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Author Topic: Disquiet (Working Title) - System Design (formerly concepting)  (Read 20829 times)

AndrewRogue

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Noemi Seredova

HP: 300 -> 728
MP: 280 -> 680
STR: 54 -> 131
DEX: 64 -> 156
VIT: 57 -> 138
MAG: 74 (74.4) -> 181
SPR: 57 -> 138
SPD: 72 -> 175
EVA: 25%

HP: C (5th)
MP: B (3rd)
STR: D (6th)
VIT: D (4th)
MAG: B (4th)
SPR: C (6th)
DEX: B (5th)
SPD: B (2nd)
EVA: C (4th)

Weapons: Swords, Daggers
Armor: Medium

Unique Action: Analyze: Increases Noemi's Defense and identifies weaknesses/strengths of an enemy.

Build Concept: Jack of All Trades. Should have a little bit of everything (-healing). Should be slightly worse than any of her companions at any individual skills, but not substantially, otherwise they'd be pointless! MP pool should be fairly deep so she can stick to using her skills for the most part, but a decent Dex stat and solid equipment options give her a decent fallback physical.

Noemi is a modern prodigy, possessing incredible ability to manipulate and alter the flow. She learns new things with incredible speed. Although her main field of study is the Disquiet, she has made a point to explore all facets of Flow manipulation in an effort to find new ways to halt, control, and dissipate the Disquiet.

Given that she has been planning an expedition into dangerous territory for quite some time, she has made a point of keeping herself physically fit, as well as learning basic self defense.


Focus Gain/Use: Focus is built by using her spells and builds relatively slowly (filling once on average in battle). Each of her skills should have an upgraded version that costs both MP and Focus and functions fairly powerfully.

Although she lacks the raw power of some of the world's most prominent practitioners, Noemi excels at building upon her own casting to create situations in which she can create effects that are equal to even the most powerful practitioners in the world. In addition, her talent allows her to replicate effects she has seen used before (although the conditions tend to be situational, meaning it is difficult to replicate her own jury rigged version).

Flare Shot(MP) - L1 Fire spell, damage over 3 hits
--->Flare Shell(MP+TP) - Boosted fire spell, increased damage per hit
Sleeping(MP) - Inflicts sleep upon a single target
--->Knockout(MP+TP) - Hits three randomly-selected targets.  Repeat targets are checked for sleep per hit.
Spark Cluster(MP) - L1 Lightning spell, high accuracy, critical, and variance, single hit
--->Thunderstrike(MP+TP) - Boosted lightning spell, higher base damage, lower variance, ITE
Flame Blade(MP) - Makes target ally's weapon fire-element
--->Burning Armory(MP+TP) - MT version
Spell Buffer(MP) - Increases target ally's resistance to nonphysical non-Disquiet elements
--->Spell BarrierMT version
Lethargy(MP) - Lowers target enemy's speed
--->Binding(MP+TP) - Negates enemy's ability to counterattack
Flash Burn(MP) - L2 Fire spell, damage over 5 hits
--->Flash Bomber(MP+TP) - MT version, lowers enemy accuracy
Vanisher(MP) - Full-field dispel
--->Eraser(MP+TP) - Dispels effects from a single enemy
Empower(MP) - Boosts target ally's STR
--->Energize(MP+TP) - Boosts target ally's ATK
Necrolysis(MP+TP) - Deals Disquiet-type damage to a target.  Deals fairly heavy ITD damage on the next turn. Ineffective on Disquieted.
Quieting(MP+TP) - Deals Anti-Disquiet damage and stuns the target.  Ineffective on non-Disquieted.
Prodigy(TP) - Copies a spell from an ally to use for the duration of the battle.  Is replaced by copied spell.

Prodigy -- Initial
Flare Shot/Flare Shell -- Initial
Sleeping/Knockout -- Initial
Empower/Energize -- C1
Spark Cluster/Thunderstrike -- C1
Flame Blade/Burning Armory -- C2
Spell Buffer/Spell Barrier -- C2
Lethargy/Binding -- C3
Vanisher/Eraser -- C3
Flash Burn/Flash Bomber -- C4 (replaces Flare Shot/Flare Shell)
Unnamed damage ability -- C4/C5
« Last Edit: December 03, 2012, 08:51:47 PM by AndrewRogue »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #1 on: June 16, 2012, 06:58:59 AM »
Mirek Sebrle

HP: 289 -> 701
MP: 80 -> 194
STR: 60 -> 146
DEX: 71 -> 173
VIT: 45 -> 109
MAG: 65 (64.8) -> 158
SPR: 78 -> 189
SPD: 42 -> 102
EVA: 30%

HP: C (6th)
MP: F (5th)
STR: C (5th)
VIT: F (8th)
MAG: X (5th)
SPR: A (1st)
DEX: B (2nd)
SPD: F (9th)
EVA: A/C (Tied 2nd)

Weapons: Guardian Blades/Sheaths
Armor: Medium

Unique Action: Prepare: Increases Mirek's Defense and Attack and gains some amount of Focus.

Character Concept: Offensively Oriented Magical Tank.

