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Posted: Fri Apr 03, 2009 12:53 am
Alright, so every RPer has designed at least one character. Some people just decide they want a basic character, and start playing. This thread is for those of us who like to flesh out their characters. Post up your characters for critiquing. I'll start with mine -- careful it's a tad lengthy. Give some friendly advice. Help out persons who need it. Just be nice about it and we'll get along just fine. My main type of character is in the following posts. This is a very specific type of character, but he reflects my own personality quite well. Though not exactly. The first post is his background story, the second is his skill-set. Now, I love the game Final Fantasy Tactics Advance, and that's where most of the skills come from. It took me about three months to filter through all the abilities in the game. Also the descriptions are based off a D&D sort of board game a friend was working on. Keep in mind, this is not the list of skills he would have at the beginning of his adventures. But rather; they are what his skill-set would be after a lot of adventuring.EDIT: Forgotten Wayfarer has created a thread for actually creating the characters. Use my thread for posting the characters you create, so they can be reviewed by your peers.
ANOTHER EDIT: If you are planning to use your character in a specific RP, give me a quick summery of what type of RP you're thinking of. I'll be able to give better advice that way.
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Posted: Fri Apr 03, 2009 12:54 am
Background Story for a smart and friendly ogre:
Once upon a time, an ogre was born to a chief. Clan custom prevented the chief from naming his son for seven days. All ogres should have good, ogre names (especially the son of a chief.)
The first days went by and he started displaying great strength. Most ogres are naturally strong, but he was stronger than most of his peers. The counsel of chiefs couldn't remember an ogre showing that much strength for at least 300 years. Having the strongest ogrling in 3 centuries is enough to make any ogre proud -- especially a chief.
The week went by very quickly and Naming Day came. An ogrish feast was prepared. There was dragon steak, moldy cheese, and mud pie at the table. To drink, there was baobab sap, pond water, and pumpkin wine.
Once they were done filling themselves up, the chief stood up. “He strongest ogre for 300 years. Me name he … Tremor!” All the ogres present roared and cheered. The chief spoke again, “Me give he me stuff.” Then he gave 'Tremor' a huge dagger, and a set of sturdy gauntlets. “These no be taken. Only be given. Gauntlet keep 'Tremor' fists from pain. Dagger always return”
But as 'Tremor' grew up, his dad noticed something else … His son mastered the ogre language in less than two months. It took most ogres two years to master the entire language. 'Tremor' started having a special bond with the wildlife in his area, from the lowly gnat all the way to the majestic bear. He was even able learn to communicate with some of the animals near his village. Pretty soon after that, 'Tremor' mastered how to throw his dagger (Which, as promised always returned as swift as it was thrown).
The chief was shocked – His son was actually smarter than most of the other ogres were. The village grew angry, and drove 'Tremor' away. The entire clan even disowned him because of his intelligence. He left, still bearing his gifts (they couldn’t be taken from him due to their enchantments), and began his adventure abroad…
The quotes are there because his name could be anything else, but I wanted to identify whatever name could have been used.
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Posted: Fri Apr 03, 2009 12:55 am
Right from the beginning of his adventure he would have: Raven Strike Subdue Cover Rush Wild Swing Body Slam Beat Down Ogre-Arm Concentrate
and maybe: Conceal Sleep and Poison
Concentrate would likely need to be used before any of the Magics, or enhanced Ogre abilities. Conceal would only be in certain environments (like forests). And those last two would be because he would know how to mix up poisons from a forest environment.
