Welcome to Gaia! ::

Trial

Back to Guilds

A Final Fantasy 8 based Roleplay set in a guild. 

Tags: Roleplaying, Final Fantasy VIII, Original Story, SquareEnix 

Reply Profiles
Profile Skeleton and Information

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Kiln Aro Malac
Captain

Eloquent Hunter

PostPosted: Sat Jan 21, 2012 9:25 pm


Profiles

Information

I've asked that you fill out everything in the profile, however you do not have to fill out all of the GFs in the GF section. If you want, you can fill out only one and worry about the others later. Also, I do have an HP and Level system. The system for Hp and Levels is as follows for Human Profiles:

-- Your level determines your Hp, that is for every level you have, you have +100 hp. So at level 1 you have 100, at level 2 you have 200, and at level 20 you would have 2000 hp.

The Junctionable stats are as follows (abilities for a character boosted by a GF)-
Vitality: How much life a person has (this relates to Hp) as well as magical and physical defense.
Strength: How much strength a person can use behind their blows
Magic: Self explanatory
Speed: A persons ability to dodge and move quickly.
Luck: How lucky a person is. Yes, this is a stat.

There are also effects that can be junctionable such as a fire element to a characters defense or attack.

If a GF junctions to Vitality, then the percentage that is in the profile for the junctioned stat is used to determine their extra hp. For example, if the percentage is 20% and the character has 1000 hp, they will add 200 hp to their character. I can assist with this as needed.

((See GFs post for more information about GFs.))


Profile Layout

NPC profile



[align=center][color=postingcolor][u][size=24]F[/size][size=20]irst name[/size] [size=24]L[/size][size=20]ast name[/size][/u][/color][/align]
[url=link to larger picture][imgright]200 X 200 img[/imgright][/url]
[size=10]
[b]Age[/b]
Age of character [Obvious]
[b]Weapon[/b]
Weapon(-type) that character uses
[b]Natural Affinity[/b]
This is the element most associated with your character. This will determine natural immunity to the element, comp. with GFs of the element, and natural skill in casting magic of that element.
[b]Height[/b]
Obvious
[b]Birthdate[/b]
The date of your character's birth
[b]Summary[/b]
Give a short summary of your character's personality and history. Nothing too specific, just an overview will do.[/size]


That is so that I can directly link your profile to your character. Fill that out if you would. Summary does not have to be detailed at all, just a little something if you would. I will deal with the link as it will be done to make profiles easier to access.

Player Profile:


[align=center][img]((Put Image here))[/img]
[size=15][b]Basic Statistics[/b][/size][/align]
[b]Name[/b]:
[b]Alias[/b]:
[b]Age[/b]:
[b]DoB[/b]: (Date of Birth)
[b]Occupation[/b]:
[b]SeeD Rank:[/b] (If applicable total level - 5)
[b]Weapon(s)[/b]: (List them if you would)
[i]WEAPON ONE[/i]- ((Insert description))
[b]Biography[/b]: ((Doesn't have to be massive, two paragraphs preferred.))

[align=center][size=15][b]Physical Characteristics[/b][/size][/align]

[b]Height[/b]:
[b]Weight[/b]:
[b]Eye Color[/b]:
[b]Hair Color[/b]:
[b]Hair Style[/b]:
[b]Skin color[/b]:
[b]Distinguishing features[/b]:
[b]Attire[/b]:


[align=center][size=15][b]Mental Characteristics[/b][/size][/align]

[b]Strengths[/b]:
[b]Weaknesses[/b]:
[b]Goals[/b]:
[b]Hobbies[/b]:
[b]Personality[/b]:

[align=center][size=15][b]Special Characteristics[/b][/size][/align]

[b]Level[/b]:
[b]Hp Rank[/b]:
[b]Natural Affinity:[/b]This is the element most associated with your character. This will determine natural immunity to the element, comp. with GFs of the element, and natural skill in casting magic of that element.
[b]Current Junctions[/b]:
[b]Talent/Skills[/b]:
[b]Battle Overview[/b]: ((How one handles battle))
[b]Limit Breaks[/b]: ((List if there are advancing levels to be achieved, and also descriptions of what they do))


