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Tearin
Vice Captain

PostPosted: Thu Apr 28, 2005 4:19 am


Alright guys and girls of the guild, I cave. I need help. I've been trying to build this RP by myself for I don't know how long, and I'm finally turning it over to the RPers.

Ideas.

I need ideas. I want ideas, from YOU. What do you guys want from this RP?

I've set the soil, I've given my ideas. Now I want yours. Would you like any changes to be made? Do you possibly think that you might have a good plot? Elec sure had one.

Do you want more characters? Do you want to change characters? Do you want your characters to change somehow? The only thing that I plan on keeping is the new mechanics (Trance, Fusion, etc.), so fire away!
PostPosted: Thu Apr 28, 2005 4:25 am


Twist
This is a whole new summoning system, folks. The GFs have evolved, and the FF8er's fighting style have had to evolve with them. Instead of actually summoning the GFs now (only certain characters can use certain GFs), the characters fuse with the GFs on a physical level to take on their strength.

Also, Junctioning Spells has changed. Instead of having a set number of spells at your disposal, you can continuously cast spells as long as you have MP. But also, in order to increase your stats, you must drain the power of your spells to add that power to your stats. Stronger Spells have more noticable effects. You also do this to add elemental attack or defense to your weapon or armor. The more power you drain from the spell, the higher the percentage of that kind of damage your weapon will do, or the higher the chance your weapon will inflict that ailment.

Feel free to ask questions about that.

DRAW NO LONGER EXISTS! YAHOO!

Tearin
Vice Captain


Tearin
Vice Captain

PostPosted: Mon May 02, 2005 8:53 am


Plot
In this new FF8 world, which I've given the name, 'Gaurdia', is a world where the word "Sorceress" is seldom heard. The land has been relatively peaceful, save for a few disputes between citys that usually ended as soon as they began.

Squall, being a retired SeeD at the age of 25, is abord the White SeeD Ship that had been gracious enough to give him and his friends a ride 8 years ago, looking for 'something'.

See Characters' Profiles Below
PostPosted: Mon May 02, 2005 8:55 am


Squall Leonheart - Tearin

GFs/GFs' elements:
Bahamut - Force
Ifrit - Fire
Maduin (Madeen) - Earth
Odin - Wind
Griever - Anti
Seraphim - Holy

Profile:
It's been eight years since the SeeDs' battle with Ultimecia. Now a wanderer, Squall continued his old work as a Mercenary, until one day, three years ago, when a mysterious urge overcame the young Gunblader. Now twenty-five years old, what started as a simple walk down his resident street in Winhill has led Squall all over Guardia. From Shumi Village, to Fisherman's Horizon, to the old missile base, and back again, Squall has been all over the world, guided only by a feeling in his heart that there is something hidden out there, in Guardia's reaches that he is destined to discover.

Notes:
When Odin doesn't instantly kill his opponents, his sword does Wind damage to them.

Seraphim's 'Super Nova'does massive Holy damage to all enemies.

After Bahamut uses 'Mega Flare', he must wait three turns to recuperate.

___________________________________________________


Raven Aeterniei - Tearin (For Now)

GFs/GFs' elements:
Jihad - Force
Diablos - Gravity
Hades - Poison
Lich - Darkness
Zoneseek - ????
Chaos - Anti

Profile:
A young Gunblader, not much older than Squall. She was once a powerful Sorceress, possessed by another. But after coming to discover an even more powerful artifact, known as the Carriers Stone, which she now wares around her neck, she has been able to keep not only her will, but also her empowerment by the darker forces of Guardia.

Notes:
Raven is pretty much the Dark Knight of the group. She can use some Black Magic, such as Bio, Demi and the new Pulse force-type and Shadow darkness-type Spells, and many of the Self-Sacrificial skills such as Darkside and Sacrifice.

Zoneseek's 'Realm Zero' Limit Break makes it to where the party is invincible for a limited time, and then becomes Shelled and Protected after the Invincibility wares off. It will make it to where Zoneseek cannot be summoned again for the rest of the battle, though.

Tearin
Vice Captain


Tearin
Vice Captain

PostPosted: Mon May 02, 2005 9:03 am


Selphie Tilmit

GFs/GFs' elements:
Cactuar - ????
Carbuncle - ????
Fenrir - Earth
Hydra - Water
Tonberry - Anti
Cockatrice - ????

Profile:
After coming to her leaving age at Garden, Selphie found herself with a number of extra resources and the memories of the destruction of Trabia Garden eight years ago. With this, the former SeeD decided to start a neutral support group that helped in not only rebuilding, but also maintaining and supplying all of the Gardens with whatever they needed through their widely various resources. This was called the Tilmit Foundation, and it has been quite successful in its 5 years of business, but also has a lot of insight on each of the Gardens, especially how they're built.