As a Guardian, Mirek learned the martial arts of the Guardian. The Guardian Arts are a type of martial art that focuses on the amplification of one's soul, granting them superhuman abilities as well as inherent resistance too the Disquiet. Exceptionally powerful Guardians are able to hone this amplification into both a shield and a sword, able to protect allies from the Disquiet (and, as a consequence, Dissonance) and slay Disquieted enemies.

There are two weapon schools in the Guardian style, that of the Blade (a style based around killing Disquieted beasts with powerful, singular sword strokes) and the Bow (a style based around disabling and weakening Disquieted beasts before the kill).


Focus Gain/Use: Mirek builds Focus slowly both over turns and by attacking. Higher Focus increases his abilities in combat and, in addition, allows him to access his devastating Draw techniques.

Mirek's volatile emotions are both a blessing and a curse. Although they enable him to make incredibly powerful strikes, it takes him time to focus and sharpen them properly to be unleashed in that single, devastating strike. As such, he spends much of his time on the defensive, making probing strikes with the pommel/sheath of his blade.

Essence Flare(MP) - Increases own MDEF, raises chances of being targeted.  Persists through battle.  Dispels Bunker/Layered/Deflection/Buffering Soul.
Bunker Soul(MP) - Increases party MDEF, lowers own slightly.  Persists through battle.  Dispels Essence Flare, Layered/Deflection/Buffering Soul.
Layered Soul(MP) - Greatly increases own MDEF.  Persists through battle.  Dispels Essence Flare, Bunker/Deflection/Buffering Soul.
Deflection Soul(MP) - Reflects magic(self-only).  Persists through battle.  Dispels Essence Flare, Bunker/Layered/Buffering Soul.
Buffering Soul(MP) - Increases party resistance to Disquiet.  Persists through battle.  Dispels Essence Flare, Bunker/Layered/Deflection Soul.
Purifying Soul(MP) - Weakens stats of Disquiet type enemies (reduced effects for bosses/particularly strong types?).  Lasts for 3 rounds.  Dispels Essence Flare, Bunker/Layered/Deflection/Buffering Souls.

Swift Cutter(TP) - Slashing attack that ignores counters.  Consumes half of required TP.  Fixed Strikes =1
Mail Cleaver(TP) - ITD slashing attack.  Slow recovery.  Consumes half of required TP.  Fixed Strikes =1
Revenger(TP) - Increases evade and counter rate.  Lasts 3 turns.  Consumes half of required TP.
Shock Blade(TP) - Impact damage on one enemy, adds heavy delay to target.  Consumes half of required TP.  Fixed Strikes = 1
Banishing Edge(TP) - Anti-Disquiet attack on one enemy (Disquieted types take high damage, normals take regular), slow recovery.  Consumes half of required TP.  Fixed Strikes =1
Full Draw(TP) - Extremely heavy Slashing damage to one enemy.  Slow recovery.  Consumes half of required TP.  Fixed Strikes =1

Essence Flare -- Initial
Bunker Soul -- Initial
Mail Cleaver -- Initial
Banishing Edge -- C1
Layered Soul -- C2
Swift Cutter -- C2
Buffering Soul -- C2
Revenger -- C3
Deflection Soul -- C3
Full Draw -- C3
Soul Brandish -- C4
Purifying Soul -- C5
« Last Edit: August 21, 2012, 04:44:51 PM by AndrewRogue »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #2 on: June 16, 2012, 06:59:10 AM »
Isolde Stolz

HP: 368 -> 893
MP: 200 -> 486
STR: 96 -> 233
DEX: 50 (49.5) -> 122
VIT: 72 -> 175
MAG: 89 (88.8) -> 216
SPR: 66 -> 160
SPD: 51 -> 124
EVA: 10%

HP: A (1st)
MP:C (7th)
STR: A (2nd)
VIT: B (2nd)
MAG: A (2nd)
SPR: B (3rd)
DEX: D (8th)
SPD: D (7th)
EVA: D/B (8th)

Weapons: Heavy Weapons, Polearms
Armor: Medium

Unique Action: Oversurge: Increases self STR and MAG for next attack and decreases HP by 25% (may increase MP costs and/or remove other STR/MAG buffs).  Instant-use.

Character Concept: Bruiser

Isolde has spent a great deal of her life in training to join the Imperial Army. Although she proved a competent practitioner and possessed immense destructive power, she took it further, recognizing the weakness of being overly reliant on Dissonance alone. As such, she also devoted herself to learning melee combat.

By hybriding these two styles, Isolde distinguished herself among the army's ranks. The only downside is that many of her techniques require using Dissonance to enhance her body and push things beyond her normal limits.


Isolde is always fighting at max capacity. As such, she does not use Focus. Instead, she pushes herself to her absolute limits in combat, requiring she expend HP for several of her more intensive techniques.

Isolde, as a veteran soldier and the victor of more battles than can be counted. She is able to bring her best to every battle and, so long as her body can keep moving, is able to fight with everything at her disposal.

