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Fantasy Myth [Character Workshop]

Lore
Here
Other
Here

The Black Knight

One Thousand Club
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This is the Character Workshop. If you are here, then you are interested in working on a character for Myth. As previously mentioned in the game’s intro, there are characters that won’t be allowed in the game. You cannot make legendary characters who cannot be proven to have existed. You cannot make religious characters such as Jesus, Mohammed, prophets, etc. Basically, people from the Bible, Quran, or any religious text. No gods, demigods, etc. No genderbending the characters. This is not the Fate series.

Making a character for this game may require you to conduct research, and if you do not have the time or patience for that, then goodbye. This game is for dedicated writers who are actually interested in this concept.


Character Classes

Here is a list of classes that your historical character may fall into:

Warrior: The warrior class is your fighter class focused on dealing damage and sometimes even acting as a soft-tank in the absence of a defender. The list of occupations that fall into this class are: Samurai, Ninja, Monk, Tribesmen, Spartans, Romans, Musketeers, Pirates, Gladiators, and Soldiers. This is not all occupations, but enough to get an idea. Bonuses: Strength +1; Constitution +1

Ranger: The ranger class deals with range. They specialize in taking out targets from a long distance using projectiles. The list of occupations that fall into this class are: Snipers, Archers, Pilots, and Gunslingers. This is not all occupations, but enough to get an idea. Bonuses: Dexterity +1; Perception +1

Defender: The defender class is your tank, specializing in absorbing damage and defending the group. The list of occupations that fall into this class are: Knights, Tankers, Crusaders, Vikings, and Cavaliers. This is not all occupations, but enough to get an idea. Bonuses: Constitution +1; Willpower +1

Scholar: The scholars are the mage class in the game. They utilize magic in various ways to support their group or to destroy their enemies through destructive magic. The occupations that fall into this class are: Singers, Dancers, Musicians, Artists, Artisans, Actors, Athletes, and Actresses. This is not all occupations, but enough to get an idea. Bonuses: Intelligence +1; Willpower +1

Engineers: The engineer class specialize in gadgets. They use machines to fight the enemy and to support the group. The occupations that fall into this class are: Scientists, Architects, and Inventors. This is not all occupations, but enough to get an idea. Bonuses: Intelligence +1; Dexterity +1


The Attributes

This section will go over the attributes used in this game as well as explain a form of the Uni-System. However, we won’t be using the Uni-System exactly so follow what this guide tells you. I like to allow as much free-form as possible, but apply rules we can all easily follow so no one is too overpowered. There are six attributes and they will all automatically have a 1 placed into them. Players are given 3 attribute points to distribute at level 1.

Strength: This governs physical damage output; how much a character can carry (such as how many weapons and armor); and how strong a character can lift.

Strength 1: The character has a poor physique either slender, petite, or flabby. They do not exercise regularly.

Strength 2: This is the average strength of a human being.

Strength 3: This character is peak human and perhaps even exceeding a world-class bodybuilder. They can lift 1.1 ton (501 kg). This character’s physique shows someone who works out regularly. They are in shape.

Strength 4: This character is intimidating. They are in such good physical shape that other athletes can’t help but worship them. A strength of level 4 makes one as deadly as a professionally trained killer. They can lift 5 tons (4.5 metric tons).

Strength 5: This character is legendary in the strength category. They can lift over 5 tons (4.5 metric tons). They are feared by those weaker than them.

Dexterity: This measures character’s coordination, agility, evasion, and gracefulness. This also governs character accuracy and speed. Dexterity determines if your character’s attack landed. Strength determines how much damage did the physical attack do. If you are a ranger and want to hit your target, then this may be your best investment.

Dexterity 1: The character is clumsy. You cannot trust this character to carry anything fragile or important because they will drop it. They may even trip over their own feet. Accuracy is very poor, so is the ability to dodge. They jump into the assault rather than away.

Dexterity 2: This is the average speed of a human being. 20% accuracy. 20% dodge chance.

Dexterity 3: This character is peak human when it comes to speed. They can run 28 mph/45 kmh. 40% accuracy. 40% dodge chance. They are graceful.

