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Character Creation and Abilities (PM your characters to me)

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ninjabbehrens
Vice Captain

PostPosted: Tue Aug 14, 2007 6:16 pm


This is going to be a little more complicated than your standard Rp but I can only hope that it will be more enjoyable or rewarding or whatever. I am going to do this in a step by step fashion so that you will not be overwhelmed and I will include an example character. First, let's start with the conceptual portion of your character. The first prerequisite is that you design a character that is at least somewhat believable in the setting. You will need a goal as well as some backstory, but don't give it all away! Mystery is the beauty of fear.

Gaia Name: so we know who you are
Character Name: whatever you want. first and last name is preferable.
Species: Human, Giantess, or other(see special abilities)
Alignment: Good, Evil, or Neutral. This is important for determining who you can ally with.
Melee weapon: just for aesthetic value, it wont affect combat values
Goal: you can PM for advice. try to be dark or mysterious but clear enough to get your point across. have fun with it.
Description: PLEASE no anime pictures from the internet. The goal of this Rp is a gothic mood, and this takes away from the experience. Give as vivid a description of your character as possible. Use a picture only if you can't describe.
Backstory: give as much or as little as you want. you are not invincible, in a sense, but you are elevated in ability to that higher than a normal person. Explain how you please, attempting to include subtle magic, arcane technology, the occult or a troubled past.

This concludes the preliminary story of your character. Next comes the new part!
PostPosted: Tue Aug 14, 2007 6:18 pm


Making your Character's Stats


This is the part that will see the most work. You can give your character stats to try and account for their story and abilities. Everyone has a base value that can be increased using your starting points. I may implement level ups later but don't worry about that right now. Try to represent your character without wondering about numbers. Then figure out the numbers.

Speed: How quick your character can react. Important for initiating combat.
Attack: Your offensive ability, whether derived from skill, magic, or willpower.
Defense: Your defensive ability, whether derived from skill, magic, or willpower.
Health: How much damage your character can sustain before they are incapacitated.
Damage: When you do hit your enemy, how bad does it tend to hurt?

Okay, now that you know what the stats are here is what you do. You will receive 20 points that you get to allocate to your stats. Just follow the prompt.

Speed: base value[1]. for every one point that you put into speed, increase its value by one.

Attack: base value[6]. for every one point you put into attack, increase its value by one.

Defense: base value[10]. for every one point that you put into defense, increase its value by one. when at least four points have been put into defense, increase the base value to [11]. a seeker with 3 points in defense has a 13 defense([10]+3). a seeker with 4 points in defense has a 15 defense([11]+4).

Health: base value[6]. for every one point that you put into Health, increase its value by one. after allocating points, your HP is 8 times your Health stat. giantesses base value for health is [8].

Damage: base value[1]. for every two points that you put into damage, increase your its value by one. do not put in single points, they do nothing. giantesses base value for damage is [2].

I know that may be confusing but just work with me. It really isnt that hard. It will all become clear with time. Just make sure your math is good and move on to the next step. Determining special abilities.

ninjabbehrens
Vice Captain


ninjabbehrens
Vice Captain

PostPosted: Tue Aug 14, 2007 6:24 pm


Special Abilities


On top of your general abilities, you can also have special abilities that hopefully distinguish you from other characters. This list is preliminary and incomplete. When you PM me about your character, feel free to ask about coming up with your own special abilities, but I will work hard to make them fair.

There are different classes of special abilities but you can mix abilities from any classes.

First off, all characters get the abilities Flight and Teleportation. These are more non-battle based abilities as will be explained later. You don't have to have them, but there is no advantage to not taking them.

Each character gets three special abilities. additionally, all giantesses get an ability from the giantesses only class bonus, but they can still select other abilities from this class by paying their ability points.
PostPosted: Tue Aug 14, 2007 6:28 pm


Default Abilities

Flight: Quite simply, you have the ability to defy gravity either using wings, magic, or whatever else you want. They all function the same. This ability is used for RP purposes and also gives humans more justification to fight giantesses.