Cold Snap(MP) - L1 ice magic, slightly delays enemy on hit
Shockwave Burst(MP) - L1 earth magic, hits VIT instead of SPR, high power, low accuracy, MT
Compression Break(MP) - Inflicts ice-elemental magic damage, lowers target DEF
Magna Spiker(MP) - Inflicts earth-elemental magic damage, hits VIT, lowers target EVA
Crystal Lancer(MP) - L2 ice magic, three hits of damage and heavier delay
Upheaval(MP) - L2 earth magic, hits VIT instead of SPR, high power, low accuracy, MT
Erosion(MP) - Earth magic attack that reduces target's physical resistances (maxes to neutral)
Execution Bind(MP) - Deals heavy ice damage, may freeze opponent

Barrier Crush(HP+MP) - Weapon attack that dispels defensive (VIT, DEF, MDEF, resistance, some invincibility) buffs
Aura Scythe(HP+MP) - Weapon attack that lowers target MDEF
Jagged Edge(MP) - Weapon attack that inflicts bleeding
Freeze Cutter(HP+MP) - Weapon attack at increased power, inflicts Healblock on the target enemy.  Ice/Weapon element.
Rending Blade(MP) - Weapon attack at increased power, but reduces Isolde's DEF/MDEF for the next turn.  Earth/Weapon element.

Fragmentation Blade(HP+MP) - Multiphase attack: standard physical followed by an ITE ice spell
Impact Edge(HP+MP) - Multiphase attack: standard physical followed by a MT earth spell
Axion Breaker(HP+MP) - Deals extremely heavy composite damage to a single target.  Cannot critical.  Fixed Swings=1
« Last Edit: August 21, 2012, 04:46:55 PM by AndrewRogue »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #3 on: June 16, 2012, 06:59:22 AM »
Erastus Sebrle

HP: 356 -> 864
MP: 320 -> 777
STR: 30 -> 73
DEX: 42 -> 102
VIT: 42 -> 102
MAG: 94 (93.6) -> 228
SPR: 60 -> 146
SPD: 45 -> 109
EVA: 20%

HP: A (2nd)
MP: A (1st)
STR: F (8th)
VIT: F (9th)
MAG: A (1st)
SPR: C (5th)
DEX: D (9th)
SPD: F (8th)
EVA: C (Tied 5th)

Weapons: Quarterstaves, Swords
Armor: Light

Unique Action: Cool Down: Increases Defense and reduces Focus.

Build Concept: Blaster Mage. If you need to nuke groups with burning death, then Erastus is the guy to turn to. Although getting on in years, Erastus is surprisingly hardy... at least when it comes to raw HP. In a stand up fight, he's going to have trouble against competent fighters. He isn't bad at avoiding the pokey end of swords, but just can't hold his own when the attacks start to land.

Although once renowned as one of the most powerful and capable practitioners in the world, since the Betrayal, Erastus edge has dulled and his scope has narrowed significantly. Rumors persist that he may have even lost his Sensing abilities. Still, his masterful control of fire, demonstrated by giving it shape and a seeming of life, illustrates the fearsome talent that he once was... and still is.

Focus is built at the end of the turn and when taking damage. Increases his damage and used for his magic burst style attack.

Flare Shot(MP) - L1 Fire spell; damage over 3 hits.  Builds TP.
Ignition(MP) - Low fire damage over 2 hits, reduces target fire resist
Fireball(MP) - L1 multitarget Fire spell; damage over 4 hits.  Builds TP.
Napalm Shot(MP) - Fire damage over one hit, inflicts damage over time
Searing(MP+TP) - Fire damage over 3 hits, reduces target's STR
Blasting Spread(MP+TP) - Fire damage over 3 hits, reduces target's VIT
Flash Burn(MP) - L2 fire spell, higher damage over 5 hits.  Builds TP.
Funeral Pyre(MP+TP) - 50% Gravity effect--hit by fire resistance/immunity but not by fire weakness.
Napalm Bomb(MP) - MT fire damage over one hit, inflicts damage over time
Conflagration(MP+TP) - Deals fire damage over 7 hits (higher than average per-hit) to random targets.  Subpar accuracy
Inferno(MP) - L2 fire spell; MT damage over 7 hits
Plasma Shot(MP+TP) - TP-Burst ability; burns all TP and deals damage proportional to the amount of TP Erastus has.
Plasma Storm(MP+TP) - Full Field fire spell; extremely high damage over 10 hits

[Passive] - Adds 1% HP regen for every 5 TP Erastus has.

+Summoning theme

Flare Shot -- Initial
Fireball -- Initial
Napalm Shot -- Initial
Searing -- C1
Blasting Spread -- C1
Funeral Pyre -- C2
Napalm Bomb -- C2
Flash Burn -- C3 (Replaces Flare Shot)
Ignition -- C3
Conflagration -- C3
Inferno -- C4 (Replaces Fireball)
[Magic Burst-alike] -- C4
Plasma Shot -- C4
Plasma Storm -- C5
« Last Edit: August 21, 2012, 04:48:36 PM by AndrewRogue »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #4 on: June 16, 2012, 06:59:42 AM »
Kasia Jandova

HP: 311 -> 755
MP: 260 -> 631
STR: 72 -> 175
DEX: 53 -> 129
VIT: 66 -> 160
MAG: 60 -> 146
SPR: 69 -> 168
SPD: 57 -> 138
EVA: 20%

HP: C (4th)
MP: B (4th)
STR: C (4th)
VIT: C (3rd)
MAG: C (6th)
SPR: B (2nd)
DEX: D (6th)
SPD: D (5th)
EVA: D/C (Tied 5th)

Weapon: Bows, Crossbows
Armor: Medium

Unique Action: Rest: Increases Defense, Restores MP, and reduces Focus.

