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Dice Heroes of Plaethera (Character Creation Thread)

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Redfork2000

The Red One
Roleplay Availability
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My Interest Check
This is the thread where you'll submit your character sheets for "Heroes of Plaethera".

Now, how do you submit a character? Well, for this, the character sheet has two different sections: General, and Stats. The General section will provide general info about what your character is like, while the Stats section will provide their stats for battle. This is what it will look like:

GENERAL
Name:
Character's name
Age: Character's age
Gender: Character's gender
Appearance: What do they look like.
Personality: Describe their personality.
Powers: Describe what your character's powers are like.
Likes: What do they like?
Dislikes: What do they dislike?

STATS
Health:
How much damage your character can take before being defeated. The average health stat is somewhere around 100-120. I'll allow health stats as low as 50-60, or as high as 200,
Defense: Defense will make your character take less damage from attacks. The average defense stat is somewhere around 5-6. I'll allow defense stats as high as 10-12, or as low as 0-2.
Moves: Each character gets to have four different moves. These are the attacks a character can use during battle.
Super Move: Your Super Move is a specially powerful move that can only be used when your Super Meter is full.
Passive Ability: Your Passive Ability is a special modifier that will be in effect as long as your character is in play.
Super Meter: All Super Meters need to recharge to 100% in order for you to use your Super Move. However, some characters have a custom multiplier that makes their meter recharge faster or slower than normal. Here you would add your character's custom multiplier. If you want your character's meter to fill up at the default speed, then just use 1 as your multiplier.

That's all there is to it! Everyone gets to make up to three characters. You are free to customize your character's stats and moveset however you please. Once submitted, I'll read the character sheet, and if I think the character is good to use, I'll provide a heart reaction. If I feel the character is too overpowered or too underpowered, I will help you with suggestions of how the character can be balanced.

I'll provide my own character sheets soon so that you can have an idea of what the stats should look like.
 
So, in order to give you a better idea of how to build your character sheets, I've decided to create three characters of my own. This will hopefully, give you a good example of how to make your own characters.

Mark Smith
Heart of a Young Hero
GENERAL
Name:
Mark Smith
Age: 20
Gender: Male
Appearance:
Standing at 5'6, Mark can be described as being shorter than average. He has an average build, not too robust or scrawny. He has light skin, and short, dark brown hair, along with icy blue eyes. His face is a clear reflection of his emotions, as he's very transparent with them.
Personality: Wholesome and naive, Mark can be described as inexperienced, and very curious. He's eager to explore the world, learn more, and grow as a person. He's very transparent and sincere, and never tries to hide his emotions. Thus people can easily read him based on his facial expression. He's terrible at concealing his emotions. He's upbeat, cheerful and energetic, known for being highly optimistic. He's naive and a bit gullible, generally seeing the good in people, and believing everyone has the potential to be a hero in their own right. His open mentality leads him to learn and explore the world around him, but can also lead him to get into trouble at times. He's kind-hearted, and wants to help everyone. While some people can take advantage of this, it doesn't deter Mark from what he believes in.
Powers: Mark's powers are energy-based. He can use his own life force to accelerate his metabolism, allowing him to achieve super speed, and also provide him a good amount of strength. Peak physical abilities are the bread and butter of his powers. This energy-based power also has the secondary application of allowing him to emit energy waves from his body, both to strengthen allies as well as to damage enemies.
Likes:
-Adventure
-Learning
-Cookies
-Fruit Juice
-Friendship
-Helping others
Dislikes:
-Being unable to help others
-Spinach
-People who take advantage of his kind heart
-Water (he almost drowned as a kid, and thus developed a fear of entering bodies of water)

STATS
Health:
120
Defense: 6
Moves:
-Quick Punch: Delivers a high speed punch on an enemy. Deals 20 damage + 1d to an enemy.
-Energize: Emits an empowering energy wave to an ally. Gives an ally Power Up 8 for 3 turns.
-Lightning Speed: Spins around an enemy at lightning speed. Deals 10 damage +1d to an enemy, and has a 33% chance of inflicting Paralysis to the target for 4 turns.
-Energy Wave: Releases an energy wave, which damages all enemies. Deals 8 damage + 1d to each enemy.
Super Move:
-Energy Overdrive: Uses a huge amount of energy to enter Overdrive state. Deals 30 damage + 1d to all enemies.
Passive Ability:
-Energy Bond: All allies deal +5 damage if their Super Meter is above 50%.
Super Meter: x1 Multiplier

- - -

Alyssa Miller
In Pursuit of Knowledge
GENERAL
Name:
Alyssa Miller
Age: 22
Gender: Female
Appearance:
Standing at 5'5, Alyssa is rather thin in terms of body shape. She's lightweight, definitely thin, but not as much to be considered unhealthy. She has pale skin, and long, straight golden brown hair that reaches about halfway down her back. She has amber eyes. Her expression tends to be rather cold and distant at times, due to her more logical and less emotion-based approach.
Personality:
Alyssa is studious and disciplined. She is very determined and responsible, and loves to study. Her love for books is well known among her friends group, who sometimes call her "bookworm" or "egghead" for it, which she doesn't really appreciate. She's very logic based, using her problem solving skills and logical reasoning to solve problems. However, this leads her to sometimes emotionally distance herself from others, as she doesn't connect on an emotional level as easily as others do. She's very passionate about learning about different topics, like history, science, and more. She values knowledge and logic, and will frequently try to collect as much knowledge as she can in order to take decisions. She can come off as cold at times, but in reality she does yearn for love and friendship, even though she doesn't show it.
Powers:
Alyssa's powers are strongly connected to her brain. Her life force is concentrated in her brain, and manifestates mainly in how fast she can learn new things, and has an excellent memory. With enough concentration, she can channel her life force to manifest physically in the form of telekinesis, allowing her to manipulate objects with her mind. It requires a lot of focus to use though.
Likes:
-Reading
-History
-Science
-Salads
-Chocolate
-Discovery
Dislikes:
-People who are annoying or overwhelming
-Snakes (she has a strong fear of them)
-People who give her nicknames like "bookworm" or "egghead".
-Loud noises (she can get distracted by them)
-Spicy foods