Dexterity 4: This character is a gymnast and can perform acrobatic stunts. They have a high kinesthetic sense and can maneuver around the battlefield as though it is their playground. They can run 55 mph (88 kmh). 60% accuracy. 60% dodge chance.

Dexterity 5: This character’s speed is legendary. How they move about the battlefield could be detailed in stories. They never miss, and they are almost impossible to hit.

Constitution: This determines how much tenacity your character has. Basically, it is their endurance. Their survivability. Constitution and Strength often go hand-in-hand. This attribute determines how far a character can run before becoming exhausted and how long they can remain in the fight before fainting. This attribute governs HP, which is explained in the Combat System. It also determines how many starting skill slots your character can use and how much physical defense the character has.

Constitution 1: Keep this character away from daycares. They will catch whatever disease and be sick on a regular basis. Don’t ask them to run long distances. They just can’t do it. They are a light weight when it comes to drinking, and are susceptible to drug addiction.

Constitution 2: The immune system is not as weak. It is average.

Constitution 3: This character is immune to the common cold and seasonal flu. This character can run 5 miles (8 km) without tiring. This character is a lean and slender fit if Constitution is their highest attribute. This character has a decent tolerance to alcohol and a higher resistance to drug addiction.

Constitution 4: This character is a champion. They are highly athletic and can last in a battle for long periods. They can run in excess of 5 miles (8km) without tiring. They are immune to harmful bacteria, parasites, and poison.

Constitution 5: This character is immune to all forms of disease, poisons, and toxins. The extent of their endurance has not been recorded for most battles finish before the character is tired. They are a legend. Do not challenge this character to a drinking contest. You will lose. They have an iron stomach.

Intelligence: This determines magical ability. A character with high intelligence can learn complex things, such as magic or engineering. Characters with high intelligence are the brightest bulbs in the box or just highly creative. They pursued some form of education to acquire a high intelligence.

Intelligence 1: This character is not the sharpest tool in the shed. Their intelligence is below average. This does not mean mentally challenged. They are just slow.

Intelligence 2: Average intelligence.

Intelligence 3: A bright character who can learn new skills very easily and quickly. That is, of course, if it is within their personality.

Intelligence 4: This character is near genius.

Intelligence 5: The character is brilliant. They can create anything they put their mind to and learn anything. They are capable of creating some powerful weapons and spells unlike the world has ever seen.

Perception: This allows characters to detect things that normally would be difficult to detect such as hiding enemies, magic auras, traps, and basically acts as a danger sense. Characters with a high perception are handy for warning the others of possible threats. They can detect secrets that may be hidden by magic or camouflage.

Perception 1: This character is unaware of their surroundings. They tend to have tunnel vision and rarely notice anything new about a person so don’t expect them to notice you had your hair done.

Perception 2: There is a 50% chance this character may notice that you’re wearing a new dress, but they still don’t notice anything out of the ordinary. Average human perception.

Perception 3: The character has good senses and intuition. They are not easily fooled and may be someone you want to listen to.

Perception 4: This character has extraordinary senses (five senses). Their intuition is almost always right.

Perception 5: Not even phantoms can sneak up on this person. This character can see through illusions and any ruse. They are a walking detector.

Willpower: This is mental strength and self-control. Characters with a high willpower can resist mental manipulation, control how much magic they spend, resist temptation, and control how much they eat, drink, and smoke. This attribute governs how many spell slots a character can have and how much magic defense they have.

Willpower 1: This character is gullible and a follower. They are not a leader type. Anyone could fool this character. They probably even abuse drugs.

Willpower 2: They have some life experience to not get fooled by strangers. Friends are another story.

Willpower 3: This character has a high esteem and cannot be bullied, scared, or bothered by scrubs. They have a decent amount of self-control to not overeat or abuse drugs.

Willpower 4: Iron will. This character cannot be manipulated by words alone. It would take magic, and not just a basic spell. It would require a strong spell.

Willpower 5: This character cannot be manipulated by magic or words. You cannot hurt their feelings. They can see through your every trick and illusion. They have a high drug tolerance to the point that drugs don't affect them "mentally."