[b]Guardian Force(s)[/b]:
(See skeleton for Guardian forces below)


[align=center][size=15][b]Additional Notes on This Character[/b][/size][/align]
[b]Username[/b]:
[b]Associations[/b]: ((Whom does the character know))
[b]Draw:[/b] (magics that can be drawn from this character)
[b]Additional Information[/b]:


If you are making an NPC you will post the NPC profile into the NPCs thread after having it approved by me or another Crew member.
PostPosted: Sat Jan 21, 2012 9:28 pm


Guardian Force(s)

You may use any summon from the Final Fantasy world as a GF or create your own original one, however do note that I will have to approve of all GF choices and stats. Also, some GFs will contradict one another and thus weaken the compatibility with the player. This is mainly to be noticed in GFs that have completely opposing elements. This also lowers a characters ability to boost that compatibility. I will place this into judgement when looking at GFs.

There have been some changes made to the rules of GFs. The information is as follows:

There are 3 sizes that GFs can be, these are small, Medium, and Large/Massive. The size of a GF will determine its HP growth per level. For small, every level will reward 250 hp, medium will reward 500, and large will reward 1000. This will result in the max hp values of: small= 2500 Medium= 5000 Large= 10000. In general, Medium sized creatures are at least humanoid in size, or larger, and if they’re smaller than that then in general they will regarded as small. Large GFs will be those whom tower over people, such as Bahamut. The reason for the hp differences is in how a larger GF is more likely to be able to take more punishment than a smaller GF.

There has also been a change to how levels will be done. For this, I’ll be lowering the comp. of almost every character as now levels will be determined by the percentage of compatibility between summoner and GF. All gf’s start at level 1, with 10% comp. From there, actions done by the summoner and spells casted that are aligned with the gfs element will increase comp. Comp. percentage awards will be given at the same time as character experience at the end of missions and I’ll be determining how much a character gets. As always, if someone thinks the character deserves more than I’ve given them, they can raise the case and I’ll look into it. The reason for comp. determining level is because it explains how some super-powerful being cannot be summoned at full potential, because summoner and summoned are not initially completely compatible. The level up system works such that at 20% comp, the gf levels up to level 2, at 30% it’s level three. When 100% comp. is reached, they are level 10.

After some discussion, it was agreed that it might be worth the time to implement a skill system and an ability point (Ap) system to help gauge what a GF boosts in individual characters. These boosts refer to the junctions a GF has with a character. We’ll be using a grading system to explain how this all works. F, E, D, C, B, A, EX. These are set such that F is a 10% natural boost, E a 20%, and so on up to EX. EX refers to a value that is set far above what is logical. The boost on this is 100% or more, depending on how many extra points are allocated to an EX skill. Each additional point increases the effect by 20%.

Now for how this will work: starting at level 1, all GFs will start out with a junction value of F on all stats they junction. If they start with a skill, the skill starts at rank C. If, for whatever reason, later you want to use a skill point to add a skill to the GF that it did not previously possess, said skill would start at rank F. This is done to show a natural ability in skills that the GF augments. Every level adds 1 skill point that you can spend however you want with the GF in their junctions or skills. This should give you all some freedom to decide what you want to do with the GF in the long run. Now, if two GFs provide the same benefits, you add the percentages they add together for their total value, unless they go into the EX (100%). Deserving of mention, if two GFs add a value above A, but below 100%(ex) the value would be referred to as A+, A++, or A+++. Each 10% above 60% will result in a + added to the end of the A. So, A+ is 70%, A++ is 80%, and A+++ is 90%. For every 10% they go over 100% (ex values), you can add another 10% to the value. This might seem a little confusing, but I can help anyone that this happens to.

With all of these changes, I do have another change to GFs that I need to implement which is for all GFs to have personalities. I’ll need everyone to add that as a section to their profile for their GF so that I can use this to help determine GF comp. growth at the end of each mission. While I would like to say I don’t need this, it has come to my attention that many would say I “don’t know how the GF would actually feel” in regards to something, so I’m going to make everyone write up at least short personalities for the GF so that I do know how the GF would feel in regards to something that happened. This is both for your guys’ benefit as well as to protect my reasoning when giving you comp. bonuses.