STATS
Health:
90
Defense: 3
Moves:
-Telekinesis: Uses her telekinetic abilities to lift an opponent and slam them on the ground. Deals 25 damage + 1d to an enemy, but can only be used if Alyssa isn't affected by any negative status effects.
-Toxic Chemistry: Hurls a test tube full of a toxic chemical at an enemy. Deals 7 damage + 1d to an enemy, and has a 33% chance of inflicting Poison 5 for 5 turns.
-Acid: Hurls a test tube full of acid at an enemy. Deals 10 damage + 1d to an enemy, and has a 25% chance of inflicting Burn 7 for 5 turns.
-Telekinetic Wave: Emits a telekinetic wave that weakens an enemy. Inflicts an enemy with Defense Down 5 for 5 turns.
Super Move:
-Telekinetic Burst: Focuses all her telekinetic abilities on a single opponent, delivering a powerful burst of telekinetic enemy. Deals 50 damage + 2d to the target, and inflicts the target with Defense Down 5 for 5 turns.
Passive Ability:
-Chemistry: All ally moves that can inflict a negative status effect has a +10% chance to inflicting them.
Super Meter: x1 Multiplier

- - -

Oliver Black
The Fearless, Mysterious Shadow Warrior
GENERAL
Name:
Oliver Black
Age: 25
Gender: Male
Appearance:
Standing at 5'11, Oliver black is slender and somewhat tall. He tends to wear dark clothing, mostly black and dark gray. He has an ivory tone of skin, and short, black hair. He has green eyes, and is very good at concealing his emotions. Most of the time he just keeps a serious poker face, not conveying much emotion. He is known for wearing his signature black hat, and black scarf.
Personality:
Oliver Black doesn't show a lot about himself. He doesn't speak too often, but when he does speak, he speaks with a very strong sense of confidence and determination. His serious demeanor and cold glare are usually enough to intimidate a good amount of people. Oliver prides himself in his discipline and his strong principles, which he always follows no matter what. While he appears distant and aloof for the most part, he can be very protective of those he works with, as he feels its his duty to protect others.
Powers:
Oliver's powers allow him to teleport around, which allows for a good amount of mobility and stealth on the battle field. To do this, he surrounds himself in his life force, which manifests itself as a dark purple aura, and he is then teleported any place he can see from his current position. He can also use this same life force aura as a method of attacking from a distance, though he generally prefers using his sharp weapons for that.
Likes:
-Nighttime
-Seafood
-Silence
-Protecting others
-Acting from the shadows, to avoid getting attention.
-Cats (he actually has one as a pet!)
Dislikes:
-Bright lights (his eyes are very accustomed to the dark, so bright lights can easily hurt his eyes)
-Getting too much attention (he doesn't like being the center of attention, he very much prefers to act quietly in the background)
-People who want to know too much about him (he likes to have a good amount of privacy, and not share much about himself or his life to those around him)

STATS
Health:
100
Defense: 0
Moves:
-Teleport: He uses his powers to teleport. Oliver cannot be attacked in this turn if he uses this move.
-Sharp Blade: Oliver tosses a sharp, metallic blade at an opponent. Deals 25 damage + 1d to an enemy. Has a 15% chance of dealing a critical hit, which makes it do triple damage.
-Dagger Shower: He tosses several daggers at enemies. Deals 10 damage + 1d to each enemy.
-Precise Kick: Oliver uses his precision skills to land a precise kick on his target. Deals 18 damage + 1d to an enemy. Ignores enemy's defense.
Super Move:
-Silent but Lethal: Oliver assaults his enemies, leaving them open to attack. Deals 20 damage + 1d to each enemy, and lowers every enemy's defense to 0 for 3 turns.
Passive Ability:
-Agility: When any enemy attacks Oliver, there's a 20% chance that Oliver will dodge the attack.
Super Meter: x1.2 Multiplier
 
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Yume Satono
The Daydreaming Sentry
GENERAL
Name:
Yume Satono
Age: 24
Gender: Female
Appearance:
With a full-body height of 5'8, Yume is rather broad and physically gifted in terms of body shape. However, in exchange, this shape puts Yume on the thin borderline between healthy and unhealthy in terms of 'how' broad she is. She has pale skin, long white hair that flows down to her shoulders, and green eyes. Yume has a wonderful habit of being simple to read - often with a sweet, clueless smile on her face (most of the time).
Personality: Yume is a girl with two things on her mind - her sweet, beloved slumber, and the people she surrounds herself with. She's a supportive sweetheart who loves to spend her time with her friends and conversely offer them various means of support should she believe they need help. Naturally quiet, naive to a fault and unfortunately not that brave, Yume tends to keep to herself in this regard - and no matter what she does, Yume is often bored easily and reduced to tiredness at an alarming rate. With all her care, support and problems aside, when she is noticeably upset or even angry, she 'means' it - you do 'not' want to be on her bad side, for there are few things worse than the wrath of someone naturally gentle.
Powers: Yume's 'power' isn't really the best power in the world, but it enhances her sight - better yet, it allows her to see things when she usually can't see them or see anything at all. In order to sustain this however, Yume's life force must be slowly drained as to maintain it - yet while it is active, this 'upgraded' form of seemingly natural(?) and borderline X-Ray vision allows Yume to see anything around her that she would normally be able to see, except this power allows her to also 'ignore' anything in the way of what she can see.
Likes:
-Sleeping (what did you expect)
-Friendship
-Singing
-Junk food (as a whole)
-Reading
-Animals (predominantly birds)
Dislikes:
-Reality itself
-Loud noises
-Being disturbed (especially when she sleeps)
-Arrogance