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Posted: Fri Apr 03, 2009 1:56 am
Complete Skills list for the Ogre: Red = Ogre Stereotype (big, hulking, and dangerous) Dark Red = Enhanced ogre (decent speed and cognitive abilities) Blue = My personal inherent kindness (desire to help others out and not seem so ogrish) Green = Nature affinity (animals, earth, forest, and wind)
• "Skill" || Items* || AP/JP || Description || Details || Range:
• "Powerbreak" || Barong* || 200/4 || Lower Target's weapon attack || target atk-1d, 3 turns || 1, WR
• "Nurse" || Defender* || 100/2 || Cure HP and Status || Atk-2d of heal || Splash, Self
• "Cover" || SaveTheQueen* || 200/4 || Take Damage For Clan Member || n/a || 1, 3
• "Rush" || Sweep Blade* || 100/2 || Damage and push back target || n/a || 1, WR
• "Wild Swing" || Ogun Blade* || 200/4 || Damage all adjacent units || n/a || all, adjacent
• "Bonecrusher"(R) || Ninja Gear/Carabini Mail || 300/6 || Counter with 150%, if hit || n/a || 1, WR
• "Wood Veil" || Kotetsu* || 200/4 || Damage and Immobilize || 5en, dmg/2, 'Immobilize' 3 turns || splash, move
• "Earth Veil" || Sauna* || 200/4 || Earth damage and Slow || 5en, dmg/2, 'Slow' 3 turns || splash, move
• "Soil Evidence" || Terre Rod || 200/4 || Earth damage to all enemies || 10en, dmg/2 || all, enemies
• "Wild Tornado" || Thor Rod* || 200/4 || Wind damage to all enemies || 10en, dmg/2 || all, enemies
• "Bad Breath" || Marlboro* || 0/8 || Inflict multiple status ailments || 8en, flip coin for each ailment || 1, adjacent
• "Glare" || Float eye* || 0/2 || Inflicts confuse from front || flip for ailment || T-Spread
• "White Wind" || Sprite* || 0/2 || Heal HP = to units HP || 3en || splash, 4
• "Angel Whisper" || Titana* || 0/6 || 7en Heal and Auto-Life || Atk-1d of heal, plus Auto-Raise || 1, 3
• "Concentrate"(S) || Target Bow/Long barrel* || 300/6 || Raises accuracy for most actions || either most actions = 95% or increase accuracy level of status attack (75/95/100) instead of (50/75/95) || n/a
• "Sonic Boom" || Cranequin* || 200/4 || Area Damage || 2en || splash, 3
• "Advice" || Twin Bow* || 100/2 || Raise critical ratio || decrease required crit. die number || 1, adjacent
• "Body Slam" || Striborg || 300/6 || Heavy damage, but recoils || atk+2 plus dmg/4 recoil || 1, adjacent
• "Greased Bolt" || Gale Sword* || 300/6 || Attack and nullify R-abilities || n/a || 1, adjacent
• "Mow Down" || Striborg || 200/4 || Strongly attacks, but lowers speed of self || Atk+1d, slow, 3 turns || all, adjacent
• "Beat down" || Shadow Blade* || 200/4 || Double damage, halved accuracy || dmg*2, add a required coin || 1, adjacent
• "Blitz" || Sun Blade* || 200/4 || Double accuracy, halved damage || dmg/2, add a coin || 1, Adjacent
• "Strike back"(R) || Wygar* || 300/6 || Block attack and counter || n/a || 1, w/r
• "Earth Render" || Tiger Fangs* || 200/4 || Attack all units in a straight line || 3en, dmg/2 || all, front
• "Meteor" || Scorpion Tail* || Powerful area damage || 8en, 150% Atk || splash, 3
• "Pierce Through" (Ogre-arm) || Flamberge* || Attack two adjacent units || n/a || 2-panel, adjacent
• "Night Hawk" (Raven Strike) || Joyeuse* || 200/4 || Wide ranged attack || Atk-1d || 1, 3
• "Earth Heal" || Fleuret* || 200/4 || Heals HP || 5en || 1, 4
• "Evil Gaze" || Joyeuse* || 300/6 || Dark Damage and confusion || dmg/2, flip for ailment || splash, 4
• "Sleep" || Estoc* || 200/4 || Inflicts Sleep status ailment || 3en || splash, 4
• "Poison" || Silver Rapier* || 100/2 || Inflicts poison || 2en || splash, 4
• "Phoenix" || Nirvana Staff* || 300/6 || Revive KO'd units || 8en || double-splash, 4?
• "Nightmare" || Kikuichimonji* || 300/6 || Cast Sleep and Doom on target || treat as two separate casts || 1, adjacent
• "Conceal" || Windslash Bow* || 100/2 || Become invisible to enemies, except panthers || 5en / Character is removed from base, player chooses square within range of base, marks it on paper, and shares it with teammates if any. still vulnerable to all actions, just unknown location until found (via assist, or attack), or players next A-action || movement
• "Subdue" || Ancient Sword || 200/4 || Low damage || 1 d6 || 1, adjacent
* - Only listed because that's how you learn stuff in Final Fantasy Tactics Advance.
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Posted: Wed Apr 08, 2009 5:46 am
Let's start with an easier question. What seems to be the two main problems with this character?
I like to think It's not a Gary Lou, because he's plenty content with his life. Yes he was banished from his clan, but by being so, he was able to develop himself into a caring nature boy. (Think Smoky the Bear if he had developed an elemental affinity to his forests; yet he could pound the snot out of anyone screwing with his environment.) Whereas, had he remained in his clan, he would have never been able to develop his thinking skills, nor his mild elemental affinity.
There are two major problems with the character though. I do have an explanation that might satisfy even the most seasoned RPer for each. But I'm not gonna state them until the problems are pointed out in the first place.
