Hidden 11 yrs ago Post by PharaohAtem
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well the zombies power and damage of the depends on player's level as well and i wouldn't switch to spirits as that is more the summoners thing but maybe a skeleton soldier as it the same kind of thing

well for the battle mage i was thinking because i have monks with are a hand to hand a knight witch is sword and shield and samurai with is katanas and spears none of the characters relay use two handed weapons and i have played a few games where Battle Mage's use things like grate swords or two handed hammers

for the Sorcerer not only will there Lv determine What they will transform into but it will also depends how many full body transformations they will can have
Hidden 11 yrs ago Post by QueenBee
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okay, then how will the leveling works? We cant just kill something and, tadaa, level up, right?
Hidden 11 yrs ago Post by The One
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Well I'd say we put up stats for all of the classes, then each player gets skill points to put those stats up. Something like, 10 points at the start, then maybe 1 or 2 points every lv up.

Stephen, I agree some classes are stronger than others, but it makes sense. Warriors will of course be stronger than any mage, as mages, sorcerers and other magic classes, will have more magic attack power. They will be much stronger than warriors in magic. While support classes will be one of the weakest, although their skills will make up for it, they are just there to aid their party members, and in some eyes, will be one of the most helpful and needed.
Hidden 11 yrs ago Post by PharaohAtem
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Basically, we will have to kill more than one monster to lv up. It is as simple as that, you gain exp for every kill. Either I or The One will determine when you lv up, so you can't speed lv and say you lv up 10 lvs in one post.

The One

I was thinking pretty much the same thing, but I was thinking at least 5 points at every level simply because the stats include strength, dexterity, vitality, intelligence, mind, stamina, accuracy and agility. So if you only gave 1 point skill at each lv you would end up with a character that is pretty weak.

Yeah that is exactly right, which is why I gave them powerful starting skills to the mages and support class even though that means they can't use them very often it means when they get attacked by a group of monsters which normally they would never be able to handle on their own, they can use their class skill to save them, where warriors in the same situation would be able to handle it a lot easier. Even the black who would be one of the most powerful damage dealers, will be vulnerable to physical attacks because of light armor which provides virtualy no defense and low dexterity and vitality, but if they call a zombie or skeleton to their side they can have provoke the monsters and pick them off one by one.
Hidden 11 yrs ago Post by StephenRouse
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First of all, the Mage's ability. Preventing cool down for fifteen seconds seems either really, REALLY underpowered, or really overpowered. It really depends on whether or not your other activated skills have long cool-down times. Negating cool down times by fifteen seconds for all enemies can be a massive game changer if your other skills have 20 or 30 second cool downs. If they're much longer than a minute or two, however, it quickly changes from really OP to really underwhelming. Assuming you're going with most classes having a lot of 10-30 second cool down skills/abilities, I would change it to maybe a "tag" feature, where you can tag one or two opponents and pause their cooldowns. It also fits more with the Monk motif I think, having to touch their opponent and "shutting down their chakra" or some other excuse.

The knight should have either a longer cool down, or change it from complete damage immunity to like, 50-80% immunity. Samurai could be OP if your stats hugely impact your damage and defense, same for the speed aspect since they'll be building speed (being a speed-oriented class). Maybe a flat stat bonus, or only a doubling of speed and attack? Dragon Tamer seems fine as long as it's for one encounter a day.

Beast Master is interesting, because his skill makes sense, but it's not necessarily believable. I don't think it would see much use because it would focus damage on their beasts, which they would probably have an attachment to. I could see there being a handful of default choices for your first beast companion, and that beast gives some kind of scaling passive bonus or skill? Summoner is fine, as long as there's some kind of limit for how long ago the dead can be revived. Resurrecting long-dead kings or warriors would be very OP.

Assassin should lose on of its two effects, ignoring defenses AND dealing all crits (I'm assuming deal 1.5 or 2x damage) would wreck everything, especially since they're a DPS class. Rogue is fine, but they're not really a "tank" class, I could see them having TONS of passives and a lot of utility though. Trickster is good, love their flavor. I'm mixed on Gunner. His ability would be really good against bosses with health lower than 25%, insta killing them. But they wouldn't be good against hordes of enemies. I would recommend having two different builds, a sniper and an assault version. Sniper gets the existing ability (Maybe tweaked to insta-kill either a single minion at full health or a boss at 10%), and the Assault getting some sort of area-attack that deals a single crit to every enemy? Or maybe their ability allows all of their attacks to automatically hit and crit for 15 seconds.