STATS
Health:
180
Defense: 8
Moves:
-Pointed Nightmare: Yume loads an arrow onto her bow and fires it towards a single target. Deals 10 damage + 1d to an enemy. If that enemy is inflicted with Sleep, double the damage.
-Sound To Sleep: Yume exhausts her vocal chords and herself to sleep by singing in the face of danger. All allies are healed for 10% of their max health, and Yume is inflicted with Sleep for 2 turns.
-Blindspot: Yume uses her power to identify a weak point on a single target's body, and then swings at that identified point with her bow. Deals 6 damage +1d to an enemy, and has a 25% chance of inflicting Sleep to the target for 2 turns.
-Dream Sweep: The sleeping Yume finds and grabs her bow before swinging it randomly towards the enemies, catching them all in this swing in the process. Deals 8 damage + 1d to all enemies, but can only be used while Yume is inflicted with Sleep.
Super Move:
-Insomnia Strike: The sleeping Yume uses her power to see her surroundings - and upon identifying all her enemies, overloads her bow with a multitude of arrows and paints the sky with them all. Deals 30 + 1d to all enemies, has a 33% chance inflict all enemies with Sleep. Yume must be inflicted with Sleep to use this.
Passive Ability:
-Slumber Party: All allies take 4 less damage from enemy attacks while at least 1 party member is inflicted with Sleep.
Super Meter: x0.9 Multiplier
 
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Yume Satono
The Daydreaming Sentry
GENERAL
Name:
Yume Satono
Age: 24
Gender: Female
Appearance:
With a full-body height of 5'8, Yume is rather broad and physically gifted in terms of body shape. However, in exchange, this shape puts Yume on the thin borderline between healthy and unhealthy in terms of 'how' broad she is. She has pale skin, long white hair that flows down to her shoulders, and green eyes. Yume has a wonderful habit of being simple to read - often with a sweet, clueless smile on her face (most of the time).
Personality: Yume is a girl with two things on her mind - her sweet, beloved slumber, and the people she surrounds herself with. She's a supportive sweetheart who loves to spend her time with her friends and conversely offer them various means of support should she believe they need help. Naturally quiet, naive to a fault and unfortunately not that brave, Yume tends to keep to herself in this regard - and no matter what she does, Yume is often bored easily and reduced to tiredness at an alarming rate. With all her care, support and problems aside, when she is noticeably upset or even angry, she 'means' it - you do 'not' want to be on her bad side, for there are few things worse than the wrath of someone naturally gentle.
Powers: Yume's 'power' isn't really the best power in the world, but it enhances her sight - better yet, it allows her to see things when she usually can't see them or see anything at all. In order to sustain this however, Yume's life force must be slowly drained as to maintain it - yet while it is active, this 'upgraded' form of seemingly natural(?) and borderline X-Ray vision allows Yume to see anything around her that she would normally be able to see, except this power allows her to also 'ignore' anything in the way of what she can see.
Likes:
-Sleeping (what did you expect)
-Friendship
-Singing
-Junk food (as a whole)
-Reading
-Animals (predominantly birds)
Dislikes:
-Reality itself
-Loud noises
-Being disturbed (especially when she sleeps)
-Arrogance

STATS
Health:
180
Defense: 8
Moves:
-Pointed Nightmare: Yume loads an arrow onto her bow and fires it towards a single target. Deals 10 damage + 1d to an enemy. If that enemy is inflicted with Sleep, double the damage.
-Sound To Sleep: Yume exhausts her vocal chords and herself to sleep by singing in the face of danger. All allies are healed for 10% of their max health, and Yume is inflicted with Sleep for 2 turns.
-Blindspot: Yume uses her power to identify a weak point on a single target's body, and then swings at that identified point with her bow. Deals 6 damage +1d to an enemy, and has a 25% chance of inflicting Sleep to the target for 2 turns.
-Dream Sweep: Yume suddenly falls asleep on the spot and begins snoring a bit too loudly - both involuntarily. Yume is inflicted with Sleep for 2 turns and must be attacked by all enemies this turn (or at least be one target in a multi-target attack).
Super Move:
-Insomnia Strike: The sleeping Yume uses her power to see her surroundings - and upon identifying all her enemies, overloads her bow with a multitude of arrows and paints the sky with them all. Deals 30 + 1d to all enemies, has a 40% chance inflict all enemies with Sleep. Yume must be inflicted with Sleep to use this.
Passive Ability:
-Slumber Party: While Yume is inflicted with Sleep, Yume does not suffer Sleep's downsides. All allies take 20% less damage from enemy attacks while at least 1 party member is inflicted with Sleep.
Super Meter: x0.9 Multiplier
This looks very good, honestly. Perhaps the only thing I might suggest changing are the following things:

-I think not suffering from Sleep's downsides (not being able to attack in that turn) can be very overpowered, if you consider that while asleep she also heals herself 5% of her max health each turn. The fact that she can use any of her other attacks means that she could easily keep herself inflicted with sleep for the entire battle, and well, those bulky health and defense stats along with the passive regeneration of sleep would make her very difficult to take down. Perhaps one thing I could suggest is that she does keep the inability to use most attacks when asleep, but instead you can give her a special attack that can only be used when she's asleep. Say for example, Snore, being a special attack she can only use when asleep. It could be a basic multi-target attack that makes so that even asleep, she can still attack.

-40% chance is really a lot , even for a Super Move. I'd perhaps suggest reducing it to 33%, considering this affects all enemies.

-You have two passive abilities there. I'd recommend removing the first one (not being affected by Sleep's downsides, instead using a special move for when she is asleep), and perhaps changing the second one so that instead of reducing the damage taken by allies by 20%, it reduces it by a fixed number, like maybe 4. This is because this system calculates damage by adding and substracting numbers. Percentages are mostly reserved for probabilities of certain events happening.

Aside from that, I'd say this character works great. I really like how you played with the sleep mechanic. Honestly, which just these few balance fixes I feel this would work great.
 