Frequencies

Frequency is how many times a character can use a special skill or magic spell in a battle or campaign. A battle is a GM event where there is a set amount of enemies that characters have to defeat before the battle ends. Certain skills and spells may be exhausted per battle and restored at the conclusion of the battle. More powerful skills and spells can be exhausted per campaign. A campaign is a series of battles leading up to a final boss. As soon as the campaign ends, then the stronger spell frequencies are restored.

The two attributes governing skills and spells frequencies are Constitution and Willpower. There are five levels, and players can determine how many frequencies they start the game with based on how many points they place into these categories.

Constitution determines how many times a character can use a skill.

Willpower determines how many times a character can cast a spell.

No matter what class a character chose, they can customize their character to use skills or cast spells. However, taking advantage of the class bonus would be wiser.

Here is an example:

A Constitution of 3 allows a character to use skills up to 3 times. A Willpower of 3 allows a character to cast spells up to 3 times.

In the Character Sheet, players can choose three starting skills or spells that are active, meaning they have to be activated and they aren’t constantly on. They can choose one passive ability that is always active, and they can choose one ultimate attack that they can only use once per campaign. I randomly put skill and spell slots in the CS because I don't know what everyone's Constitution or Willpower is going to be. Expect those to change depending on your Constitution or Willpower level.

At the conclusion of campaigns, players will be awarded an attribute point and frequency extensions. They can choose to use the frequency extension on their battle skills or their campaign skills. Every time a character levels up, they are able to learn a new skill or spell.


Skills & Spells

These are going to be based on the historical character you chose. Try to make your skills or spells in the theme of that character. If you chose a samurai, then obviously, their weapon would be a sword and they would have sword skills. If you choose a scientist, their machines or inventions would be either the summoned spell or the physical weapon they would use. If you try to go out of that historical figure’s theme, then the GM will deny your idea.


Character Sheet

Remember, no mythical figures, legends, religious figures, and no genderbends. You can use anime or tasteful digital art for your characters. I will not accept real-life photography. Feel free to design this CS however you want.

Code:
Historical Name: What is the name of the historical figure you chose?
Nickname: Any nicknames?
Age: 18+; because they're dead they could be reborn younger if they were old when they died.
Gender:
Height:
Weight:
Hair Color: This is anime, idc. You're more than likely using an anime or fictional representation.
Eye Color: This is anime, idc.
Class: What job class do they fall under?

Written Appearance: How do they appear? You can go into detail mentioning tattoos, earrings, whatever here.

Personality: What are they like? Do they have an accent? What do they like? What do they dislike? What is their goal after arriving to Myth? Try to make a good guy because bad guys just won't work in this RP.

History: Summarize their history. It needs to at least be 200 words. If you half-ass this, then I will deny it.

Level 1

Strength 1
Dexterity 1
Constitution 1
Intelligence 1
Perception 1
Willpower 1
XP |||||||||| (0/10)

Weapon

Primary
1. Name: Description. [Quantity: X]

Secondary
1. Name: Description. [Quantity: X]

Skills

Passive
1. Name: Description.

Active
1. Name: Description. [Frequency: X]
2. Name: Description. [Frequency: X]
3. Name: Description. [Frequency: X]

Ultimate
1. Name: Description. [Frequency: 1]

Spells

Passive
1. Name: Description.

Active
1. Name: Description. [Frequency: X]
2. Name: Description. [Frequency: X]
3. Name: Description. [Frequency: X]

Ultimate
1. Name: Description. [Frequency: 1]

Items

Coin Purse: 500 gold
1 Frequency Restore Pot [Use: 1]
 
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I updated some information on this page. I am currently updating the Combat System to mention XP because I forgot to mention that. It'll be up soon. Feel free to drop WIPs in here. It is all right.
 