I dig the Tribesman as a tanky bait/controller. His aggro focus seems like a good idea, but his skill is a little underwhelming. Maybe some kind of defense buff to go along with it, or a slight debuff to enemies he hits with the skill? Archer is fine, but kind of faces the same problem as Gunner. Archer in this case seems geared towards area attacks automatically, but should be able to specialize in either sniping or area. I'd give them an option similar to Gunner, with either an area ability or a singular one. Or maybe a buff, every target attack hits and crits for 15 seconds?

Mage classes have been covered. Magic Person (Not a Mage class?) seems a bit 'eh', they seem to be jack-of-all-trades, but also with a focus on healing? I don't know, I wouldn't want to play one personally. The Bard seems fine, but maybe a passive ability instead that grants a boost to SP and MP regeneration instead of a flat bonus once? Priest seems a lot like Black Mage, with a summoning class skill and the ability to bind enemies. The biggest difference is that Priests seem to focus more on disorienting or disabling enemies, while Black Mages focus on draining or killing them. That's fine, but their power should also be similar to Black Mage then, summoning a spirit which deals Holy damage which scales with the user.

I most want to play as Priest, so I'm really interested in anything involving the class. Gunner comes as a close second, I might consider a second character just to try both.

I'd also consider losing Intelligence as a stat, since Intelligence is really the only thing that the player IS. An intelligence in a faux-body, stuck in an electronic world.
Hidden 11 yrs ago Post by PharaohAtem
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StephenRouse said
First of all, the Mage's ability. Preventing cool down for fifteen seconds seems either really, REALLY underpowered, or really overpowered. It really depends on whether or not your other activated skills have long cool-down times. Negating cool down times by fifteen seconds for all enemies can be a massive game changer if your other skills have 20 or 30 second cool downs. If they're much longer than a minute or two, however, it quickly changes from really OP to really underwhelming. Assuming you're going with most classes having a lot of 10-30 second cool down skills/abilities, I would change it to maybe a "tag" feature, where you can tag one or two opponents and pause their cooldowns. It also fits more with the Monk motif I think, having to touch their opponent and "shutting down their chakra" or some other excuse.The knight should have either a longer cool down, or change it from complete damage immunity to like, 50-80% immunity. Samurai could be OP if your stats hugely impact your damage and defense, same for the speed aspect since they'll be building speed (being a speed-oriented class). Maybe a flat stat bonus, or only a doubling of speed and attack? Dragon Tamer seems fine as long as it's for one encounter a day.Beast Master is interesting, because his skill makes sense, but it's not necessarily believable. I don't think it would see much use because it would focus damage on their beasts, which they would probably have an attachment to. I could see there being a handful of default choices for your first beast companion, and that beast gives some kind of scaling passive bonus or skill? Summoner is fine, as long as there's some kind of limit for how long ago the dead can be revived. Resurrecting long-dead kings or warriors would be very OP.Assassin should lose on of its two effects, ignoring defenses AND dealing all crits (I'm assuming deal 1.5 or 2x damage) would wreck everything, especially since they're a DPS class. Rogue is fine, but they're not really a "tank" class, I could see them having TONS of passives and a lot of utility though. Trickster is good, love their flavor. I'm mixed on Gunner. His ability would be really good against bosses with health lower than 25%, insta killing them. But they wouldn't be good against hordes of enemies. I would recommend having two different builds, a sniper and an assault version. Sniper gets the existing ability (Maybe tweaked to insta-kill either a single minion at full health or a boss at 10%), and the Assault getting some sort of area-attack that deals a single crit to every enemy? Or maybe their ability allows all of their attacks to automatically hit and crit for 15 seconds.I dig the Tribesman as a tanky bait/controller. His aggro focus seems like a good idea, but his skill is a little underwhelming. Maybe some kind of defense buff to go along with it, or a slight debuff to enemies he hits with the skill? Archer is fine, but kind of faces the same problem as Gunner. Archer in this case seems geared towards area attacks automatically, but should be able to specialize in either sniping or area. I'd give them an option similar to Gunner, with either an area ability or a singular one. Or maybe a buff, every target attack hits and crits for 15 seconds?Mage classes have been covered. Magic Person (Not a Mage class?) seems a bit 'eh', they seem to be jack-of-all-trades, but also with a focus on healing? I don't know, I wouldn't want to play one personally. The Bard seems fine, but maybe a passive ability instead that grants a boost to SP and MP regeneration instead of a flat bonus once? Priest seems a lot like Black Mage, with a summoning class skill and the ability to bind enemies. The biggest difference is that Priests seem to focus more on disorienting or disabling enemies, while Black Mages focus on draining or killing them. That's fine, but their power should also be similar to Black Mage then, summoning a spirit which deals Holy damage which scales with the user.I most want to play as Priest, so I'm really interested in anything involving the class. Gunner comes as a close second, I might consider a second character just to try both. I'd also consider losing Intelligence as a stat, since Intelligence is really the only thing that the player IS. An intelligence in a faux-body, stuck in an electronic world.