Build Concept: Healer. Kasia uses Dissonant healing, which is incredibly powerful but comes at a significant cost: anyone healed by Dissonant magic can't be healed again. Similarly, she has revival abilities, but they reduce the MHP of the character for the duration of the encounter. She also possesses a small array of buffs that cause negative feedback as well. However, don't underestimate her. She is a crackshot with a bow and knows a few tricks, allowing her to inflict a couple of obnoxious statuses with trick shooting.

Although Kasia lacks natural talent for Dissonance, she has more than made up for it by being focused and working hard. By narrowing her focus, she has developed impressive ability with medical Dissonance. In addition, in anticipation of Noemi's choices, she has also taken to making sure she possesses the physical wherewithal to endure expeditions to somewhat dangerous locales.

Kasia builds focus by attacking, allowing her to home in the weaknesses of her enemies and pull off her trick shots. Unfortunately, her magic distracts her, lowering her Focus whenever she casts.

Kasia is a precision archer, using the knowledge she has gained learning medical Dissonance to make her shots deadly and efficient. Unfortunately, it requires her complete focus to make the trickiest shots... meaning if she needs to use magic or do something else, she'll lose her focus.

Recovery(MP) - Heals ~60% HP to a single target and temporarily blocks further healing
Rejuvenation(MP) - Heals ~40% HP to the party and temporarily blocks further healing
Cleansing(MP) - Heals target of physical ailments and lowers VIT
Purge(MP) - Heals target of mental/spiritual ailments and lowers SPI
Resurrection(MP) - Revives one target to full while reducing mHP to 75% for fight duration
Bolster(MP) - Raises target VIT, lowers target SPR
Reinforce(MP) - Raises target SPR, lowers target VIT
Swiften(MP) - Raises target EVA, lowers target VIT/SPR
Resist(MP) - Raises target status resistance, lowers target VIT/SPR
Last Breath - MT Auto-Life effect  that revives downed allies with 15% mHP and inflicts Healblock for X turns.

Poison Shot - Attack with a chance of adding poison
Arm Shot - Attack that lowers target DEX
Leg Shot - Attack that lowers target EVA
Retreating Shot - Attack that also lowers chance of targeting user (lowers user Odds)
Quick Shot - Attack at lowered accuracy, but with lowered recovery time
Barbed Shot - Attack that reduces target's Counter and Critical rates

Recovery -- Initial
Cleansing -- Initial
Bolster -- Initial
Poison Shot -- Initial
Barbed Shot -- C1
Leg Shot -- C1
Resurrection -- C2
Reinforce -- C2
Purge -- C2
Retreating Shot -- C3
Swiften -- C3
Arm Shot -- C3
Rejuvenation -- C4
Resist -- C4
Quick Shot -- C4
Second Wind -- C5
« Last Edit: August 21, 2012, 04:50:44 PM by AndrewRogue »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #5 on: June 16, 2012, 06:59:55 AM »
Eirwen Glass

HP: 244 -> 592
MP: CHARGES
STR: 42 -> 102
DEX: 81 -> 197
VIT: 51 -> 124
MAG: 22 (21.6) -> 53
SPR: 39 -> 95
SPD: 78 -> 189
EVA: 35%

HP: F (9th)
MP: G (9th)
STR: D (7th)
VIT: D (7th)
MAG: G (9th)
SPR: F (9th)
DEX: A (1st)
SPD: A (1st)
EVA: A/B (1st)

Weapons: Knives, Quarterstaves, Polearms
Armor: Light

Unique Action: Evade: Increases Evade.

Character Build: Speedster Melee Support. Combat maid and resident mundane of the cast. Although limited by human abilities, Eirwen is naturally dexterous and quite quick on her feet, making her quite dangerous in a fight. She might not be strong enough to down a thug with one blow, but three or four are bound to take their toll. In addition, she is quite good at helping others reach their full potential and can assist them by providing limited healing, MP restoration, or even helping them Focus.

Eirwen does not possess any form of sensing and, as such, she is unable to use Dissonance. As such, she is limited to practical skills in combat. Still, she is well versed in martial techniques thanks to her father, and is quite dexterous naturally.

In addition, she has developed a working knowledge of basic first aid techniques (always important to be able to patch up your employer!) and a demeanor that helps inspire others to great feats.


Eirwen builds a large amount of Focus every turn, allowing her to keep busy in the fray. Her very limited MP pool is used exclusively for her support abilities which not only empties her MP pool very quickly, but also drains her Focus.

Eirwen is incredibly focused when working, and this carries over to fighting as well. Unfortunately, her focus is ultimately limited by her human capabilities, preventing her from chaining complicated techniques together.

First Aid(Item) - 36% health regen applied to ally over 3 turns
Recuperate(Item) - Heals physical statuses from target
Resuscitate(Item) - Heals incapacitated ally with 5% mHP
Refresh(Charges) - Restores 25% MP to a target.
Invigorate(Charges) - Increases TP gain rates by 5 for 3 turns.
Turn Boost(1) - Gives one ally an instant turn.