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“I didn't want to move or act like a rich man. I wanted to dance in a pair of jeans. I wanted to dance like the man in the streets.”
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  • .
    Historical Name: Eugene Curran Kelly
    Nickname: Gene Kelly
    Age: 25
    Gender: Male
    Height: 5'7"
    Weight: 150 lbs.
    Hair Color: Brown
    Eye Color: Brown
    Class: Scholar

    Written Appearance: Gene always wore light armor, a.k.a. clothing from casual sweaters, khakis, jeans to a full formal suit. For his acts, he wore military uniforms and every day clothing. In Myth, he appears wearing a full dark-grey suit, fedora, and holding a black umbrella.
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codedbycrucialstar | hover over big photo
 
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    Historical Name: Marie Laveau
    Nickname:
    Age:
    24
    Gender: F
    Height: 5'6"
    Weight: 160
    Hair Color: Purple
    Eye Color: Purple
    Class: Scholar

    Written Appearance: Long, dark purple hair with dark skin adorned with African tattoos, a bone mask that hides her face and terrifies spectators, a long dress with intricate gems, satchels, and dolls that present her undeniably as the Voodoo Queen, topped off with an aura that people swear they could see and instinctively haste to call evil.

 
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    Historical Name: Wilhelm Maximilian Wundt
    Nickname: Miller
    Age: 29
    Gender: Male
    Height: 5'8"
    Weight: 164 lbs.
    Hair Color: Dark Brown.
    Eye Color: Brown.
    Class: Scholar

    Written appearance: During his life as an academe, Miller preferred to wear formal attires before he was reincarnated. Though, his way clothing barely changed with the inhabitants of Myth frequently seeing him wearing a dress shirt topped with a robe, black slacks, and a black shoes to finish his fit.

 
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great w.i.p
historical name: Magdalena Carmen Frida Kahlo y Calderón
nickname: frida
age: twenty-seven
gender: female
height:
weight:
hair colour: This is anime, idc. You're more than likely using an anime or fictional representation.
eye colour: This is anime, idc.
class: scholar

Written Appearance: How do they appear? You can go into detail mentioning tattoos, earrings, whatever here.

Personality: What are they like? Do they have an accent? What do they like? What do they dislike? What is their goal after arriving to Myth? Try to make a good guy because bad guys just won't work in this RP.

History: Summarize their history. It needs to at least be 200 words. If you half-ass this, then I will deny it.

Level 1

Strength 1
Dexterity 1
Constitution 1
Intelligence 1
Perception 1
Willpower 1
XP |||||||||| (0/10)

Weapon

Primary
1. Name: Description. [Quantity: X]

Secondary
1. Name: Description. [Quantity: X]

Skills

Passive
1. Name: Description.

Active
1. Name: Description. [Frequency: X]
2. Name: Description. [Frequency: X]
3. Name: Description. [Frequency: X]

Ultimate
1. Name: Description. [Frequency: 1]

Spells

Passive
1. Name: Description.

Active
1. Name: Description. [Frequency: X]
2. Name: Description. [Frequency: X]
3. Name: Description. [Frequency: X]

Ultimate
1. Name: Description. [Frequency: 1]

Items

Coin Purse: 500 gold
1 Frequency Restore Pot [Use: 1]
 
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Historical Name: Shinmen Musashi-no-Kami Fujiwara no Harunobu (Miyamoto Musashi)
Nickname: Musashi
Age: 28
Gender: Male
Height: 5'10"
Weight: 155 lbs
Hair Color: Coal
Eye Color: Umber
Class: Warrior

Written Appearance: Unkempt dark hair falling from his head and whiskers covering his cheeks, Musashi cares more for his mental prowess than his own appearance. Often, one would find him wearing a long satin undergarment that would reach the arches of his feet. On top of this, he would wear a hemp jacket. Accompanying the waist is a belt that contains his only meaningful possessions: his katana and wakizashi.

Personality: Musashi can be described by several words: swordsman, philosopher, strategist, writer, and teacher. He professes The Way (of the Martial Arts), and that there is only one true way, which (martially speaking) focuses on cutting down one's opponent at the earliest opportune moment. Although, there is much more philosophy to The Way than in combat. He believes that one should strive to better their skills with the intention of becoming a master of their trade. Musashi's nine basic principles will give insight on his way of thought/approach.