We will also be giving stats to the GFs, using the previously mentioned letter system. Below will be the new GF format for profile and you can just pick it up and put it into the profile where your old gf information was. For grading a GFs stats, we'll be using strength, magic, vitality, speed, and luck as the stats for grading. Rank these status using the grading system previously mentioned (F,E,D,C,B,A,EX).


GF Skills/ Command Abilities


Those interested in making command abilities or skills, send them to me and I'll approve of them and then you can use them.

Auto-Protect: An ability that maintains a constant Protect status on the user, causing a reduction towards all physical damage. It cannot be dispelled and remains intact even if user is KO'd and brought back to life.
f: 5% // e: 10% // d: 15% // c: 20 // b: 25% // a: 35% // a+: 45% // a++: 55% // a+++: 65% // ex: 80%

Auto-Shell: An ability that maintains a constant Shell status on the user, allowing for a reduction towards all magical damage. It cannot be dispelled and remains intact even if the user is KO'd and brought back to life.
f: 5% // e: 10% // d: 15% // c: 20 // b: 25% // a: 35% // a+: 45% // a++: 55% // a+++: 65% // ex: 80%

Chaincast: Chaincast, also known as Chainspell, is a passive ability that allows mages to cast off restrictions and instantly invoke magic spells. While active, Chaincast allows the user to cast a number of certain number of spells successively, as if under the effects of Double or Triple.

F: Double // E: Double // D: Double // C: Double // B: Double // A: Triple // Triple // Triple // A+++ // Triple // EX: ???

Darkside (CA): A skill where a character may sacrifice ---% of their max life to deal high extra damage (+---% of hp lost) to another.
F:-5&#xhp; +50% Dm. // E: -10% Hp +50% Dm // D: -10% hp +75% Dm// C: -10% HP +100% Dm// B: -10% hp +150% Dm// A: -10% Hp +200% Dm// Ex confused ???

Devour (CA): This skill instantly kills a lower level monster. Humanoids are unaffected by this skill, and higher level creatures cannot be harmed by it. The skill takes the life force from the monster and gives it to the character using devour. (Higher ranks of the skill allow for the enemy being closer to your level.)
F: -20 Levels// E: -18 Levels // D: -14 Levels // C: -10 Levels // B: -7 levels // A: -4 levels // Ex: ????

Expend: When equipped, while a character is in Double or Triple status, the character will use a single stock of a spell instead of multiple stocks of a spell.
F: 2x-2 // E: 2x-1 // D: 3x-3 // C: 3x-2 // B: 3x-1 // A: 4x-4 // A+: 4x-3 // A++: 4x-2 // A+++ // 4x-1 // EX: ???

Diehard: (PS) An passive skill that activates after a character has taken deathly wounds (Takes them to 0 health) that do not instantly kill them. This allows the character to rise up again. Ranks have an increasing post limit, rank A discards the posting limit. For all of these, if the character dies again only a full life can bring them back. Requires Vitality Junction. Cannot be used after having been revived within a short amount of time.

F: 1/5 extra hp from total added after death. Posting limit is half level // E: 1/4 extra hp. Posting limit is half level. // D: 1/3 extra hp added. Posting limit half level. // C: 1/3 extra Hp added. Posting limit is level. // B: 1/2 hp added. Posting limit level // A: ½ Hp added. No posting limit // Ex: ???

Doom: Also known as Death Sentence, Condemned, or Count, is a status ailment that places a counter over the target's head, and when it reaches zero, the target dies. Commonly, the only way for a party member to be rid of Doom is to either die or win the battle before the counter hits zero. Targets immune to Instant Death are usually immune to this status ailment.

F: 720 Seconds, 12 Posts // E: 660 Seconds, 11 Posts // D: 600 Seconds, 10 Posts // C: 540 Seconds, 9 Posts // B: 480 Seconds, 8 Posts // A: 420 seconds, 7 Posts // EX: 60 Seconds.