Teleportation: Manipulating the very forces that govern light and matter, you are able to travel distances without expending significant time and energy: your most valuable resources. This is an RP ability to allow characters to go between areas without walking if that is desired. This ability cannot be used to escape combat as your enemy has as much knowledge of warpology as you do, if not more.

ninjabbehrens
Vice Captain


ninjabbehrens
Vice Captain

PostPosted: Tue Aug 14, 2007 6:29 pm


Giantess Abilities

Crush: you are swift in delivering destruction to tiny, pathetic humans. When you initiate combat roll a d20. if the result is 17-20, you automatically incapacitate the human target. if you roll less, resolve your attack normally.

Capture: you can pluck a human from the ground and keep them in a nice hug. twisted Roll to hit the human enemy adding +1 to his or her defense. If you hit, you may put the target to sleep as per the Nightmare ability. If a succubus uses this ability, she may automatically incapacitate this sleeping human.

Cuddle: you are very protective of your little human friends. If the ally target is willing or has less than 11 HP remaining, you may grab that character and protect him with your own body. You receive any damage directed toward this character. If the character is unwilling(but still an ally), you may roll to hit them. If you hit, you may still cuddle them.

Tremor: you can throw your weight into the ground with disturbing force. you may use an attack action to hit all nearby humans, friendly or opposing. subtract -2 from your attack and then roll to hit, comparing your roll to all targets. roll a number of d6's equal to half of your normal damage value, rounded down.

Vore: you love the taste of the little ones. you may use an attack to grab an enemy and put them into your mouth, and maybe gnaw on them while they are in there. roll to hit adding +1 to the target's defense. if you hit you put the target in your mouth, and they take 2d6 damage. every turn the target gets, he may attack to free himself. this attack is normal except that if he hits, he will only do half of his damage roll but will also escape. if the vored target fails to escape, they take 2d6 damage for struggling. you may attack the target normally during your turn but your damage is 2d6 instead of your normal damage.

Frightening: you are especially menacing to humans. If a human wants to initiate combat with you, they must roll a d6. if 4-6, they may initiate normally. if 1-3, they have second thoughts about the danger and may not initiate combat. this can have further RP effects as well. if you are in a battle with monsters, they lose their first attack.

Siren Song: your voice is heavenly and inviting to little ones, as are the songs you sing. You may spend a turn singing instead of attacking. All nearby humans are distracted and thus reduce their speed by -3 next round.

Scream: your voice is so powerful, it can nearly stop the hearts of smaller creatures. You may spend a turn to scream instead of attacking. All nearby humans are shaken up and reduce their defense by -2 next round.
PostPosted: Tue Aug 14, 2007 6:30 pm


Species Abilities

Lycanthropy: this character lists his species as werewolf(or cat or other animal). a character with this ability adds 5 total points to his stats when he transforms which can only be done after the first round of combat. this requires an entire attack action to complete. the stats that are increased are determined upon character creation. example: when transformed, Joe the werewolf gets Attack+1, Defense +1, Speed+1, Damage +1. this transformation lasts for 10 rounds. if the combat is still going on after this, the character turns back at no cost of actions on the 11th turn and suffers a penalty to his stats that was the value of his bonuses.

Nightmare: this character lists his species as incubus(if male) or succubus(if female). you have the ability to haunt dreams and feed yourself thus. instead of attacking you may choose to put your enemy to sleep. roll to hit as normal giving your opponent a +1 defense. If you succeed, the target is asleep and automatically loses one turn and counts as asleep. after the first turn, the sleeping character rolls a d6 at the beginning of each turn. if 4 or above the character wakes up and may take actions normally this turn. if 3 or less they remain asleep. while asleep, you may attack the sleeping target normally only they have a -1 defense. every point of damage you deal while the target is asleep can be recovered from your HP. The enemy must be humanoid to be targeted with nightmare.

Vampire: this character lists his species as vampire. Everytime you score a hit in close combat, you may recover half of the damage you deal to the enemy. You are vulnerable to healing as if it were an attack.