1. Do not think dishonestly.

2. The Way is in training.

3. Become acquainted with every art.

4. Know the Ways of all professions

5. Distinguish between gain and loss in worldly matters.

6. Develop an intuitive judgement and understanding for everything.

7. Perceive those things which cannot be seen.

8. Pay attention even to trifles.

9. Do nothing which is of no use.


History: There are very few reliable facts about Musashi's life. His own words on the subject fill less than a page at the beginning of The Book of Five Rings, and later accounts were all written eighty to one hundred and thirty years after his death. Although, a biography can be pieced together with what is commonly accepted.

Musashi was born in Harima, but evidence also shows that he came from Miyamoto, in Mimasaka. He was born in 1584 and was son of Shinmen Munisai, who was a master of the jitte (a small metal club with an extended arm for countering a sword). Evidence shows that there was a poor relationship with his father at a young age. At the age of thirteen, Musashi faced his first duel against a renowned swordsman by the name of Arima Kihei. Kihei thought of the duel as a joke and did not take it seriously. Musashi used this to his advantage and won. His second duel was at the age of sixteen against a martial artist known as Akiyama, and it too was a victory.

After committing to a life of swordsmanship, Musashi would continue to train diligently. At the age of twenty-one, he went to the reputable Yoshioka clan and fought a series of engagements against them, for they were known as among the best in the skills of the sword. He challenged them and Yoshioka Seijuro accepted. Musashi humiliated and maimed him. Seeking immediate revenge, Seijuro's younger brother challenged Musashi on the spot and charged him. Musashi struck him down with apparent ease, killing him. Reeling in humiliation, the Yoshioka clan ambushed Musashi later on, before he could depart from the general area. Musashi was able to fend off multiple adversaries and deny them of their revenge.

It was around this time that Musashi's eyes were opened up to the "Two Heavens" or Two-Sword Style. This method involved using a katana and a wakizashi at once in combat, for Musashi professed that "why bring a tool if you aren't going to use it?" And, he saw the advantages of using two blades at once rather than one blade, two-handed.

Musashi would go on to be undefeated in duels, holding a record of sixty-one victories. It was believed that he also participated in three military campaigns as a retainer or bodyguard. He would gain a following and teach numerous disciples his Way. Near the end of his life, he would retreat to Mount Iwato and write the influential work titled The Book of Five Rings, in which he encompassed his philosophies of life and his approach to swordsmanship. In the summer of 1645, Musashi passed away from an illness believed to be thoracic cancer. His disciples honored him with a monument and would continue to live by his teachings, and to teach them to others.

Level 1

Strength 1 (+1) (2)
Dexterity 2
Constitution 1 (+1) (2)
Intelligence 1
Perception 1
Willpower 3
XP |||||||||| (0/10)

Weapon

Primary
1. Katana: a curved single-edged blade with a circular guard and a long grip [Quantity: 1]

Secondary
1. Wakizashi: a curved single-edged blade quite like the katana, yet much shorter [Quantity: 1]

Skills

Passive
1. Non-Thought: Musashi is able to remain calm and act in even the most perilous of situations by placing himself in a state of emptiness. In combat, his mind and body will be one, his hand will attain movement through emptiness, with both speed and power, without actually taking note of when movement had begun. It is much more difficult to intimidate or to draw an unwarranted reaction from Musashi.

Active
1. Blow Like a Spark from Stone: Musashi, blades in hand, strikes quickly with the three combined forces of his legs, hands, and body to attempt to out maneuver his opponent for a devastating blow. [Frequency: 2]
2. Chance-Opening Blow: At the slightest hesitation from his opposition, or an opening in his opposition's defenses, Musashi will take the opportunity to perform a swift strike or jab. If no opportunity is clear, Musashi will create one by feinting an attack in which his opponent will see favorable to parry or block, thus opening a chance somewhere. [Frequency: 2]

Ultimate
1. Crimson-Leaves Strike: Musashi will effectively close the gap of combat so much so that he and his opponent can likely smell each other's breath. In this new field of range, Musashi will draw his opposition to lower their guard, to defend a strike from somewhere low. In the meantime, his wakizashi (or free blade) will be driving towards the opponent's face/neck with considerable, yet controlled, force. [Frequency: 1]