The monk has the ability to Prevent cool down for fifteen seconds not the mages. And some skills could have short cooldowns some will be long, it depends on the type of skill, and the whole point of a monk is to quickly chain a number of skills and attacks to deal a bit of damage constantly making it hard for enemies to block dodge and counter as they will be on the defensive and the simple solution is to stay away from them, get out of their attack range as they are a short range class. Or if you are a knight you can use your ability so they can't damage you for 15 seconds, and as for the knight skill it's called stone wall for a reason, that's because when you use it, that's basically what you become, it's to allow healers time to restore your health when dealing with a large group of enemies or one really powerful one, so it is purely defensive, if anything it is too weak.

Samurai,

I was thinking that myself, and was considering changing it, as it will be hard to stay out of their attack range as they will be faster as well.

When Dragon Tamers combine with their dragons, they stay combined until they resumon the dragon but they only get slight increase of stats and they can use their dragon's skills for themselves, they can also fly for a short period of time which means you could argue that they are better off keeping the dragon out so it can take some of the damage from the monsters, the main reason I would use it is to fly short distances.

Beasts masters skill forces all the enemies in a certain area to attack the beast master not the beast, but because they are different type of beasts the beast master can have, some if not all depending on what the player chooses, will be able to agro some of the monsters off the beast master if they are too many for them to handle.

Summoner skill only revives defeated players to full hp/sp and they are the only non healing class that can revive.

Assassins, that was another thing I was thinking about and will probably change it too.

Rogues, I didn't say they were a tank, I just said in their description, they can act like a tank as they have high evasion, so they dodge or block most of the attacks. You only need to do this if you didn't have a tank in the party, otherwise it would be pointless.

That's an interesting idea, as for the area attack though, you won't really need that for a skill, as you could actually give yourself area attacks without it being a main skill.

Tribesman, the debuff idea is ok, I will probably throw in an accuracy debuff.

Again, a player can give their character skills,and most people I see play as archers focus giving their characters long range damaging attacks which focus on picking off enemies, so I decided to give them an ability that can target multiple enemies in a single are plus giving them a strategic advantage.

Magical boy/girl

They are not a class that focuses on healing, I done it as a healer class as they can heal and revive. And yeah they kind of are a jack of all trades that can be a advantage and a disadvantage, as obviously they will be not as good in any one thing on a class that focuses on a particular spell, but their variety can be a big strength if you are on your own and they can also help support pretty much any class in the party in doing their job, for example supporting healers to heal, while still doing a lot of damage to help damage dealers kill the monsters and they can help support classes weaken enemies or straighten allies but I threw them in there as I know a few people who really like the class and have fun playing as them.

The angel that they will summon would be dealing holy damage and the strength of the summon would depend on the lv of the user, and they don't focus on disorienting or disabling it is just something they can do, they would focus on mainly healing skills, but they still have a few disorienting or disabling skills.

Intelligence determines healing effectiveness and mind determines magic damage,
Hidden 11 yrs ago Post by The One
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For example, I am so being a magical girl, as one of their best ever skills is to have multiple random spells or actions that they can preform which can either aid players or themselves, or put them at a disadvantage, and that is simply one skill. The more random spells you have, the higher the skill is.

For example, I have 100 random spells, 50 which can help my character and players either by giving everyone stat ups, dealing great damage to monsters, giving monsters stat effects, etc, etc, there are many ways which they can aid or deal damage.