-I think not suffering from Sleep's downsides (not being able to attack in that turn) can be very overpowered, if you consider that while asleep she also heals herself 5% of her max health each turn. The fact that she can use any of her other attacks means that she could easily keep herself inflicted with sleep for the entire battle, and well, those bulky health and defense stats along with the passive regeneration of sleep would make her very difficult to take down. Perhaps one thing I could suggest is that she does keep the inability to use most attacks when asleep, but instead you can give her a special attack that can only be used when she's asleep. Say for example, Snore, being a special attack she can only use when asleep. It could be a basic multi-target attack that makes so that even asleep, she can still attack.
OK, but... don't I already have 4 moves? I don't think having a fifth would be fair, anyways, when everyone else just has 4.

I could however repurpose Dream Sweep into this attack - how about three chosen targets for 8 +1d damage but can only be used while asleep?
-40% chance is really a lot , even for a Super Move. I'd perhaps suggest reducing it to 33%, considering this affects all enemies.
That's fair enough. That can be easily done.
-You have two passive abilities there. I'd recommend removing the first one (not being affected by Sleep's downsides, instead using a special move for when she is asleep), and perhaps changing the second one so that instead of reducing the damage taken by allies by 20%, it reduces it by a fixed number, like maybe 4. This is because this system calculates damage by adding and substracting numbers. Percentages are mostly reserved for probabilities of certain events happening.
4 damage reduction? Sure can do.



Anything else?
 
OK, but... don't I already have 4 moves? I don't think having a fifth would be fair, anyways, when everyone else just has 4.
I could however repurpose Dream Sweep into this attack - how about three chosen targets for 8 +1d damage but can only be used while asleep?
Yes, that's what I was thinking of. Repurpose Dream Sweep into this attack, so that whenever Yume is asleep, she uses this attack. That way she can't continue to inflict sleep on herself while asleep.

You could just have it target all enemies, and as mentioned, she can only use it while asleep.
That's fair enough. That can be easily done.
4 damage reduction? Sure can do.
Anything else?
That would be all, honestly. everything else seems well balanced to me.
 
Very well! I'll be making those changes right now.

EDIT: 3 minutes later! Done!
 
GENERAL

Name:
Yaloo "Lucky Day" Doremi
Age: 26
Gender: Male
Appearance:
1618436551459.png
Personality:
Conniving, desirous, and prone to ennui unless otherwise piqued, Yaloo likes to be sneaky and learn more about everyone and everything, sometimes against his better judgement but always with grace. While he does seem self-centered at times, he shows on occasion a bit of philanthropy with his real money.
Powers: Coin Mint, the ability to manufacture rainbow-coloured Coins, a magic currency that only he can use, out of energy generated from his body mass. These Coins have no monetary value to anyone else. In fact, if he offers them to anybody for purchase or for no good reason the seller or targeted individual seems magically inclined to hate him (does not work on other players unless desired by the player). These Coins do have weight, though, probably about the weight of five standard coins per Coin. This sometimes comes to benefit him for lifting a coinpurse of coins and replacing them with a sack of Coins Indiana-Jones-style.
Likes: Yaloo has many loves and few dislikes, but an overt interest in others is his greatest flaw. A close second is money. He has a fondness of eating flavourful foods in excess, but for some reason does not seem to gain weight.
Dislikes: What Yaloo does dislike is invasion of privacy, not getting his fair share, and tasteless or bland food.

STATS

Health:
75
Defense: 8
Moves:
- Coin Toss: Pinning a coin in between two fingers, Yaloo flicks it towards an enemy, creating a javelin of light (Pence = 1 Coin for 7 damage, Nickel = 5 Coins for 15 damage, Quarter = 25 Coins for 30 damage, Sterling = 100 Coins for 50 damage)
- Petty Theft: With sticky fingers comes good results at times, as Yaloo approaches the enemy and attempts to nab or cut loose an object of the DM's choice (35% chance of success of stealing an object; can keep (keyphrase "KEEP") item intact or convert (keyphrase "CONVERT") the item to 1 Coin per 10 coins in market value of item)
- Make It Rain on a Dime: Sending coins flying into the sky, Yaloo drops debilitating light onto the enemy, enfeebling them (spend 10 Coins to inflict Power Down to all enemies by 4 for 3 turns, cannot stack)
- Give a Penny, Take a Debuff: Yaloo flicks a Coin in these trying times to an ally, using Purify on one creature of his choice. The Coin is destroyed in the process.
Super Move: Wrath from the Heavens. Sending ten Coins skyward, he damages all enemies with a choice shower of pelting javelins of light, dealing 15+1d damage to all enemies and a 30% chance of Power Down by 7 for 3 turns.
Passive Ability: Bank and Save (gain 2 Coins per turn)
Super Meter: Multiplier: 1x
 
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GENERAL

Name:
Yaloo "Lucky Day" Doremi
Age: 26
Gender: Male
Appearance:
Personality:
Conniving, desirous, and prone to ennui unless otherwise piqued, Yaloo likes to be sneaky and learn more about everyone and everything, sometimes against his better judgement but always with grace. While he does seem self-centered at times, he sometimes shows a bit of philanthropy.
Powers: Coin Mint, the ability to manufacture rainbow-coloured Coins, a magic currency that only he can use, out of energy generated from his body mass. These Coins have no monetary value to anyone else. In fact, if he offers them for anything they seem magically inclined to hate him. These Coins do have weight, though.
Likes: Yaloo has many loves and few dislikes, but an overt interest in others is his greatest flaw. A close second is money. He has a fondness of eating flavourful foods in excess, but for some reason does not seem to gain weight.
Dislikes: What Yaloo he does dislike is invasion of privacy, not getting his fair share, and tasteless or bland food.

