT.
Equipment: Can use Light Armour/Helms etc. Pestle (pseudo-weapon) and Mortar (pseudo-shield) used. Must have both equipped in order to use any of their skills (if this is possible).
Resistances: Susceptible to anything that may debuff their INT stat. Also susceptible to Confusion. Resistant to Poison and Burns.
Love it. Accepted with the following changes:
1. Skill use/learning:
The chemist begins with an out of battle skill called Mix. This skill brings up the Synthesis menu ("synthesis shop") wherever he is; the available options are dependent on Level (via common event) exactly as you have dictated them. He can mix items (using the formula you provided) to create other items that can be used in battle; these have the same effect as the skills you listed. Oh, btw, for 9, I think you mean "Panacea", not "Placebo". I will also let him learn (not by level, but from spell books/scrolls) some low level enchantment/poison magic. Lastly, skills will not cost MP.
2. Equipment:I am nixing the mortar and pestle thing as I believe it to be...gay.
3. Type: Changed to miscellaneous.
4. Name. Changed to Alchemist. This is not FFU and we are in an ostensibly medieval setting.
5. Misc. Added the Pharmacology special ability; this makes healing items they use restore x2 of whatever they normally restore.
Miscellaneous Declarations:
At this point, we need more Stealth classes and less Miscellaneous classes. Please, if you are going to contribute a Misc. class, make it stealth again.
At this point, we need races more than classes.
Classwise, here is what we have SO FAR....actually, please just see the fourth post on the first page.
Later today/tomorrow I will post a new race (Elf) and a new class (Wizard).
Later today/tomorrow I will post a new race (Elf) and a new class (Wizard).



