50 which can greatly put others in danger, either by giving enemies stat ups, lowering themselves or allies stats greatly, give themselves or allies stat effects, rebounding any spell they or allies cast, etc. Again, many ways which they are able to put themselves in a disadvantage. It can be a amazing skill, while also being a really bad skill. They of course can and will have other skills which will greatly help them and allies.
Hidden 11 yrs ago Post by StephenRouse
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PharaohAtem said
The monk has the ability to Prevent cool down for fifteen seconds not the mages. And some skills could have short cooldowns some will be long, it depends on the type of skill, and the whole point of a monk is to quickly chain a number of skills and attacks to deal a bit of damage constantly making it hard for enemies to block dodge and counter as they will be on the defensive and the simple solution is to stay away from them, get out of their attack range as they are a short range class. Or if you are a knight you can use your ability so they can't damage you for 15 seconds, and as for the knight skill it's called stone wall for a reason, that's because when you use it, that's basically what you become, it's to allow healers time to restore your health when dealing with a large group of enemies or one really powerful one, so it is purely defensive, if anything it is too weak.


Sorry, I read the post about Mages and my headspace was still there, Lol. I think that's a good way to build the Monks, it definitely fits with how they're usually represented. I was just thinking their skill would be really powerful depending on skill sets, but if most players have a mix then it should be fine. It sounds like most or all of their skills will have a touch mechanic too, which is cool.

The Knight's Stone Wall didn't mention that they couldn't attack while it was in use, but I don't think it's really underpowered. If they're invulnerable and immovable they could be used to block corridors or avenues of attack while your Mages and Ranged party members could attack without worry. They could grab an enemy and turn on the skill, making them ineffective or completely out of commission for 15 seconds. There are a lot of ways it could be abused, and I think that's worth a lot in terms of utility.

PharaohAtem said Samurai,I was thinking that myself, and was considering changing it, as it will be hard to stay out of their attack range as they will be faster as well. When Dragon Tamers combine with their dragons, they stay combined until they resumon the dragon but they only get slight increase of stats and they can use their dragon's skills for themselves, they can also fly for a short period of time which means you could argue that they are better off keeping the dragon out so it can take some of the damage from the monsters, the main reason I would use it is to fly short distances. Beasts masters skill forces all the enemies in a certain area to attack the beast master not the beast, but because they are different type of beasts the beast master can have, some if not all depending on what the player chooses, will be able to agro some of the monsters off the beast master if they are too many for them to handle. Summoner skill only revives defeated players to full hp/sp and they are the only non healing class that can revive.


Dragon Tamers seem like they could become the strongest at later levels, with dragons and wyverns to aggro and tank enemies, deal damage, and having lots of utility. Beast Master seems fine the way it's described there.

PharaohAtem said Assassins, that was another thing I was thinking about and will probably change it too.Rogues, I didn't say they were a tank, I just said in their description, they can act like a tank as they have high evasion, so they dodge or block most of the attacks. You only need to do this if you didn't have a tank in the party, otherwise it would be pointless. That's an interesting idea, as for the area attack though, you won't really need that for a skill, as you could actually give yourself area attacks without it being a main skill. Tribesman, the debuff idea is ok, I will probably throw in an accuracy debuff. Again, a player can give their character skills,and most people I see play as archers focus giving their characters long range damaging attacks which focus on picking off enemies, so I decided to give them an ability that can target multiple enemies in a single are plus giving them a strategic advantage.


This is all cool! I'm always a fan of having a lot of build/skill options. Personally though, when I think "Gunner" I think of machine gunners, while Archers feel like more accuracy-first kind of guys. Just an opinion, of course.

PharaohAtem said Magical boy/girl They are not a class that focuses on healing, I done it as a healer class as they can heal and revive. And yeah they kind of are a jack of all trades that can be a advantage and a disadvantage, as obviously they will be not as good in any one thing on a class that focuses on a particular spell, but their variety can be a big strength if you are on your own and they can also help support pretty much any class in the party in doing their job, for example supporting healers to heal, while still doing a lot of damage to help damage dealers kill the monsters and they can help support classes weaken enemies or straighten allies but I threw them in there as I know a few people who really like the class and have fun playing as them. The angel that they will summon would be dealing holy damage and the strength of the summon would depend on the lv of the user, and they don't focus on disorienting or disabling it is just something they can do, they would focus on mainly healing skills, but they still have a few disorienting or disabling skills. Intelligence determines healing effectiveness and mind determines magic damage,


This is all cool, I can definitely see the appeal in Jack-Of-All-Trades, their placement just kind of confused me. Looking forward to seeing all of the skills so I can decide on a character! I'm not sure I'll go just Priest if they don't have much use in battle, probably run a Combat Priest and Knight or Dragon Tamer.
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Well you should try a magical girl, they are soooo fun to play as. You can be SO RANDOM! Like summon a huge teddybear which will stand by your side and fight, or summon explosive flowers to the battlefield. Magical girl, is the most random of the classes and probably the most fun to play.