Notes:
Cactuar is probably a GF that'll be found closer to the end of the RP, since the damage is level-based, and there's no real way to tell what level Selphie will be at.

Carbuncle has the lowest attack strength out of all of the GFs, but she has the highest evasion, and the majority of the defensive spells in the game.

Tonberry's 'Butcher's Blade' gains more and more power each time you kill an enemy.

Cockatrice's 'Medusa's Gaze' does Lightning damage when it doesn't turn its target to stone.
PostPosted: Mon May 02, 2005 9:04 am


Seifer Almasy

GFs/GFs' elements:
Ark - Darkness
Shinryuu - Holy
Indra (Ramuh) - Thunder
Phantom - Gravity
Typhon - Wind
Tiamat - Force

Profile:
After the fight with Ultimecia, Seifer decided to head out on his own. Preferring to work alone, and only knowing how to fight, he also became a Mercenary, like Squall, with whom he has crossed paths with more than once. He and Fujin were once lovers, but it didn't work out, and now, the two hold no ill-will, but still keep very little contact with one-another.

Notes:
Unlike Diablos, who reduces your enemiy's HP by a percentage equal to your level, Phantom's 'Ghostly Messanger' reduces his enemy's HP by a percentage equal to his opponent's level. He also has the Increase/Decrease Level abilities.

Both Typhon's 'World Turner' and Tiamat's 'Shadow Flare' have a chance of eliminating your opponents by a percentage equal to half of your opponent's level, but Tiamat does a lot more damage, and has to charge for five turns, taking slightly less damage than usual.

Tearin
Vice Captain


Tearin
Vice Captain

PostPosted: Mon May 02, 2005 9:06 am


Zell Dincht

GFs/GFs' elements:
Cerberus - Anti
Doomtrain - Poison
Leviathin - Water
Pandemonium - Wind
Titan - Earth
Ixion - Thunder

Profile:
After a dispute between Dollet and Balamb when he was twenty-one, Zell decided to open an independent defense program that would help in defending Balamb from any threat, including itself, if the situation called for it. Zell's forces have been known to be better trained, and more disciplined than many military groups, and they're beginning to make a name for themselves in their corner of Guardia.

Notes:
Cerberus automatically has the Double and Triple status, and can cast Double or Triple on anyone in the party. Its Limit Break, 'Hybrid Missile' is an Anti-Elemental attack that strikes nine times and can hit anywhere from 1 to 9 enemies.

Doomtrain strikes its enemy for poison damage and inflicts all status ailments an enemy is not immune to with its Limit Break, 'Derailment'.
PostPosted: Mon May 02, 2005 9:07 am


[ Message temporarily off-line ]

Tearin
Vice Captain


Tearin
Vice Captain

PostPosted: Mon May 02, 2005 9:08 am


Fujin Knole

GFs/GFs' elements:
Yojimbo - ????
Anima - Darkness
Ashura - ????
Valephor - Wind
Salamander - Fire
Gilgamesh - ????

Profile:
Once part of the Balamb Garden Disciplinary Committee, and also Seifer's former lover, Fujin is one of the few members of Balamb Garden that actually took the Counsel's offer to join them. Still sharp as a razor, and cold as a glacier, she is one of the most highly respected members on the Counsel, and for good reason.

Notes:
Yojimbo's attacks pretty much use Gil for Ammo. His Limit Break, 'Wakizashi' is the only exception.

The elemental properties of Ashura's attack are randomly selected each time she attacks from Fire and Water, Earth and Wind, Holy and Darkness, depending on which pair of arms she uses. With her Limit Break, 'Hexagon Slash' she hits six times for great damage of each element.

Gilgamesh has four attacks that each have a different effect, each being less likely than the last:
Hyperion ? Hits one enemy for massive damage,
Masamune ? Massive Damage to all enemies,
Excalibur - Massive damage to all enemies that can reach over 9999,
Excalibotch ? Does 1 damage to the enemy.
Her Limit Break, 'Assailant' either absorbs massive damage, or eliminates the opposition.