Speed Fang(TP) - Basic attack at half swings, takes half as long to recover
Dazing Flurry(TP) - Attack that has a chance to confuse the target
Offensive Posture(TP) - Increases own SPD, decreases EVA and MEV
Defensive Posture(TP) - Increases EVA/MEV, decreases SPD
Swarm Buster(TP) - Attacks all enemies, high TP consumption
Mad Flurry(TP) - Flurry of random-target lower-accuracy attacks.
Vulcan Chain(TP) - Attack on a target that has a 1.5x swingcount
Bloodletting(TP) - Attack that has a chance to inflict bleeding upon the target
Vital Shrike(TP) - Attack that has a chance to instantly kill the target
Accelerate(TP) - Act twice instantly

First Aid -- Initial
Speed Fang -- Initial
Bloodletting -- Initial
Vulcan Chain -- Initial
Resuscitate -- C1
Offensive Posture -- C2
Defensive Posture -- C2
Recuperate -- C2
Mad Flurry -- C2
Dazing Flurry -- C3
Accelerate -- C3
Swarm Buster -- C3
Vital Shrike -- C4
Turn Boost -- C4
« Last Edit: August 21, 2012, 05:44:46 PM by AndrewRogue »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #6 on: June 16, 2012, 07:00:28 AM »
Katarine Lebendslust

HP: 278 -> 675
MP: 220 -> 534
STR: 24 -> 58
DEX: 67 -> 163
VIT: 60 -> 146
MAG: 84 -> 204
SPR: 54 -> 131
SPD: 69 -> 168
EVA: 15%

HP: C (7th)
MP: C (6th)
STR: F (9th)
VIT: C (5th)
MAG: A (3rd)
SPR: B (7th)
DEX: B (3rd)
SPD: C (3rd)
EVA: D (7th)

Weapons: Echo Crystals
Armor: Light

Unique Action: Cage: Grants a Counter Rate for several turns and increases Defense. Reduces Focus.

Build Concept: Offensive Support Mage. Although she lacks the natural intelligence for being a practitioner, Katarine has transformed effort and study into an artform in and of itself. Through dedicated application to specific areas of study, she has proven incredibly apt at the manipulation of sigils, leading to her unusual weapon choice. Unfortunately, her efforts have lead to some diminishing effects for her personal upkeep.

Katarine has relatively narrow focus where her magic is concerned. Although her abilities are powerful, they are limited in nature. However, her talents allowed her to acquire one of a small number of echo crystals that were produced by the army.

These weapons are incredibly powerful dissonant foci, capable of being manipulated via dissonance.


Katarine's Focus starts full and is reduced whenever she attacks or switches weapons. It does not refill. The higher her Focus, the more damage her basic attacks will do.

Although versatile and very powerful, the minute manipulations required to utilize Echo Crystals to their fullest extent are incredibly difficult to actually manage. As such, any active use of the crystal requires the utmost concentration from Katarine.

Spark Cluster(MP) - L1 lightning spell: high variance and critrate, single hit, high accuracy
Executioner's Aim(MP) - Increases ally's ACC, reduces ally's EVA
Executioner's Precision(MP) - Increases ally's critical rate, reduces ally's EVA
Magnetize(MP) - Deals lightning damage to one target, reduces target's slash/pierce/impact/lightning resists for one turn
Executioner's Speed(MP) - Increases target's SPD, decreases target's VIT and SPR
Impulse Shock(MP) - L2 lightning spell; increased power from L1 version
Executioner's Power(MP) - Increases target's STR, decreases target's SPR
Executioner's Will(MP) - Increases target's MAG, decreases target's VIT
Chaos Spark(MP) - ITE lightning attack, high power, 100% variance

(Spread Formation only)
Suppression Fire Type-N - Low-damage random-targetting attack that reduces targets' EVA until their next turn.
Focused Fire Type-R - Standard attack that focuses all shots on a single target.
Supporting Fire Type-A - Attack that deals low damage but adds a flat increase to the damage the target takes from its next attack.

(Focused Formation only)
Sustained Shot Type-B - Attack at reduced damage that may inflict Burn on a target.
Locked Shot Type-V - Attacks with a 100% critical rate.
Cluster Shot Type-F - MT attack at reduced damage that reduces targets' ACC for their next turn.

[Passive] ATK increases by 1% for every 1 point of TP.  I will adjust base weapon ATK values for this so that it doesn't end up with silly values.
« Last Edit: August 21, 2012, 05:36:55 PM by AndrewRogue »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #7 on: June 16, 2012, 07:00:46 AM »
Bartol Broz

HP: 323 -> 784
MP: 160 -> 388
STR: 102 -> 248
DEX: 57 (56.5) -> 139
VIT: 84 -> 204
MAG: 55 (55.2) -> 134
SPR: 51 -> 124
SPD: 60 -> 146
EVA: 0%

HP: C (3rd)
MP: D (8th)
STR: A (1st)
VIT: S (1st)
MAG: C (7th)
SPR: C (8th)
DEX: C (7th)
SPD: C (6th)
EVA: F (9th)

Weapons: Heavy Weapons, Knives
Armor: Heavy

Unique Action: Taunt: Raises defense and makes enemies more likely to target self. Increases Focus.