STATS

Health:
75
Defense: 8
Moves:
- Coin Toss: Pinning a coin in between two fingers, Yaloo flicks it towards an enemy, creating a javelin of light (Pence = 1 Coin for 7 damage, Nickel = 5 Coins for 15 damage, Quarter = 25 Coins for 30 damage, Sterling = 100 Coins for 50 damage)
- Petty Coin Theft: With sticky fingers comes good results at times, as Yaloo approaches the enemy and attempts to nab or cut loose an object of the DM's choice (gain 3d Coins for stealing something off of an enemy and dematerialising it to Coins (35% chance of success stealing an object, but does not work on rare items except creature materials))
- Make It Rain on a Dime: Sending coins flying into the sky, Yaloo drops debilitating light onto the enemy, potentially enfeebling them (spend 10 Coins to debuff an enemy's attack by (2x1d)-2 for 3 turns, does not stack but can be rerolled, max of 16 with a rolled 10, minimum of 0 with a rolled 1 or 2)
- Penny for your Thoughts?: Yaloo offers a coin in these trying times for the sake of his allies and the demise of his enemies (spend 1 Coin to have one character besides yourself have a chance to reroll)
Super Move: Triple or Nothing (have a 50% chance to triple the damage of a move and a 50% chance to lose the betted amount; can currently only be used for Coin Toss: Pence, Nickel, Quarter, and Sterling)
Passive Ability: Bank and Save (gain 2 Coins per turn, +2 defense to all party members excluding himself)
Super Meter: Multiplier: 1x
Hm... this is definitely an interesting mechanic you've come up with. So, if I understand correctly, your character uses this coin mechanic for all his attacks. He gains 2 coins per turn, which he can use to spend on attacks.

I like the first attack, definitely the 1 coin option provides more damage per coins spent, but I could definitely see the logic of spending more coins to deal more damage in a single turn. Makes a lot of sense to me. Approved.

Ok, so the second attack is basically a 35% chance of stealing an item and gaining 3d worth of coins. You did mention dematerializing it into coins. Does that mean you lose the item to turn it into coins, or do you still keep the item?

The third attack is basically a Power Down status effect. I think this might be better if you pick a fixed number to use for this, say something like a Power Down 5 or a Power Down 8.

With reroll, you mean that if they got a bad dice roll, it can be rolled again? I don't think this would work out, since the dice is only rolled during the calculation phase, which is after everyone has already submitted their moves. So there isn't any moment where the player could choose the dice to be rolled again.

The Super Move seems a bit RNG heavy though. If successful, you can deal up to 150 damage in a single turn if you betted 100 coins, but if it fails, you basically lost the entire Super Meter. I'm a bit concerned about this one because the high end of succeeding a 100 coin attack is just too powerful. If you see the other special attacks, none of them deal this much damage. Perhaps there could be a way to fix this so that the RNG factor isn't so extreme? Because as it is now, it either does too much, or does nothing at all.

You actually have two passive abilities there. The gaining 2 coins per turn, and the +2 defense to all party members. You should probably choose one and drop the other. I'd personally suggest you to stick to the coins ability, since it works better with your character's playstyle.
 
A fair assessment. I was wondering about most of these as well, especially the Super Move with its high-risk, high-reward mechanic. I agree that it can seem to be too much -- I am not sure of the health pools of enemies -- so I will have it be more similar to your techniques maybe one that deals damage and an ailment to all enemies. My initial thought was that the 100-Coin option would be way too risky and that I would stick to lower ones.

I was also thinking about capping my wallet size to 120 or so. It will take forever to get there even with a 3d, but it may be worth it to store power.

I will incorporate the Power Down 5 and remove the Defense Up passive ability, and see what I can do with the change of a roll. I strangely did not take into consideration the fact that this was forum-based, sadly.

Thank you! I will get this situated when I have time to change things around.
 
A fair assessment. I was wondering about most of these as well, especially the Super Move with its high-risk, high-reward mechanic. I agree that it can seem to be too much -- I am not sure of the health pools of enemies -- so I will have it be more similar to your techniques maybe one that deals damage and an ailment to all enemies. My initial thought was that the 100-Coin option would be way too risky and that I would stick to lower ones.

I was also thinking about capping my wallet size to 120 or so. It will take forever to get there even with a 3d, but it may be worth it to store power.

I will incorporate the Power Down 5 and remove the Defense Up passive ability, and see what I can do with the change of a roll. I strangely did not take into consideration the fact that this was forum-based, sadly.

Thank you! I will get this situated when I have time to change things around.
Well, the health pool of enemies will change as the game goes on. But I can tell you that, at least near the beginning of the game, most enemies will have equal or less health than the player characters have. 150 damage will pretty much one-hit KO pretty much any of them. Only bosses would be able to survive it, and the early game bosses might have half or more of their health taken by that attack.

Perhaps cap it to 100? So that the 100 coin option is definitely the most powerful (the only normal move so far that is capable of dealing 50 damage, where most other normal moves deal up to 35 at most (25 + a 10 dice roll)), but doing it depletes your entire coin savings.

I do like your mechanic of using coins. Very creative! I'm looking forward to see what you use instead of the fourth move.
 