Now with Gunner, you can have somebody who uses machine guns, shotguns, semi automatic rifles, etc. Your a gunner, you can use any gun you wanted. ^^

Also, are we doing competitions and giving out special rewards and such like before? As I could and would happily do that, and so could you, so it isn't rigged, and both me and you are able to compete. Since, if I held it and competed, then it would be unfair as I would know what to do. Although you would be able to compete. Plus it's a MMORPG type of game, so it would make sense, as most, if not all, hold some sort of competition or special event at times to win special items, which reminds me, we need to do a item list soon or later.
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StephenRouse said
The Knight's Stone Wall didn't mention that they couldn't attack while it was in use, but I don't think it's really underpowered. If they're invulnerable and immovable they could be used to block corridors or avenues of attack while your Mages and Ranged party members could attack without worry. They could grab an enemy and turn on the skill, making them ineffective or completely out of commission for 15 seconds. There are a lot of ways it could be abused, and I think that's worth a lot in terms of utility.


ok that's a good point i never considered that and i didn't notice i left out the part where they are unable to move lol to be honest i seem to have made a few mistake in the descriptions of both the class and the skills but then again i came up with and wrote them all in the afternoon after staying up all night the night before so i apologize for that i will go though my post and make the changes to some of the skills and fix the mistakes

StephenRouse said Dragon Tamers seem like they could become the strongest at later levels, with dragons and wyverns to aggro and tank enemies, deal damage, and having lots of utility. Beast Master seems fine the way it's described there.


The wyverns will be wild monsters the dragon tamer has tamed, they won't agro anything off of players, the only way they can agro something is that the dragon tamer sends them off to attack a mosnter and then recalls it, the dragon pet can agro the monsters off the dragon tamer but obviously not if you combine with it, although you're right about it potentially being the biggest damage dealer. Personally I would say it would be either the Black Mage or Dragon Tamer.

StephenRouse said This is all cool! I'm always a fan of having a lot of build/skill options. Personally though, when I think "Gunner" I think of machine gunners, while Archers feel like more accuracy-first kind of guys. Just an opinion, of course.


To be honest I never thought about using machine guns, but as One said we could always hold an event and release unique weapons like machine guns but either way, I will likely add machine guns/shotguns to the weapons list. As for semi automatic rifles, when I said in the description they use handguns and rifles I never said which kind of rifles because I was thinking they could use any type of rifle, sniper, semi automatic or fully automatic but I should of stated that, again, didn't think of it, I blame it on being up all night when I wrote it. As for archers, strictly speaking, both archers and gunners would be accuracy first type of classes as they are a long range class. So they would need pretty good accuracy, this doesn't mean they can't use AOE attacks. The Archer's skill for example is an AOE attack but it doesn't rely on accuracy at all, while it will do damage, that is not the main purpose of the skill. It's designed to distract the enemy and prevent them from attacking for a brief time to allow themselves and allies a chance to either run from a losing battle or set up a follow up attack.

StephenRouse said This is all cool, I can definitely see the appeal in Jack-Of-All-Trades, their placement just kind of confused me. Looking forward to seeing all of the skills so I can decide on a character! I'm not sure I'll go just Priest if they don't have much use in battle, probably run a Combat Priest and Knight or Dragon Tamer.


I never said they didn't have much in the way of attacks, I just said they focused mainly on healing and support but they still have attack capabilities. You can decide what skills to give them, for example, you can make a priest and if you chose, only give them attack skills and no healing, it would kind of go against the purpose of a priest but it would be your decision. The same can be said for any of the classes regardless of what their purpose is, you can set them anyway you want.
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The One said
Well you should try a magical girl, they are soooo fun to play as. You can be SO RANDOM! Like summon a huge teddybear which will stand by your side and fight, or summon explosive flowers to the battlefield. Magical girl, is the most random of the classes and probably the most fun to play.