Build Concept: Disruption Tank. Although a large and immensely strong man, Bartol prefers to fight, exploiting the weaknesses of enemies in combat and making it easier for his allies to capitalize on their openings. If push comes to shove, though, he has no issue holding his own with a unique combination of brute force and Dissonance.

Bartol loves baiting his enemies into underestimating him. While most would expect him to wade directly into a fight swinging some sort of massive weapon and crushing the enemies, he loves to defy that expectation, goading them into his various machinations.

By combining his strength with a clever use of Dissonance, he is able to deliver crushing blows that cripple otherwise intimidating enemies.


Bartol gains Focus by being hit by enemies or by using Taunt/Enrage. As he gains Focus, he gains access to further abilities which do not decrease his Focus.

Bartol is at his best when the enemies are playing right into his hands. Although he often gets bloodied in the process, many an enemy that has had him on the ropes has been surprised to see that being drawn in like this was all part of Batrol's plan and those coarse insults were the trap's bait.

Sonic Boom(MP) - STR-based magic attack, deals Impact damage.  Delays target
Kinetic Buffer(MP) - Raises self resistance to physical attacks
Staggering Impact(MP) - Attack that reduces the damage of the target's next attack
Grand Charge(MP) - Attacks a single target for increased damage, lowers all enemies' STR
Sundering Edge(MP) - Attack that lowers the target's ATK
Sweeping Blast(MP) - As Sonic Boom, only MT.  And slower to recover.
Stunning Blow(MP) - An attack that stuns an enemy for one turn
Infinite Superspeed Edge - ITD ITE attack that deals heavy damage.  Low accuracy, heavy recovery.  Fixed Swings =1

Fearsome Strike(TP) - Attack that lowers target's STR
Enrage(TP) - Berserks one enemy
Disorienting Strike(TP) - Attack that lowers target's ACC
Unbalancing Strike(TP) - Attack that lowers target's DEX
Arrogant Gambit - Greatly raises counter rate but lowers DEF for three turns.

Taunt -- Initial
Fearsome Strike -- Initial
Sonic Boom -- Initial
Kinetic Buffer -- Initial
Staggering Impact -- Initial
Disorienting Strike -- C2
Grand Charge -- C2
Enrage -- C2
Sweeping Blast -- C3
Arrogant Gambit -- C3
Sundering Edge -- C3
Unbalancing Strike -- C4
Stunning Blow -- C4
Infinite Superspeed Edge -- C4
« Last Edit: August 21, 2012, 05:38:28 PM by AndrewRogue »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #8 on: June 17, 2012, 09:56:07 PM »
Djai Vaughan

HP: 266 -> 646
MP: 140 -> 340
STR: 78 -> 189
DEX: 60 -> 146
VIT: 54 -> 131
MAG: 50 (50.4) -> 121
SPR: 63 -> 153
SPD: 63 -> 153
EVA: 30%

HP: D (8th)
MP: C (2nd)
STR: B (3rd)
VIT: D (6th)
SPR: C (6th)
DEX: C (4th)
MAG: X (8th)
SPD: C (4th)
EVA: C/A (Tied 2nd)

Weapon: Bows, Crossbows
Armor: Light

Unique Action: Aim: Increases Focus and Accuracy.

Build Concept: Anti-Disquiet/Anti-Mage. As one of the elite eliminators in the Guardian's ranks, Djai's abilities have been honed to a deadly point, allowing him to kill quickly and efficiently. His particular training (and his desire to survive the Betrayal) has made him into a particularly nightmarish opponent for the Disquieted and practitioners alike.

Djai gains Focus by using the AIM skill, but it degrades over time. His Crit rate increases with his Focus.

Camouflage(MP): Lowers chance of being targeted (lowers odds stat).  Battle duration.  Cancels Essence Flare.
Essence Flare(MP): Increases own MDEF, raises chance of being hit.  Battle duration  Cancels Camouflage, Dampening/Imbue/Stalwart Soul.
Dampening Soul(MP): Lowers MAG field-wide.  Battle duration.  Cancels Essence Flare, Imbue/Stalwart Soul.
Imbue Soul(MP): Attacks gain lessened Anti-Disquiet property.  Self-only.  Battle duration.  Cancels Essence Flare, Dampening/Stalwart Soul
Stalwart Soul(MP): Improves resistance to magically-induced status effects.  Battle duration.  Cancels Essence Flare, Dampening/Imbue Soul.

Draining Shot(TP): Weapon attack that also does MP damage to a target
Clouding Shot(TP): Weapon attack that lowers target's MAG
Sealing Shot(TP): Weapon attack that may inflict Silence on an enemy
Locked Shot(TP): ITE weapon attack with increased damage
Purifying Shot(TP): Anti-Disquiet attack to one enemy.
Precise Shot(TP): Weapon attack that adds DEX to STR.
Vital Shot(TP): Weapon attack with a chance of instantly killing the enemy.
Rapid Shot(TP): Series of weapon attacks at reduced power.  Very high TP cost.