Behold, the character for when attacks are stupid.
Ophiuchus "Oph" Digger
Affable Apothecary
General:
Name: Ophiuchus Digger
Age: 41
Gender: Male
Appearance: A short, physically unremarkable nerd covered from head to toe in leather protective gear. This gives him a slightly bulky appearance which his thin frame otherwise wouldn't have. His outfit includes a long cloak, heavy boots, and a pair of gloves. The coat and gloves are brown leather, but he has a black leather belt where he keeps his various vials, calipers, and jerkies. His hood has glass lenses and, when not in use, is usually pulled up just over his eyebrows, leaving his hair perpetually compressed.
Personality: Cheerful, though not excessively so, Ophiuchus is a generally friendly and mild mannered man. He is knowledgeable but rarely arrogant, and approaches challenges with a methodical touch. His lack of social assertiveness should not be mistaken for being a pushover in areas where he has more confidence, such as the importance of circadian rhythms.
Powers: Ophiuchus is a master chemist, at least by the standards of his time. He lacks the magical knowledge to count as any sort of alchemist, but compensates with his impressive specialization in poisons, medicines, ointments, and antidotes- all of the material substances which affect health. He can extract the venom from a live snake.
Likes: Beef, potpourri, early mornings, black coffee
Dislikes: Bananas, bugs, late nights, coffee with cream and sugar

STATS
HP: 200
Defense: 10
Moves:
  • Venom: 75% chance to inflict Poison 5 on one enemy for 3 turns
  • Acid: 50% chance to inflict Defense Down 3 on one enemy for 3 turns
  • Neurotoxin: 75% chance to inflict Paralyze on one enemy for 3 turns
  • Cure: Heals an ally by 10% of their maximum HP and applies Purify to them
Passive: Peak Performance
  • Ophiuchus has a 100% chance to inflict statuses on enemies while his super meter is full
Super Move:
  • Stimulant: Applies Power Up 1 to the party for the rest of the battle. This can be stacked. Applies Purify when activated.
Super Multiplier: x2
 
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All right, I made changes to my character sheet. Please let me know if the changes are acceptable. I am mostly pondering over the Super Move which may be balanced or broken.
 
Ame Hisako
The Exerted Stomach
GENERAL
Name:
Ame Hisako
Age: 19
Gender: Female
Appearance:
Standing at a modest 5'4 tall, Ame is slim yet healthy - physically durable and well kept - although this slim posture she has outlines her bones as there's very little fat to mask them (for better or worse). She has dark skin, a pair of twintails in light brown that turn yellow near their ends (of which have two black cross-shaped hairpins to hold them to her head), and light blue eyes. The expression often resting on Ame's face is apprehensive and has a habit of always looking like she can worry at any time, even though she is often seen with a rigid smile.
Personality: Ame is someone with a heart set in stone, a excitable nature - and a little too much love. She loves meeting other people and spending her time with others, and Ame in particular is a creative spirit at heart - investing her time into making things for her memories and the people she cares about. Thanks to being a developing young adult, there is a lot she does not understand and is irrational to a fault, yet all Ame really wants is an innocent wish for people to get along - someone who isn't aware of the world's evils. However, deep down, Ame's kind heart also fuels confidence to rival her primary nature, and she is 'not' afraid to speak her mind to anyone or anything to let her words trample all over them.
Powers: Ame's power is a simple power in nature - and though not very practical, it has a simple initial use! Ame is able to trade out some of her life force to quickly materialise items in exchange which return back to Ame as lie force after a set amount of time if not already destroyed in some way. Ame predominantly uses this power for simple things - food, quality of life goodies (albeit temporarily) and isn't afraid to turn her own life into a weapon of her own desires as well - just in case she 'needs' to defend herself, she can very well do that.
Likes:
-Arts and crafts (various forms)
-Dressing up
-Exercising
-Soft things
-Magic tricks
-Eating
Dislikes:
-Tight spaces
-Silence
-Jokes (she can't take them too well)
-Loneliness

STATS
Health:
140
Defense: 3
Moves:
-Slice Of Life: Ame uses her power to create a two-handed sword in her hands, and then swings that sword towards a single target before reverting the sword into her life force. Deals 10 damage + 1d to an enemy.
-Pace Raiser: Ame pulls out a canned energy drink and either keeps it to herself or passes it to an ally. Upon consumption, the consumer's blood flow increases for a period of time, strengthening them. Ame or an ally heals 10% of their health and is inflicted with Defense Up 3 for 3 turns.
-Heartburn: Ame uses her power to create a small box of food and eats some of it, only to then be breathing fire - which she aims onto her enemies. Deals 6 damage +1d to all enemies, inflicts Ame with Burn 4 for 2 turns, and has a 20% chance of inflicting Burn 4 to all enemies for 2 turns.
-Forced Motion: Ame pulls both of her arms back and approaches an ally, pushing them from behind against their will and forcing them forward. If the target ally is going to attack an enemy or multiple enemies, that ally hits their target(s) an additional time each.
Super Move:
-Vigour Breaker: Ame uses her power to create two giant metal gloves which cover her hands, and puts each glove to the left and right of all enemies respectively before suddenly slamming both gloves together in a clapping motion to hit all of the enemies - the gloves returning to Ame's life force afterwards. Deals 20 + 1d to all enemies, and inflict Defence Down 5 to all enemies for 2 turns.
Passive Ability:
-Survival Of The Fittest: For every status effect Ame or an ally is inflicted with, they get +1 defense for each effect (when an effect wears off, revert the defense increase).
Super Meter: x1 Multiplier
 
GENERAL

Name:
Yaloo "Lucky Day" Doremi
Age: 26
Gender: Male
Appearance:
Personality:
Conniving, desirous, and prone to ennui unless otherwise piqued, Yaloo likes to be sneaky and learn more about everyone and everything, sometimes against his better judgement but always with grace. While he does seem self-centered at times, he shows on occasion a bit of philanthropy with his real money.
Powers: Coin Mint, the ability to manufacture rainbow-coloured Coins, a magic currency that only he can use, out of energy generated from his body mass. These Coins have no monetary value to anyone else. In fact, if he offers them to anybody for purchase or for no good reason the seller or targeted individual seems magically inclined to hate him (does not work on other players unless desired by the player). These Coins do have weight, though, probably about the weight of five standard coins per Coin. This sometimes comes to benefit him for lifting a coinpurse of coins and replacing them with a sack of Coins Indiana-Jones-style.
Likes: Yaloo has many loves and few dislikes, but an overt interest in others is his greatest flaw. A close second is money. He has a fondness of eating flavourful foods in excess, but for some reason does not seem to gain weight.
Dislikes: What Yaloo does dislike is invasion of privacy, not getting his fair share, and tasteless or bland food.