PHANTOM: this is an NPC ability. iIt may only be used with consent of the game master(me). You begin the game with double stat points. You may not be auto-incapacitated. You get double the number of special abilities. You may not be healed. You may not be put to sleep.

Ancient: this is an NPC ability. it may only be used with consent of the game master(me). you begin the game with 25 stat points. Ancients begin the game with Defender and Healing as bonus abilities. At the end of an ancient's turn, he recovers 1 HP + 1 HP for every 1 point he has in his health stat above the base value.

ninjabbehrens
Vice Captain


ninjabbehrens
Vice Captain

PostPosted: Tue Aug 14, 2007 6:31 pm


Gun Based Abilities

Sniper: you are proficient with extreme ranged weapons. you may initiate combat with someone who you are very far away from. roll a d20, if the result is 20, the enemy is automatically incapacitated. if not, resolve your shot as a normal attack dealing 2d10 if successful. after this attack, combat can be initiated as normal by either player.

Gunslinger: You are skilled in the use of two pistols. you may allocate your damage dice to up to three different targets in one attack.

Soldier: an assault rifle is your weapon of choice. when combat is initiated, roll 1d6. whatever number you get, this is the number of d6's that you get to throw for damage in this attack. after this attack, you return to your normal damage. You may then take a reload action instead of attack. After you reload, your next turn you may roll 1d6 again to determine your damage.

Shotgun: you carry a shotgun or equally devastating single use weapon with you. once per combat, you may perform an attack that if it hits, will deal 6d6 damage, instead of your normal damage value.
PostPosted: Tue Aug 14, 2007 6:32 pm


General Abilities

Smite: this ability is for human sized characters only. you are skilled at striking larger targets. when you attack a giantess you may add 1d6 to your damage roll.

Counter-force: you have abilities that allow you match an enemy's attack with forces of your own. if an enemy makes a successful attack against you prior to your turn, you can use your next turn to cancel their attack. Roll to hit as normal. If your roll meets or beats the attacker's to hit roll from the turn before, negate damage and effects. This counts as your attack for the turn.

Ethereal Touch: otherworldly power courses through you. You may spend your attack denying your enemy of his physical form. roll to hit as normal adding +1 to his or her defense value. if you succeed, the target takes no damage but may not attack or be attacked until your next turn.

Healing: you can restore the health of those you choose using medical, magical, or other techniques. roll to hit targeting an ally (or enemy vampire). if you succeed against an ally, roll 3d6 to determine recovery value. if attacking a vampire, add 1d6 to your normal damage value.

Toughness: you are exceptionally resilient to damage. whenever you are the target of an attack, you take 3 less damage.

Lightning Reflexes: you are quicker than you may or may not look. add 3 to your speed value.

Offensive: you are either especially furious or skilled in hitting your opponent. add 3 to your attack value.

Defender: you are vigilant in making sure that you and your allies do not become the victims of an enemy's blade. allies in combat with you may use your unmodified defense value instead of their own. if you have no allies in combat, increase your defense value by +1.

Poison: you may use a close combat attack to taint an enemy's physiology. roll to hit as normal, adding a +1 to the enemy's defense. If you are successful do 1d6 damage. at the end of the target's turn he will take 1d6 damage until he spends one of his actions correcting the problem, thus losing an attack. the target will not take damage at the end of the turn that he cures himself.

Fires of Hell: you are surrounded by an aura of horror, darkness, or determination. If an enemy player wants to initiate combat with you, they must roll a d6. if 4-6, they may initiate normally. if 1-3, they have second thoughts about the danger and may not initiate combat. this can have further RP effects as well. if you are in a battle with monsters, they automatically lose their first attack and no roll is made.

Sadist: you enjoy the suffering of others but fear pain yourself. whenever you deal damage to an enemy during your attack, you may add 1 to your damage stat. this effect lasts until the end of the combat ad is cumulative up to 3 points, unless you take damage. when you take damage, reduce your damage stat by the number it was previously increased by. if you hit a target again next turn, start the value back at +1 damage. this continues until the combat ends.

Masochist: you love pain and it only invigorates you to fight harder, but this can also be a curse. Everytime your character takes damage, increase your attack by 1 up to a +4 and your speed by +1 up to a +2, but also reduce your defense value by 1 down to a -4.

Bleed Them Dry: your style of combat lends itself to an opponent desperately trying to fix deep, bleeding wounds. Anytime you hit an opponent with a normal attack and your roll to hit is 10 or higher, you have landed a deep blow. the enemy now has a -1 to his speed, attack, and defense values. This can accumulate up to -3. Being the target of a healing action also negates this status. Alternately, the enemy may spend an action to stop the bleeding, thus losing an attack.

Clash of Steel: you a born warrior who revels in open combat. After the first round of combat, increase your speed +1, attack +1, and defense +1.

Skilled Navigator: you have a natural sense of direction that even the chaos of the netherworld cannot shake. You will encounter less enemies if you spend less time searching. When searching for something, after rolling to determine the number of monster checks that you must make, half this and round down instead.

Stealth: you can typically choose when you are seen and when you are not. before a character, can talk to you or even acknowledge your existence, they must roll a d20. if they roll 1-15, they are unaware of you and remain so until you reveal yourself. if 16-20, you are spotted and act as a normal character. while undetected, you may still initiate combat with the enemy. monsters must make the same awareness check only they succeed on 11-20. if they are unaware of you, you may leave them or fight them.

Sneak Attack: you have incredible stealth combat techniques that give you a major edge against the unsuspecting. You must have Stealth to use this ability. When you initiate combat with an unaware target, you automatically attack first no matter who has the highest speed. if your speed is equal or higher than the target's speed, you also may double your damage for this initial attack (after rolling the dice).

True Grit: you have a special mettle about you that is more than even the toughest of fighters. after you have been reduced to 0 HP, you may take a last action when your next turn would have come around if you had not died. immediately after this attack, you are incapacitated.

Brawl: you are mobile and brutal in combat, using your momentum and positioning without even thinking. When you are outnumbered by at least 2 enemies who are the same size as you, you gain 1d6 damage for each enemy over 2 to a maximum of +3d6. As soon as the number of eligible enemies is reduced or increased, adjust your damage accordingly. 3 to 1: 1d6; 4 to 1:2d6; 5 to 1:3d6.

Combat Expertise: you have the know-how to give and take in battle, carefully selecting your stance or style to optimize your performance. at the beginning of your turn, you may shift points from attack, defense, an/or speed to another attack, defense and/or speed. the maximum number of points that may be subtracted from any stat is 1, and the maximum a stat can be increased by is +2. Your stats remain this way until you change them at the beginning one of your future turns.

Reckless Assault: you throw yourself into combat with little regard as to your own safety. When you make an attack roll, you may choose to roll 3d6 instead of 2d6 for the attack. Use the highest of the two of the 3d6 to determine your attack roll. The remaining d6 is added to your damage (after rolling dice) and subtracted from your defense value until your turn next round.

ninjabbehrens
Vice Captain


ninjabbehrens
Vice Captain

PostPosted: Tue Aug 14, 2007 6:33 pm


Sample Characters


Gaia Name: gaia****
Character Name: Alexei Sylvanus
Species: Human
Alignment: Neutral
Melee weapon: Dual Pistols
Goal: Searching for information regarding a lost artifact of great power.
Description: A rugged gentleman. His presence is not overly intimidating but he gives off a vibe of strife. He appears to be a man in his 30's who wears a dark leather overcoat that has seen much travel. The rest of his clothes are equally worn but still of high quality. His hair is blonde and his eyes a deep blue.
Backstory: Alexei is an archaeologist to most but to those that know him most intimately, he is an occult scientist. In his many travels, he has been rumored to have murdered those that got in the way with his increasingly maddened research. This very same madness was what brought him to Gulthiac.

Speed: 5 + 3
Attack: 10
Defense: 15
Health: 10 HP:80
Damage: 3

Special Abilities: Gunslinger, Toughness, and Lightning Reflexes
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Gothic RP

 
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