[Passive] Critical rate rises by 1% per 4 TP gained.
« Last Edit: August 21, 2012, 05:43:44 PM by AndrewRogue »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #9 on: June 18, 2012, 05:17:19 AM »
Well, between having to cook food for father's day and Andy getting the first post in, guess my wall of to-be-determined statistical test won't be first.  Ah well.
Disclaimer: This is all one man's suggestions and subject to change. 

[EditxTOOMANY] -- I guess with my numbers in hand, I'll try one at a time while keeping in mind each's concept to a degree.  When I'm not in D&D.

--All letter values will be stripped of their +/- modifiers in this, given how this is still in rough matters of range

Noemi Seredova
HP:C
MP:B
STR:D
VIT:D
MAG:B
SPR:C
DEX:B
SPD:B
ACC:D
EVA:C
MEV:C

Weapons: Swords, Daggers
Armor:Medium

--Noemi's pretty much a well-rounder.  Biases toward magic, and is a bit speedy, but can switch to physicals in a sufficient pinch.  Prodigy lets her have more versatility than meets the eye, being able to steal most spells from allies (though not -all- spells, as a precaution.  If it looks too good to copy, it probably -is-.)

--TP also goes for her Prodigy ability, which can notably copy another character's chosen spell.  (In retrospect, no healing; she can Prodigy that)


Kasia Jandova
HP:C
MP:B
STR:C
VIT:C
MAG:C
SPR:B
DEX:D
SPD:D
ACC:B
EVA:D
MEV:C

Weapon: Bows, Crossbows, one other?
Armor: Light

--Healbotting is not going to be conducive to Kasia's TP gains.  In fact, healing abilities for Kasia cost her her "focus" in a sense; any defensive buffs she may have do nothing, but healing lowers her TP despite not requiring it.  Offense raises it, however. (but I'm still unsure how to split her skills aside from healing being in the MP-required category)

Erastus Sebrle
HP:A
MP:A
STR:F
VIT:F
MAG:A
SPR:C
DEX:D
SPD:F
ACC:D
EVA:C
MEV:C

Weapons: Quarterstaves, Swords
Armor: Light

--It's Erastus.  He is now a mage.  He does magey things.  That aside, he's not too bad on his feet--can be surprisingly dodgy with the staff, anyway.  Other than that, mage mage mage.

MP/TP interplay:Standard offensive spells run off of his very generous MP pool, and have moderate TP generation.  However, his TP bleeds out some every turn, and his supernukes tend to require large amounts of TP to power.


Mirek Sebrle
HP:C
MP:F
STR:C
VIT:F
MAG:[Can be whatever the hell it wants to push the average towards C, because he's not a caster.]
SPR:A
DEX:B
SPD:F
ACC:B
EVA:A
MEV:C

Weapons: Guardian Blades
Armor: Medium

--So yeah, this is my shot at Mirek.  He's...admittedly odd.  Evasive, and magically tanky, but the second someone pulls out the ITE physical or ITD magic he's going to have problems.  His speed does him few favors on top of that, though his strength is deceptive; draw techniques hurt.  A lot.  A hell of a lot.


Eirwen Glass
HP:F
MP:G
STR:D
VIT:D
MAG:G
SPR:F
DEX:A
SPD:A
ACC:B
EVA:A
MEV:B

Weapons: Knives, Quarterstaves, Polearms
Armor: Light

Hi Eirwen!  You've changed the most of anyone so far; fast and dodgy as all hell, but dear -god- she needs it.  Gamebest DEX, and a variety of weapons to play with on top of that.  Just pray to god she doesn't run into a mage with accurate spells that can get them off before she has a chance to eviscerate them.  She hates that.  Oh, does she ever hate that.

--Seeing most of Eirwen's weapon skills running off of her TP, which is fast to regenerate.  Her more tricky abilities, alongside her two heals, however, are built more around her MP, which is intended to have a very, very shallow pool.  She can't use magic proper anyway, so...yeah.


Isolde Stolz
HP:A
MP:C
STR:A
VIT:B
MAG:A
SPR:B
DEX:D
SPD:D
ACC:B
EVA:D
MEV:B

Weapons: Heavy Weapons, Polearms
Armor: Heavy

--Isolde's HP is deceptive, as you can see below; while she is fairly durable at base (particularly given her HP and defenses), to get bigger power out of her skills, she burns her own HP.  Still, heavy armor and above-average VIT more than compensates for her poor DEX and EVA, so in general she can take hits decently enough to more than give them back.

MP/TP Interplay: Isolde's more standard skills cost MP.  Her nastier stuff, including Oversurge, costs HP, however (Isolde has no TP gains of which to speak of)

Notable Unique(?) Skills:

(may also get some generic Ice/Earth magic?)


Katarine Lebendslust
HP:C
MP:B
STR:F
VIT:C
MAG:A
SPR:B
DEX:B
SPD:C
ACC:B
EVA:D
MEV:D

Weapons: Swords, Daggers.
Armor: Light

--Going with Soppy's setup for her because at this point, why not.