Flash (CA) This skill allows the user to move a short (linear) distance using incredible speed. The higher the rank of the skill, the more times it can be used in a short time (2-3 posts) and the longer the distance it can be used. Can only be activated when target is already moving and can only be done forward and must be initiated on the ground. Required Junction: Speed
F: 5 ft // E: 10 ft // D: 15 ft // C: 25 ft 2 times // B: 35 ft 2 times // A: 50 feet 3 times// EX: ?????

Nihil- An Azale only skill that starts on rank F and must be ranked each level the GF gets. Azale can get no other skills because of this and cannot get junctions.

F: Negates all positive status effects Passively// E: Negates some negative status effects passively (50% chance) // D: Negates all Negative Status effects passively // C: Negates Skills that Effect character directly (ex: Doom, Devour) // B: Allows character to disregard Positive Status Effects on enemies (Protect, Shell, Reflect) // A: Negates all Skills and Magic when attacking when in regardes to the person with the skill attacking. // EX: Negates all Effects around character at a passive 50% rate , negating all magic as if the space around them were a magical void.

Note: A character may only have 2 passive skills and 2 command abilities active at once.


GF Skeleton

[u]GF Name Here[/u]
[i]Appearance[/i]: Description or image
[i]Level[/i]: ---
[i]HP[/i]: ----
[i]Attack[/i]: General Attacks used when summoned
[i]Final Attack[/i]: Used when De-summoned.
[i]Element[/i]: ----
[i]Junction/Skills[/i]:
List (--) // Them(--) // Here (with their rank)

[i]Personality[/i]
Self Explanatory
[i]Personal Stats[/i]
Strength: -- // Magic: -- // Vitality: -- // Speed: -- // Luck: --

[i]Compatability[/i]: ----




Trial GF list

Note: This list includes GFs yet to be obtained, but appear in the profile.


Sou-ho Nebulous
-Seiryuu

Lloyd Nipal
-Leviathan
-Ark

Ellale Laytos
-Azale

Kalay Laytos
-Carbuncle
-???
-Kirise

Caize Ovelen
-Alexander
-???

Lisanna Everett
-Zethar
-Phaos

Kiyari Vane
-Raiju
-Akumu

Sophia Vinginshy
-Shiva
-Ku

Nona Winchester
-Bahamut

Riyel Vicaria
-Ifrit
-Baby Dragon

Ivaria Kaizen
-Ares

Taeria Limmari
-Chero
-Sikrae
-Namor
-Aketa

Rini
-Siren

Xaris Zeigmas
-Diablos

Kiln Aro Malac
Captain

Eloquent Hunter


Kiln Aro Malac
Captain

Eloquent Hunter

PostPosted: Sat Jan 21, 2012 9:31 pm


Magic


So, due to some discussion with various people and trying to figure out a system for working healing into the story without making it incredibly easy to take away story elements, I've made a decision that seems to help solve it at least slightly. The main problem came with healing magic making it hard to take someone getting grievously injured seriously. So, first I'm going to provide some information on how we're going to handle healing (a thanks to Yuyusei and Kiki for helping me with this portion with their input)

1) Revive does not tend to mean if a person is dead, they are brought back in FF games, however this is how we are going to work for it here. It does 'revive' someone who has lost all of their life points and is declared dead. There is a special rule for this, if the person is not revived in a fast enough amount of time, they can't be brought back (imagine a defibrillator if you will. It can bring people back, but not if they've been dead for too long). This also means if someone's body is horribly maned, bringing them back becomes a challenge. If their body is destroyed beyond recognition, no amount of healing magic will save them. They are dead. Revive will only work so long as the wounds, in theory, can be healed using magic.

2) We're going to have a system that applies for both magics, which is going to be a tad annoying at times, but will ensure that magic gets a bit more evenly distributed.

Level 1-9: 5 (15)
10-19: 10 (30)
20-29: 15 (45)
30-39: 20 (60)
40-49: 25 (80)
50: 30 (100)

The parenthesis mark how much magic someone with a magic junction is allowed to have at these levels. (They clearly have to have more because it is their main function of attack.)

3)While I originally took the magic of 'draw' out of the roleplay for it's complexity, I'm going to bring it back in even though it'll require people to talk to me to figure out what can be drawn from enemies. Drawing is the form of taking magic from an enemy for personal use, basically. If you need to draw magic, look for my post that introduced the creature or person. I'll be telling you what can be drawn.