STATS

Health:
75
Defense: 8
Moves:
- Coin Toss: Pinning a coin in between two fingers, Yaloo flicks it towards an enemy, creating a javelin of light (Pence = 1 Coin for 7 damage, Nickel = 5 Coins for 15 damage, Quarter = 25 Coins for 30 damage, Sterling = 100 Coins for 50 damage)
- Petty Coin Theft: With sticky fingers comes good results at times, as Yaloo approaches the enemy and attempts to nab or cut loose an object of the DM's choice (gain 3d Coins for stealing something off of an enemy and dematerialising it to Coins (35% chance of success of stealing an object and transforming it into Coins; sometimes does not work due to the value of an item))
- Make It Rain on a Dime: Sending coins flying into the sky, Yaloo drops debilitating light onto the enemy, enfeebling them (spend 10 Coins to debuff all enemies' attack by 4 for 3 turns, cannot stack)
- Give a Penny, Take a Debuff: Yaloo flicks a Coin in these trying times to an ally or enemy with two effects. For an ally, the Coin disappears, purifying one debuff. For an enemy, it does nothing except potentially anger the enemy and make the enemy target only him due to the coin's innate magical effect (see Powers section).
Super Move: Wrath from the Heavens. Sending ten Coins skyward, he damages all enemies with a choice shower of pelting javelins of light, dealing 15+1d damage to all enemies and a 30% chance of Power Down by 10 for 3 turns.
Passive Ability: Bank and Save (gain 2 Coins per turn)
Super Meter: Multiplier: 1x
I'd like to understand the Petty Coin Theft move a bit more. Does the move give you an item and the coins, or just the coins? I'd like to know the mechanics of this move so I can implement them properly.

The Give a Penny, Take a Debuff move seems a bit underpowered. Purify is an effect that eliminates all negative effects. Perhaps have this move Purify an ally? Also, is it a 50-50 chance of affecting an ally or an enemy, or does it always do both?

Actually the Super Move is pretty good. Perhaps reduce the power down to 7 or 8? 10 is a lot.
 
Behold, the character for when attacks are stupid.
Ophiuchus "Oph" Digger
Affable Apothecary
General:
Name: Ophiuchus Digger
Age: 41
Gender: Male
Appearance: A short, physically unremarkable nerd covered from head to toe in leather protective gear. This gives him a slightly bulky appearance which his thin frame otherwise wouldn't have. His outfit includes a long cloak, heavy boots, and a pair of gloves. The coat and gloves are brown leather, but he has a black leather belt where he keeps his various vials, calipers, and jerkies. His hood has glass lenses and, when not in use, is usually pulled up just over his eyebrows, leaving his hair perpetually compressed.
Personality: Cheerful, though not excessively so, Ophiuchus is a generally friendly and mild mannered man. He is knowledgeable but rarely arrogant, and approaches challenges with a methodical touch. His lack of social assertiveness should not be mistaken for being a pushover in areas where he has more confidence, such as the importance of circadian rhythms.
Powers: Ophiuchus is a master chemist, at least by the standards of his time. He lacks the magical knowledge to count as any sort of alchemist, but compensates with his impressive specialization in poisons, medicines, ointments, and antidotes- all of the material substances which affect health. He can extract the venom from a live snake.
Likes: Beef, potpourri, early mornings, black coffee
Dislikes: Bananas, bugs, late nights, coffee with cream and sugar

STATS
HP: 200
Defense: 10
Moves:
  • Venom: 75% chance to inflict Poison 5 on one enemy for 3 turns
  • Acid: 50% chance to inflict Defense Down 3 on one enemy for 3 turns
  • Neurotoxin: 75% chance to inflict Paralyze on one enemy for 3 turns
  • Cure: Heals an ally by 10% of their maximum HP and applies Purify to them
Passive: Regenerative Capacity
  • Ophiuchus heals 5% of his maximum HP each turn and gains 5% Super Meter each turn
  • Ophiuchus has a 100% chance to inflict statuses on enemies while his super meter is full
Super Move:
  • Stimulant: Applies Power Up 1 to the party for the rest of the battle. This can be stacked. Applies Purify when activated.
Super Multiplier: x2
This character seems pretty balanced. He's a tank in terms of health and hp, and his attacks are mostly geared towards status effects, which I really like. The Super Move seems pretty underwhelming, but it's really fitting with the fast multiplier and the passive ability that gives even more meter per turn, so I can see this character would be using their Super Move frequently throughout the battle, slowly stacking up the Power Up effect on allies.

The only problem I see is the passive ability. See, a passive ability should only do one thing, but here the passive ability does three different things: Heal the character, charge his meter, and gives him 100% chance of inflicting status abilities when his meter is full. I'd recommend dropping two of those things, and stick to only one. Personally, I'd recommend sticking to the +5% Super Meter gain per turn, since I feel that has the best synergy with how your character plays. The other two effects seem a bit too powerful.
 
I'd like to understand the Petty Coin Theft move a bit more. Does the move give you an item and the coins, or just the coins? I'd like to know the mechanics of this move so I can implement them properly.

The Give a Penny, Take a Debuff move seems a bit underpowered. Purify is an effect that eliminates all negative effects. Perhaps have this move Purify an ally? Also, is it a 50-50 chance of affecting an ally or an enemy, or does it always do both?

Actually the Super Move is pretty good. Perhaps reduce the power down to 7 or 8? 10 is a lot.

The way I figured the stealing would happen is that I steal the item, then destroy it, giving the character 3d10 coins. Upon thinking about it, however, I can make a useless item very valuable if so, so that is rather odd. Maybe I can make the earned amount a set quantity, or it is up to your discretion? Maybe it would be best to forego the stealing aspect and just have him stand in place to make more Coins, like 5+1d10.

Good ideas with the other two. I will fix them up as just Purify and Power Down of 7 instead of 10. Thanks!
 