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Posted: Tue Apr 14, 2009 11:55 am
Well, I see one minor problem and that is that he starts out with too many abilities. Also, he gains too many abilities to really be of any use. The maximum abilities any character should have is dependant on how many will actually be of any benefit. Like if a character has Heal for instance but also has Cure and Heal gives more HP recovery Cure should be 'forgotten' or replaced in favor of Heal. He also may have too many items in his abilities but I am not certain about that one. All I know is that it seems a bit too much ability wise but what do I know? I never go by what would be too much so I can't really say anything. I mean I add abilities to my main two (right now) that they wouldn't normally have... It's a long story. Anyway, I like the backstory and the name suits him. The original abilities you want him to have in the beginning are fine, just maybe take out the second list for now. ~ mysticaldragonmastergurl- Registered Instructor.
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Posted: Tue Apr 14, 2009 8:54 pm
The weapons actually have nothing to do with the abilities. In FFTA, those are just the weapons that the abilities are learned from. His actual weapons will mostly be more ogrish, except for his Dagger.
I agree that he has too many abilities. but those would only be learned after a LOT of leveling. That second list is what I would consider to be the 'starting abilities'. The maybes, would be among the first he'd learn whilst leveling. I will note the idea to 'forget' similar abilities down the line. Thank you for the advice.
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Posted: Tue Apr 14, 2009 8:57 pm
This may be a little stupid to say, but.. where's the description of the character's physical appearance?
Okay, he's an ogre. We get it... but for those who've watched too much shrek, may end up imagining big green creatures every time the character comes around.
I dunno (note: I just shrugged my shoulders). Just an opinion. :p
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Posted: Tue Apr 14, 2009 9:04 pm
Also a good point, I hadn't figured out how to describe his appearance just yet. But a main reason of this thread is to help me catch such errors. It'll take me a while to remedy that particular one though. Because I don't have as much time as I used to.
Lillian actually moved it to the classes section, because it's a good opportunity for others to find some RP blunders. And it gives others a chance to post their characters for examination as well. I do know my character has two major problems, but I turned it into a learning discussion by asking you guys to find them. They are two problems that are described in detail in the guides section -- specifically the AMP project.
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Posted: Wed Apr 15, 2009 10:26 am
In some medias ogres aren't magically inclined, so are one of those two things that the items and the skill list each include magic? I also wonder what made this ogre more intelligent than the others.
Classes, isn't just solely 'classes', it is interactive learning, as opposed to guides. I thought 'Classes' sounded better than 'Interactive Learning'. Suggestions on ways to clarify this are welcome in the suggestions thread in the main forum.
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Posted: Wed Apr 15, 2009 6:47 pm
You're right ogres aren't usually magically inclined. His magic stems from natural affinities, rather than any true learning. First off, he's not that strong at magic. Secondly, the magic is actually not his own, but the environment's. Since he cares so much about it, nature lends him nearly all his magical abilities. Some of the other stuff can be explained with potions, and other mixes. Like poison could be made from some mushrooms or other plants, or sleep powder can be concocted from herbs or something.
You found part of one of the things. An ogre who uses magic. That isn't quite 'kosher'. There's something else along those lines that completes the first problem.
But no-one has even touched on the other one yet.
@ Lillian - The only thing I can think of is maybe calling them classrooms, instead of classes.
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Posted: Wed Apr 15, 2009 7:16 pm
"Tremor' started having a special bond with the wildlife in his area, from the lowly gnat all the way to the majestic bear."
xD friendly ogre you got there.
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Posted: Thu Apr 16, 2009 1:03 am
He IS very nice. As a matter of fact he despises being as strong and scary as he is. But when it gets down to business he finds his strength to be more of an asset than not. If there's some way he can avoid a fight, he's all for that option. The fewer shots fired, the better; in his book. But if an opponent forces the issue... Well, let's just say he's quite a competent fighter when necessary.
He'd prefer to knock a guy senseless, rather than kill 'em. And if he's in a fight and sees any possible way to end it without anyone even getting hurt, he'd vouch for that option instead. If I had to pick a D&D defined alignment. It'd be either Chaotic-Good, or Neutral-Good. But if his opponent leaves no other options, my guy does what has to be done.
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Posted: Fri Apr 17, 2009 5:34 pm
1wolffan He IS very nice. As a matter of fact he despises being at strong and scary as he is. But when it gets down to business he finds his strength to be more of an asset than not. If there's some way he can avoid a fight, he's all for that option. The fewer shots fired, the better; in his book. But if an opponent forces the issue... Well, let's just say he's quite a competent fighter when necessary. He'd prefer to knock a guy senseless, rather than kill 'em. And if he's in a fight and sees any possible way to end it without anyone even getting hurt, he'd vouch for that option instead. If I had to pick a D&D defined alignment. It'd be either Chaotic-Good, or Neutral-Good. But if his opponent leaves no other options, my guy does what has to be done. I see I see... Well, that's interesting. One of the main reasons he was thrown out right?
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