------- You may only draw one stack of a spell and only draw once per post. And, if the person has a stack of the spell you are drawing, they lose one for each one you gain, even if it's a drawable spell from them.

4) I've changed the way healing magic works mainly to allow for story elements to take a more interesting effect. Here is how I have it working:

Regen: heals roughly 10% (Make it an easy number to add in like 25 or something if you need to) every post for a few posts (normal regen is 4 posts, Mag. Junc casters regen is 10)

Cure: 30% (60%)
Cura: 50% (80%)
Curage: 70% (100%)

Revive: 10% (30%)
Full-Life: 100% (100% + regen)

The reason for Full-life healing full and also regen with Mag. Junction is to give those with a mag. junction more usefulness out of it.

5) Special Magics: These are like Flare, Holy, Ultima, Meltdown, Aura, Triple, etc. I'll be keeping a careful watch out for these because they are incredible spells. Eventually we'll encounter boss fights where one can draw these magics from their target. One of the more important ones on here is listed below with it's limitations

Aura: Allows for a character to use their Limit break in their next two posts. After that, Aura wears off. With magic junction the player gets three to four posts.

6) Limit Breaks: I'm pretty sure I've discussed these, but I'm going to include them here since some limit breaks are basically magic. These can only be used in life threatening situations (hp <30%). With that in mind, special circumstances can arise. If a close friend/ Family member dies or goes down in combat, it can trigger a Limit Break. Special circumstances can arise for defending things as well, but we'll discuss those as they come.

7)Your Character Level will determine your damage with magic (and your magic junction will increase it by the percentage) so here we go. For each level you have, Fire will do 10, Fira will do 20, Firaga will do 30, and Firaja will do 50. These numbers seem small but allow me to put them into perspective. At level 50, Fire: 500, Fira: 1000, Firaga: 1500, Firaja: 2500. Mixed with magic junctions, these are pretty high damages, considering with an A rank magic junction you're looking at: 800, 1600, 2400, and 4000. Gfs function such that normal is 100, ara is 200, and aga is 300 with ja falling at 500.

cool New spells have been implemented due to the previous rule being implemented and have tier's like any spells. These are Dark, Stone (removing quake), Aero (removing Tornado), and cure is being labeled as a holy elemental.
PostPosted: Thu Jan 26, 2012 5:30 pm


Dual Breaks


A special occurence that takes place when two people with a deep understanding and connection of each other combine their Limit Breaks, a special type of magic is created called a Dual Break. Dual Breaks are rare occurrences that only take place when certain prerequisites have been met. The most important of the requirements is that the two participating in the Dual Break must have some kind of strong connection to one another. Whether they are family members, close friends, lovers, or even rivals, there must exist some sort of connection between the two that allows for a Dual Break to take place.

Now, what does a Dual Break do, exactly? As said before, a Dual Break is what occurs when two people, capable of using a Limit Break, combine their Breaks together, creating a combination attack greater than either Break alone. An example of a Dual Break would be this:

Lisanna, whose limit break allows for an arrow to be fired and pierce through the defenses of any it strikes, when combined with Sou-Ho's Limit Break, that allows for an instantaneous attack, would create a Dual Break that would allow for an instantaneous attack that ignored armor and defense ratings. A instant kill Dual Break. Of course, such a combination cannot exist without there being some kind of connection between Lisanna and Sou-Ho, and all people trying to create a Dual Break. What more, the higher the compatibility between the two people often the stronger the attack.

Once you have filled out the following form please send this to either myself (Tal of Kinglore) or your Captain (Kiln Aro Malac) and one of us will check, approve, and post it here.
[b]Name of Characters[/b]: Explanation of Connection (how these two can perform of Dual Break)
[i]Name of Break[/i]: Effect (What the Dual Break does, essentially)


List of Breaks


Tal of Kinglore

Aged Bibliophile


Tal of Kinglore

Aged Bibliophile

PostPosted: Wed May 29, 2013 10:43 am


[ Message temporarily off-line ]
Reply
Profiles

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum