• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Dice Rebirth of Civilization (Character Creation Thread)

OOC
Here
Other
Here
Okay. I made some changes to my character.

Name: Unit 808
Gender: "Male"
Class: Techno
Health: 45 (medium)
Defense: 6 (high)
Abilities:
-Master Blaster: Does 15 damage to an enemy.
-Forcefield: Can create a shield for an ally that adds +3 their defense for one turn.
-Electric Charge: Does 5 damage and effects the enemy with "Charged", which does 3 damage for two turns.
Super Ability:
-Genetic Overdrive: Adds +3 to defense and doubles Electric Charge damage for three turns before skipping a turn.
Passive Ability:
-Primate Detected: All allies attacks increased by 2 against Natura enemies.
Bonus:
-This character does twice the damage against Natura enemies.
 
Name: Sasha Evergreen (known as Ace)
Gender: Female
Class: Magica
Health: 50 (Med)
Defense: 4 (Lo)
Abilities: BlackJack: 5 Joker cards are thrown dealing up to 7 damage but there's a 50/50 chance 3 of the 5 cards will miss
Total Darkness: The opponent is blinded for 1 turn and there is a 27% chance of the spell actually doing 12 damage
Now You See Me: If above half health is given a chance to go invisible for 2 turns but, if below half health it will work but defense will be lowered 1
Super Ability: OverLoad: Is given a sudden boost of energy causing a large blast dealing up to 15 damage but there is a chance if hesitation is recognized too early it will backfire and only do 3
Passive Ability: Teammates Health and Defense are boosted by 3 but they only get boosted 2
Bonus: Does +4 damage against Natura

Ok, as you may know, this RP doesn't use dice, so we can't use any chance/RNG based attacks. Therefore, the attacks need to be changed so they don't depend on chance events.

What does the effect "blinded" do?

I imagine invisibility makes it so enemies can't attack you, right?

For Overload, I think you can make it more powerful while also removing the chance factor.

I don't understand the Passive Ability. Can you explain this one?

The bonus is good, though.

Xx_AceaFire Xx_AceaFire
 
Okay. I made some changes to my character.

Name: Unit 808
Gender: "Male"
Class: Techno
Health: 45 (medium)
Defense: 6 (high)
Abilities:
-Master Blaster: Does 15 damage to an enemy.
-Forcefield: Can create a shield for an ally that heightens their defense for one turn.
-Electric Charge: Does 5 damage and effects the enemy with "Charged", which does 3 damage for two turns.
Super Ability:
-Genetic Overdrive: Adds +3 to defense and doubles Electric Charge damage for three turns before skipping a turn.
Passive Ability:
-Primate Detected: All allies attacks increased by 2 against Natura enemies.
Bonus:
-This character does twice the damage against Natura enemies.

Add the amount of defense increased in Forcefield. You need to specify amounts.

The rest is good, though.
 
Okay so i forgot to add this part but:
Name: Sasha Evergreen (known as Ace)
Gender: Female
Class: Magica
Health: 50 (Med)
Defense: 4 (Lo)
Abilities: BlackJack: 5 Joker cards are thrown dealing up to 7 damage but there's a 50/50 chance 3 of the 5 cards will miss
Total Darkness: The opponent is blinded for 1 turn and there is a 27% chance of the spell actually doing 12 damage
Now You See Me: If above half health is given a chance to go invisible for 2 turns but, if below half health it will work but defense will be lowered 1
Super Ability: OverLoad: Is given a sudden boost of energy causing a large blast dealing up to 15 damage but there is a chance if hesitation is recognized too early it will backfire and only do 3
Passive Ability: If more than one Teammate is below half health everyone is healed 5 with a chance of raising their defense
Bonus: Does +4 damage against Natura
 
Okay so i forgot to add this part but:
Name: Sasha Evergreen (known as Ace)
Gender: Female
Class: Magica
Health: 50 (Med)
Defense: 4 (Lo)
Abilities: BlackJack: 5 Joker cards are thrown dealing up to 7 damage but there's a 50/50 chance 3 of the 5 cards will miss
Total Darkness: The opponent is blinded for 1 turn and there is a 27% chance of the spell actually doing 12 damage
Now You See Me: If above half health is given a chance to go invisible for 2 turns but, if below half health it will work but defense will be lowered 1
Super Ability: OverLoad: Is given a sudden boost of energy causing a large blast dealing up to 15 damage but there is a chance if hesitation is recognized too early it will backfire and only do 3
Passive Ability: If more than one Teammate is below half health everyone is healed 5 with a chance of raising their defense
Bonus: Does +4 damage against Natura
I thought Red Fork said the Roleplay doesn't use a dice.
 
Okay so i forgot to add this part but:
Name: Sasha Evergreen (known as Ace)
Gender: Female
Class: Magica
Health: 50 (Med)
Defense: 4 (Lo)
Abilities: BlackJack: 5 Joker cards are thrown dealing up to 7 damage but there's a 50/50 chance 3 of the 5 cards will miss
Total Darkness: The opponent is blinded for 1 turn and there is a 27% chance of the spell actually doing 12 damage
Now You See Me: If above half health is given a chance to go invisible for 2 turns but, if below half health it will work but defense will be lowered 1
Super Ability: OverLoad: Is given a sudden boost of energy causing a large blast dealing up to 15 damage but there is a chance if hesitation is recognized too early it will backfire and only do 3
Passive Ability: If more than one Teammate is below half health everyone is healed 5 with a chance of raising their defense
Bonus: Does +4 damage against Natura

Chance events can't be used here, since RP doesn't use dice. Therefore there's no RNG involved. How about this?

BlackJack: 3 Joker cards are thrown dealing up to 5 damage each.

Total Darkness: The opponent is blinded for 1 turn and takes 6 damage.

Now You See Me: If above half health this character is invisible for 2 turns but, if below half health it will work but defense will be lowered by 1.

Super Ability: OverLoad: Is given a sudden boost of energy causing a large blast dealing up to 25 damage to one target.

Passive Ability: If more than one Teammate is below half health everyone is healed by 3.
(by 5 would be a bit too powerful)

Xx_AceaFire Xx_AceaFire
 
Chance events can't be used here, since RP doesn't use dice. Therefore there's no RNG involved. How about this?

BlackJack: 3 Joker cards are thrown dealing up to 5 damage each.

Total Darkness: The opponent is blinded for 1 turn and takes 6 damage.

Now You See Me: If above half health this character is invisible for 2 turns but, if below half health it will work but defense will be lowered by 1.

Super Ability: OverLoad: Is given a sudden boost of energy causing a large blast dealing up to 25 damage to one target.

Passive Ability: If more than one Teammate is below half health everyone is healed by 3.
(by 5 would be a bit too powerful)

Xx_AceaFire Xx_AceaFire
What about this idea?
 
Catchphrase? Sure, I guess. Though I don't think it would have any effect on the game.

Also, we need to fix "blinded" so it doesn't depend on chance. Hm... how about this?

Blinded enemies only do half as much damage as they usually would.
 
Okay. I made some changes to my character.

Name: Unit 808
Gender: "Male"
Class: Techno
Health: 45 (medium)
Defense: 6 (high)
Abilities:
-Master Blaster: Does 15 damage to an enemy.
-Forcefield: Can create a shield for an ally that adds +3 their defense for one turn.
-Electric Charge: Does 5 damage and effects the enemy with "Charged", which does 3 damage for two turns.
Super Ability:
-Genetic Overdrive: Adds +3 to defense and doubles Electric Charge damage for three turns before skipping a turn.
Passive Ability:
-Primate Detected: All allies attacks increased by 2 against Natura enemies.
Bonus:
-This character does twice the damage against Natura enemies.
Approved! Will you make more, or will you stick to only this character for now?
 
Name: Sasha Evergreen (known as Ace)
Gender: Female
Class: Magica
Health: 50 (Med)
Defense: 4 (Lo)
Abilities: BlackJack: 3 Joker cards are thrown dealing up to 5 damage each
Total Darkness: The opponent is blinded for 1 turn and takes 6 damage doing only half the damage they normally do
Now You See Me: If above half health this character is invisible for 2 turns but, if below half health it will work but defense will be lowered by 1
Super Ability: OverLoad: Is given a sudden boost of energy causing a large blast dealing up to 25 damage to one target
Passive Ability: If more than one Teammate is below half health everyone is healed by 3
Bonus: Does +4 damage against Natura
 
Name: Sasha Evergreen (known as Ace)
Gender: Female
Class: Magica
Health: 50 (Med)
Defense: 4 (Lo)
Abilities: BlackJack: 3 Joker cards are thrown dealing up to 5 damage each
Total Darkness: The opponent is blinded for 1 turn and takes 6 damage doing only half the damage they normally do
Now You See Me: If above half health this character is invisible for 2 turns but, if below half health it will work but defense will be lowered by 1
Super Ability: OverLoad: Is given a sudden boost of energy causing a large blast dealing up to 25 damage to one target
Passive Ability: If more than one Teammate is below half health everyone is healed by 3
Bonus: Does +4 damage against Natura
Approved!
 
Name: Xavier Evergreen (Known As: Sparrow)
Gender: Male
Class: Techno
Health: 60 (Hi)
Defense: 5 (Med)
Abilities: Gotcha: Sends out a serious of wires electrocuting the opponent for 4 damage
Team Sport: Teams up with companion sends out electron sparks while companion melee attacks dealing a total of 7 damage
Turret: Hands shoot out electric bullets stunning the opponent for 1 turn dealing 12 damage
Super Ability: ShellShocked: Power surges throw their body producing a electricity wave dealing up to 17 damage
Passive Abilites: Spawns a Wolf companion in (and out) of battle
Bonus: Does +3 damage to Magica
 

Users who are viewing this thread

Back
Top