All of Anima's attacks have a 50 percent chance of killing the opponent, but her HP (As a GF) slowly decreases.
PostPosted: Mon May 02, 2005 9:09 am


Quistis Trepe

GFs/GFs' elements:
Phoenix - Fire
Siren - Water
Starlet - Force
Sylph (Fairy) - Holy
(Sandy) Magus - Anti
Shiva - Ice

Profile
With Teaching being nearly the only thing under Quistis' belt, the retired SeeD decided to take up residence in Shumi Village when she came to the age of twenty-one. It was time that she came into her more artistic half, and there was no better place to develop that than in the one city on Guardia that was a work of art itself. When she moved there, she took up calligraphy, and in time, found a way to combine that calligraphy with her whip fighting. But in all of it, Quistis has still maintained the sharp intellect she was always loved for by her fans in Balamb Garden.

Notes:
Phoenix's 'Rebirth Flame' will do Fire damage and revive all Knocked-Out party members.

Siren's 'Silent Voice' will do Water damage and cast Silence on all enemies.

Starlet's 'Star-Lit Night' will do Force damage and restore the party's HP/MP.

Sylph's 'Holy Dust' will do Holy damage and cast Regen on the party.

Magus' 'Trinity' will do massive Anti-Elemental damage to all enemies.

Shiva's 'Diamond Dust' will do Ice damage, and possibly paralyze the opposition.

Tearin
Vice Captain


Tearin
Vice Captain

PostPosted: Mon May 02, 2005 9:17 am


Details

When a character becomes a Gaurdian Force, they take on the default weapon, if any, of the GF they've fused with in exchange for their own, until they change back.

Xu's default weapon is the throwing knife.

Tearin
I get all my information from Final Fantasy Compendium. All the GFs came from either the Summons list, or the enemy list. Images available for all of them. That way you can have a better idea of what the characters might look like once fused with them.


Non-Elemental is now called Anti-Elemental.

There is also a Force element now as well.

I don't know all of the different summons attacks, especially from the older games, nor do I remember Krysta's attack. So if I got any of them wrong, or if you know the older attacks to the older summons, please let me know.

Every GF that has wings is also under the effects of Auto-Float.

MORE DETAILS TO COME
PostPosted: Thu May 19, 2005 4:40 am


Trance


This is another element I'm adding to this RP. There are still going to be Limit Breaks that you can use once you've fought hard enough, but there's going to also be times where the situation becomes so unimaginably desperate that you undergo sa transition into another realm of power, respectively called Trance.

Now, what happens to your body during Trance is that you pretty much glow (different colors for each character) vibrantly, and your eyes become like a pair of black marbles. You also are placed under the Regen status, are cured (and immunized while in Trance) of all status ailments, and you have infinite MP.

Also, Trance might seem a little un-balanced, but that's because of just how desperate the situation really has to be in order to go into Trance. I'm talking absolutely, positively, in NO WAY in Heaven or Hell are you winning without going into trance.

Squall will be the first to go into Trance, and then will teach the others how to do it, but it's not something that's gonna happen often, and I would like it very much if you got my permission to do it before you make your character go into Trance.

So I don't overwhelm everyone with info, there's only gonna be five Skills per Trance, and there's an example of a Trance Sheat below.

Tearin
Vice Captain


Tearin
Vice Captain

PostPosted: Thu May 19, 2005 4:43 am


Tearin
Squall:

Initial Limit Break:

Renzokuken Lv.1- Squall becomes surrounded in fire and is invincible as he delivers a flurry of hard-hitting blows to an enemy.

**Add-Ons:

Rough Sever Lv.2- Squall runs at his enemy and hits them with an upward slash.
Fated Force Lv.3- Energy flies from Squall's blade and damages all enemies on the field.
Destruction Zone Lv.4- Squall fires a pillar of light into the stratosphere before bringing it down and damn-near destroying his enemies.
Lion Heart Lv.5- Squall uses Rough Sever to knock one of his opponents up into the air, and then delivers 15 powerful slashes to an enemy, the shock-waves damaging all other enemies. He then finishes with a final powerful slash that damages all enemies for maximum damage.

**These can be added onto Squall's Renzokuken when he upgrades his Gunblade to the appropriate Level.

Trance:

Squall's eyes become completely black (As do all who go into Trance), and he takes on a metallic purplish-gray glow.

Trance Skills - Pride:

Iron Lightning- Squall summons massive lightning bolts and brings them down on his enemies for Force Damage.

Orphan Soul- Squall opens a rift in time that casts Slow, Mini, and Level 1 on an opponent for the rest of the fight.

Scarlet Flare- Squall irradiates the area, hitting all enemies for Fire Damage, and inflicting Burn on his initial target.

Light of Resurrection- The light of Heaven hits all enemies for Holy Damage and revives all KO'd party members.

Lion's Roar (Must Learn)- Squall swings his sword, and giant shock-waves hit all enemies for Anti-Elemental Damage and inflict Silence, Mini, and Trouble on them.
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FFR: General RPs

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