Spells

Passive
1. Death is Inevitable: There is an aura about Musashi that cripples the minds of the weak-willed or unexpected, making them truly believe that he's going to kill them and there's no other way around it, if they decide to make battle with him. (chance of inducing fear/intimidation towards opposition, greater chance against those of low willpower)

Active
1. Flint and Spark: Using his hands, Musashi will grab his blade(s) and quickly slide his hand across it(them), igniting a beautifully formed flame. The fire will increase the damage from his sword(s) and form a light source that could draw back darkness. (he can perform this technique to allies' bladed weaponry, as well) [Frequency: 3]
2. The Shadow: His shadow rises from whatever it covers, forming a mirror image of Musashi. Musashi no longer produces a shadow, as his shadow now has the ability to freely move about. His shadow clone is able to make attacks, but at half the damage of Musashi, and cannot perform spells or special techniques. The shadow is active for 2 turns (after casting turn) of combat and may be defeated sooner if targeted. It's HP will be a quarter of Musashi's at the time of casting. [Frequency: 3]
3. From Nothingness: Musashi can cause blades to burst forth from nothingness, whether it be the ground, a wall, a table, or thin air. He can manipulate these weapons only within the first seven seconds of their creation. For example, if he forms them in the air, he can direct where he wants them to fly towards, like an enemy with the intent of piercing them. The blades can be a variety of types, and there are only six of them. He also cannot cause blades to burst forth from the bodies of living enemies. Can only target one area and the range extends in a conic manner if they are used as a projectile. [Frequency: 3]

Ultimate
1. Half-Minute Nightmare: Musashi momentarily stops time, all things of motion freeze. He is able to hold this technique for 25 seconds. Everyone frozen in place are still conscious, but have been rendered useless during the time-frame. All they can do is watch, and only in the direction they were facing, at that. Musashi can freely act during this time and do whatever pleases him, even if it includes slaughtering as many opponents as he can. This ability has a draining effect on Musashi afterwards, as his stamina will be halved until he can rest. [Frequency: 1]

Items

Coin Purse: 500 gold
1 Frequency Restore Pot [Use: 1]

*I would do a neat coded sheet, but I'm no expert when it comes to coding*
 
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I'm going to start approving the completed CSes, so I can post the roster on the recruitment page. Everyone is free to make 3 characters maximum. I am going to make one Defender and I think a ranger next. :D It's so hard to decide because there are so many good heroes to choose from.


mindicree mindicree

You still must select Skills because there's a 1 in Constitution.

Skills: 1 passive, 1 active, and 1 ultimate.

Spells:

Necrotic Restoration: I wouldn't say minor healing because the spell is going to heal per her intelligence level.

Ultimate: So what does this do? She would need to do something with the doll in a turn.


Auda Auda

For Wundt, you can still give him Skills. He just has one skill because he has 1 point in Constitution.

Skills: 1 passive, 1 active, and 1 ultimate.


Spells:

Passive: I would write this as maybe every third turn, he can dodge an attack, but you need to specify what kind. I find a physical attack easier to dodge than a magical attack.

Active:

1. Sensory Overload: We're going to treat the chance like accuracy. It will be a double roll. 1 for accuracy and 1 for status effect.

Brookswho Brookswho

I know you're still working on this, but just know that you'll need spells to because his willpower is 3.

Ultimate: Your ultimate is very detailed. Just see this as a finisher move even though the outcome is unknown. It's not something that you have to hope will hit. It will hit, especially if it is a transcendence opportunity.
 

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“I didn't want to move or act like a rich man. I wanted to dance in a pair of jeans. I wanted to dance like the man in the streets.”
ferrum.extra-condensed.png
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  • .
    Historical Name: King Richard Plantagenet
    Nickname: Richard the First; Richard the Lionheart; Richard I of England; The Absent King
    Age: 34
    Gender: Male
    Height: 6'5"
    Weight: 215 lbs.
    Hair Color: Brown
    Eye Color: Brown
    Class: Defender

    Written Appearance: Richard was a king, and therefore, a crown was the most common ornament that topped his head. He wore a crimson cape and heavy, plate mail armor. His hair was brown and he sported an impressive beard. He was considered also a knight and a crusader and can be seen wearing a crucifix.

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codedbycrucialstar | hover over big photo
 
I'm going to start approving the completed CSes, so I can post the roster on the recruitment page. Everyone is free to make 3 characters maximum. I am going to make one Defender and I think a ranger next. :D It's so hard to decide because there are so many good heroes to choose from.


mindicree mindicree

You still must select Skills because there's a 1 in Constitution.

Skills: 1 passive, 1 active, and 1 ultimate.

Spells:

Necrotic Restoration: I wouldn't say minor healing because the spell is going to heal per her intelligence level.

Ultimate: So what does this do? She would need to do something with the doll in a turn.


Auda Auda

For Wundt, you can still give him Skills. He just has one skill because he has 1 point in Constitution.

Skills: 1 passive, 1 active, and 1 ultimate.


Spells:

Passive: I would write this as maybe every third turn, he can dodge an attack, but you need to specify what kind. I find a physical attack easier to dodge than a magical attack.

Active:

1. Sensory Overload: We're going to treat the chance like accuracy. It will be a double roll. 1 for accuracy and 1 for status effect.

Brookswho Brookswho

I know you're still working on this, but just know that you'll need spells to because his willpower is 3.

Ultimate: Your ultimate is very detailed. Just see this as a finisher move even though the outcome is unknown. It's not something that you have to hope will hit. It will hit, especially if it is a transcendence opportunity.

mindicree mindicree You need to read this post.
 
Mine is good for review again. I added the spells, went creative with them. I'm aware that active spell #2 and the spell ultimate may need to be toned down if you believe they are too overpowered. Just let me know what you think and I'll make the proper adjustments!
 
My CS is good for review again. I added skills, turned Necrotic Restoration into a general healing spell, and clarified the spell ultimate.
 
Mine is also good to review. I added Miller's skills, though I am still not sure about his ultimate so I'm still thinking of something else but if it's acceptable then I'm all good. I also added some things in my item list.
 
mindicree mindicree toss the doll to another person, creature, or thing to inflict damage

Do you mean toss "at"?

With this correction, she's good just clarify.

Auda Auda

Picture link is broken. I don't know if you had another tab. I know sometimes the coding can hide some areas if it is messed up. And wow his skill ultimate. XD He just wants to go out in a bang huh? The CS is approved.

Brookswho Brookswho

Spell 2 seems more like an ultimate because you're basically giving yourself 3 lives. If all the enemies need to do is fight the clone, then your character doesn't have to lift a finger at all.

Spell 3; you wrote it like it is too convenient. When you can decide how many swords you need based on the situation, it just seems too convenient. You'll need to fix them.
 
Spell 2: Added conditions. Only active for (1-3) turns of combat based on a dice roll(with a d6, it can go like so [1-3=1 turn], [4-5=2 turns], [6=3 turns]), can be defeated sooner if targeted. Health reduced to a quarter of Musashi's at the time of casting. Deals half the damage that Musashi does (can bump this down as well if needed, since the way I'm writing it is a temporary companion, maybe to match the health condition, a quarter).

Spell 3: Removed ability to choose amount of blades. Added detail that it can only target a single area and expands in a conic manner at said target.
 
Toss to, as in someone else can choose to attack it during their turn.

But how long is this Ultimate supposed to be active? You're making it longer than one turn.

Spell 2: Added conditions. Only active for (1-3) turns of combat based on a dice roll(with a d6, it can go like so [1-3=1 turn], [4-5=2 turns], [6=3 turns]), can be defeated sooner if targeted. Health reduced to a quarter of Musashi's at the time of casting. Deals half the damage that Musashi does (can bump this down as well if needed, since the way I'm writing it is a temporary companion, maybe to match the health condition, a quarter).

Spell 3: Removed ability to choose amount of blades. Added detail that it can only target a single area and expands in a conic manner at said target.

Spell 2: I think you need to just choose how many turns it lasts whether it is alive or defeated. That way it is a timed ability.

Spell 3: Because you also make this a projectile spell, you need to just state a sensible total number of blades.
 
Spell 2: Set the turn limit to two turns, after the casting turn.

Spell 3: Set the amount to six blades.
 

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