Ame Hisako
The Exerted Stomach
GENERAL
Name:
Ame Hisako
Age: 19
Gender: Female
Appearance:
Standing at a modest 5'4 tall, Ame is slim yet healthy - physically durable and well kept - although this slim posture she has outlines her bones as there's very little fat to mask them (for better or worse). She has dark skin, a pair of twintails in light brown that turn yellow near their ends (of which have two black cross-shaped hairpins to hold them to her head), and light blue eyes. The expression often resting on Ame's face is apprehensive and has a habit of always looking like she can worry at any time, even though she is often seen with a rigid smile.
Personality: Ame is someone with a heart set in stone, a excitable nature - and a little too much love. She loves meeting other people and spending her time with others, and Ame in particular is a creative spirit at heart - investing her time into making things for her memories and the people she cares about. Thanks to being a developing young adult, there is a lot she does not understand and is irrational to a fault, yet all Ame really wants is an innocent wish for people to get along - someone who isn't aware of the world's evils. However, deep down, Ame's kind heart also fuels confidence to rival her primary nature, and she is 'not' afraid to speak her mind to anyone or anything to let her words trample all over them.
Powers: Ame's power is a simple power in nature - and though not very practical, it has a simple initial use! Ame is able to trade out some of her life force to quickly materialise items in exchange which return back to Ame as lie force after a set amount of time if not already destroyed in some way. Ame predominantly uses this power for simple things - food, quality of life goodies (albeit temporarily) and isn't afraid to turn her own life into a weapon of her own desires as well - just in case she 'needs' to defend herself, she can very well do that.
Likes:
-Arts and crafts (various forms)
-Dressing up
-Exercising
-Soft things
-Magic tricks
-Eating
Dislikes:
-Tight spaces
-Silence
-Jokes (she can't take them too well)
-Loneliness

STATS
Health:
140
Defense: 3
Moves:
-Slice Of Life: Ame uses her power to create a two-handed sword in her hands, and then swings that sword towards a single target before reverting the sword into her life force. Deals 10 damage + 1d to an enemy.
-Pace Raiser: Ame pulls out a canned energy drink and either keeps it to herself or passes it to an ally. Upon consumption, the consumer's blood flow increases for a period of time, strengthening them. Ame or an ally heals 10% of their health and is inflicted with Defense Up 3 for 3 turns.
-Heartburn: Ame uses her power to create a small box of food and eats some of it, only to then be breathing fire - which she aims onto her enemies. Deals 6 damage +1d to all enemies, inflicts Ame with Burn 4 for 2 turns, and has a 20% chance of inflicting Burn 4 to all enemies for 2 turns.
-Forced Motion: Ame pulls both of her arms back and approaches an ally, pushing them from behind against their will and forcing them forward. If the target ally is going to attack an enemy or multiple enemies, that ally hits their target(s) an additional time each.
Super Move:
-Vigour Breaker: Ame uses her power to create two giant metal gloves which cover her hands, and puts each glove to the left and right of all enemies respectively before suddenly slamming both gloves together in a clapping motion to hit all of the enemies - the gloves returning to Ame's life force afterwards. Deals 20 + 1d to all enemies, and inflict Defence Down 5 to all enemies for 2 turns.
Passive Ability:
-Survival Of The Fittest: For every status effect Ame or an ally is inflicted with, they get +1 defense for each effect (when an effect wears off, revert the defense increase).
Super Meter: x1 Multiplier
Reviewing this character, everything seems balanced enough. I think it's good.
 
The way I figured the stealing would happen is that I steal the item, then destroy it, giving the character 3d10 coins. Upon thinking about it, however, I can make a useless item very valuable if so, so that is rather odd. Maybe I can make the earned amount a set quantity, or it is up to your discretion? Maybe it would be best to forego the stealing aspect and just have him stand in place to make more Coins, like 5+1d10.

Good ideas with the other two. I will fix them up as just Purify and Power Down of 7 instead of 10. Thanks!
I've got an idea here. What if you steal the item, but then you get to choose if you'd rather keep the item or turn it into coins? But you have to decide what to do when you do the move, therefore, before getting to see what the item is. As for what item you steal, that will depend on the enemy you steal from, so each kind of enemy has different kinds of items that you can get from them. I could also assign a fixed quantity for each item in the game as well, so we don't end up with useless items giving you tons of coins, or valuable items giving almost nothing.

That's what I thought of, though you could also go with the more simple route and just have him generate more coins, like you suggested.
 
I've got an idea here. What if you steal the item, but then you get to choose if you'd rather keep the item or turn it into coins? But you have to decide what to do when you do the move, therefore, before getting to see what the item is. As for what item you steal, that will depend on the enemy you steal from, so each kind of enemy has different kinds of items that you can get from them. I could also assign a fixed quantity for each item in the game as well, so we don't end up with useless items giving you tons of coins, or valuable items giving almost nothing.

That's what I thought of, though you could also go with the more simple route and just have him generate more coins, like you suggested.

I love that idea but do not wish to make more work for you as a host. Perhaps it can be a tenth or a hundredth of the value of whatever currency you make? That way if you assign values for drops it is as simple as possible and you do not need to make a second column only useful for one player. Choice of whether to keep the item or not is cool, however.
 
I love that idea but do not wish to make more work for you as a host. Perhaps it can be a tenth or a hundredth of the value of whatever currency you make? That way if you assign values for drops it is as simple as possible and you do not need to make a second column only useful for one player. Choice of whether to keep the item or not is cool, however.
I think that's a good idea, making the item's coin value being a tenth of its buying price in the game's main currency. I'm glad you like the idea. You'd choose whether to keep the item or not when you perform the move, so before it's calculated whether you get the item or not, and what item you got. You could include a keyword like "keep" or "convert" along with your move to signal whether you want to keep the item or convert it into coins. And since every item will have currency value, even if you keep an item that you can't use in battle, you can still sell it at a store for more currency.
 

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