Now with Gunner, you can have somebody who uses machine guns, shotguns, semi automatic rifles, etc. Your a gunner, you can use any gun you wanted.


I never really got into the Magical Girl thing, and I'm not being into really random, Lol. I prefer playing semi-serous characters with a lot of personality. I think I'll be playing a rude, incorrigible Priest who can't shut his mouth for sure. Still deciding between Gunner and Dragon Tamer. And I know, it's just the feel I get from the titles, ya know?
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Magical Girls don't have to be random, again you can be it and set it however you want, it's just One loves to make a skill that let her cast a number of random spells and use a random number generator to determine which one she will use, but you don't have to do that, and if you can't decide between a dragon tamer or a gunner why not be both? You can be a dragon tamer with the ability to tame wyverns and call your pet, but use guns, having your dragons on the front lines stopping the monsters from attacking you or be a gunner with the ability to have a pet and tame wyverns, the only difference is between those two options would be the class skill you would have, and the fact that the secondary class would always be half the level of your main class. So if you were level hundred, your secondary class would be level 50 which basically means you could use a load of their skills but not any that are really powerful.
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ok just to let you know i will post the OOC sometime tomorrow until then i am going to go bed GN guys
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Finally, Xd. ^^ Joking of course. Take as long as you need.
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Oooo you guys made so much progress while I'm laying on my bed slumbering~
Magical girl sounds really cute there, summoning teddy bears and stuff..
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Of course, that is just one of the things, there are many other random spells which can screw others, for example, a random spell which I have used before, is that a player has to talk in rhymes. Then there is summoning a pile of gold to crash on an enemies head to distract them or, greedy players. There is spell rebound, there is a spell that could make somebody sparkle and distract them, anything you want, just simply make a list of random spells. Although, some would have to have downsides. They can't all be good benefits, also, if you need it, I can give you a random dice generator to use.

But magical girl/boy are super cute and fun, ESPECIALLY Shela, who will be my magical girl. Some of those spells I listed, are going to be a few on my and list. She is very young, shy and a little depressed, which will affect some of the spells on the list. ^^ She will be awesome. Also, when they transform into their magical girl/boy form, their personality is likely to change, not sure if that was mentioned or not.
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Sounds really comical.. lol.. We sure need that one person in a group! ;)
I'm going to stick with my plan by taking one of the mages, because it is the class I'm familiar with the most. I think our character could be a really good friends, or sisters! :D
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They could be good friends. ^^ But yeah she will be fun to watch, as well as to play. ^^ You could always be a mage with a magical girl subclass. ^^ Then you would still be able to transform, be random and have fun.
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IRL

Name: Mimi
Nickname: Miya
Gender: Female
Age: 10



Personality: She is very shy, she puts herself down almost all the time. She is easily scared, and is normally very serious. She doesn't like mean people. She always carries a stuffed toy with her at all times. She sees no worth in her life, she doesn't see how she can possibly be of use to anyone, she sees herself as a burden, she has always been alone, she blames herself for her parents death, for being so weak and helpless.

Past: When Shela was younger, she was a burden, and still is. All her life, she has been running and hiding, not being able to fight or defend herself. She cried when she almost died several times, she just wanted to be safe, she wanted to be strong but all that was, was simply wishing for something that would never happen. Shela has always believed that she was useless. Her parents tried to convince her otherwise. They died, trying to protect her. This is another reason why she will just get in the way, then she found a way to be somebody else, to be strong, seeing a VR game, she quickly used it and started playing on The World.

Family: Dead
Friends: None
Sentimental Attachment: Her stuffed toy

IG:

Username: Shela
Nickname: Pinkie
Gender: Female
Age: 10
Species: Human

LV: 1



Class: Magical Girl
Sub Class: Summoner
Weapon: She has orbs which she uses to summon creatures as well has having a staff pole.

Skill List: Not sure on skills yet, how many are we deciding on Pharaoh to start out with? Same as below.

Sub Skill List:
She can turn into her magical girl form.

Sentimental Attachment: Her magical Item which is a teddy bear.
Other: Magical Girls get to choose a 'Magical Item' She choose a teddy bear, as she it was the only thing she had left of her parents.





Also, I think Dragon Tamers should be able to fuse with wyverns which they have tamed, not just with their dragon, what do you think?
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Not sure on skills yet, how many are we deciding on Pharaoh to start out with? Same as with sub skills.
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