MP/TP Interplay: Most of Katarine's standard offensive spells use MP, while specialized support and single-target nukes use TP.  Her TP rises over time, but her non-generic MP spells lower it despite not costing it, breaking her preparation.  Focuses on Ice and Lightning for elements, with some light-based(?) attacks in addition



Hot-blooded Cap'n Bart (Disclaimer, may not actually be hot-blooded)
HP:C
MP:D
STR:A
VIT:S
MAG:C
SPR:C
DEX:C
SPD:C
ACC:D
EVA:F
MEV:F

Weapons:Heavy Weapons, Knives
Armor:Heavy

--While he may not be shouting "IT'S YOUR AAAAAAAARM!", Bart I'm currently seeing as an odd case--his speed's deceptive because his attacks tend to have bad recovery on average.  Definitely in the running for most physically durable, and his attacks...hurt.  Furthermore, if he needs to, he has a light weapon choice to rip dudes a new one.  Was going to give him the All Sword Set, but we've already got three sword users.  Also, his fighting style doesn't give him much mobility to dodge, so he's pretty damn easy to hit.

--Changed to higher SPR to appease those who want him to not explode to magic.  Also presumably he's going to be stuck with higher odds of being targeted because people seem to like more traditional tanking for some reason.

MP/TP interplay: Bart's TP skills are unusual insofar that once the TP threshold is hit, he can use them indefinitely for the fight.  Conversely, his low-TP skills are not much better than his basic physicals, and there are a number of MP skills that require so much TP to use first (not quite sure of the division here yet either)

-Skillset consists of skills that tend towards interference with enemy offense and/or enhancing ally defenses as opposed to greatly enhanced damage.  Very physically-oriented, has little to no actual magic damage.



[Edit]-had to disable emoticons.
[Edit]-Now that I've got the primary stat relations charted, I decided that the best option was to clear everything so I could start over with a more informed idea of things.  Also distancing myself from it so that I can try and see how to inter-relate MP/TP on Kasia, Erastus, and Eirwen.
--see post on Relevant System Information on implementation; keep in mind that this is all subject to change.
« Last Edit: June 24, 2012, 03:16:23 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #10 on: June 18, 2012, 07:26:10 PM »
I am opposed to crit being a separate stat by PC, for reasons I gave two years ago (not really needed + stat clutter).

I have a lot to say about Str/Dex stats but that can probably wait for later in the balance stage. As a reminder, though, since I recall having to emphasise this last time: A/B on one PC is completely unacceptable unless there are passives or weapon types holding this in check. Please take a look at the stat builds on the wiki for reference.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #11 on: June 18, 2012, 09:59:14 PM »
Crit is my fault. Misread the old wiki concept.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #12 on: June 18, 2012, 11:49:56 PM »
Stats revised to remove cases of A/B and the crit stat that I thought would be there.
« Last Edit: June 19, 2012, 12:00:20 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #13 on: June 21, 2012, 01:10:48 AM »
Any link to said reference?

(that being said, I assume it has largely to do with the fact that we want the average to hover at C, so loading people with As and Bs across the board kinda makes that pointless)
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Re: Disquiet (Working Title) - Character Concepting
« Reply #14 on: June 21, 2012, 02:33:08 AM »
Actually, it has to do with me forgetting about how the basic physical's formula goes, and the A/B case was a case of someone with A STR and B DEX.  Which according to my current charts, would amount to a resultant damage of 6.08x the difference between ATK and DEF of an opponent with average DEX and VIT.

http://www.rpgdl.com/wiki/index.php/Untitled_IAQ_Project_Characters --here's the characters for reference; I admit I'm not looking at them too hard because I don't want the old IAQ to influence the current stats too much.


https://docs.google.com/spreadsheet/ccc?key=0AuLvDGc7DtaZdFFOcEVtcFZ5NnFFcnp3TUxkaDJZTUE  And here's the chart it took me a day to complete.  ATK/VIT and INT/SPR results are rounded to the nearest hundredth, for what it matters.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #15 on: June 22, 2012, 04:25:00 AM »
All right. Further updated thoughts brought to you by I dunno.

Noemi: Averageish stats, erring higher in the magic categories, lower in the physical categories. Relatively deep MP resources, very slow building TP that comes from taking actions. TP can be used to cast upgraded versions of her spells or use prodigy. Basically, clutch once or twice per battle type limits. Should have a fairly wide range of abilities by endgame, including damage, buffs, debuffs, and status. Prodigy should be her only source of healing (if even then). Can fight using Swords or Knives. Medium armor.

Mirek: Physically damaging, slow, physically frail (but evasive), magically tanky (but not so evasive), and magically incompetent. Low MP pool used for party Magic defense and attacks. Low damage attacks are faster, while high damage attacks are slower. Builds Focus slowly over time and by attacking. Gains access to additional attacks as his TP increases. Higher TP increases his parameters/abilities, allows him to refresh his MP pool, and gives him access to higher damage attacks. Guardian Blades only. Medium Armor.

Isolde: Tanky Bruiser, somewhat slow. Moderate MP pool, used to power her physical, magical, and composite attacks. Attacks primarily deal damage, although a handful either increase her damage or lower enemy defenses/capabilities. Does not use TP, instead taking damage to use enhanced abilities. Axes and Polearms. Heavy Armor.

Erastus: HP heavy mage, though with middling defenses. Deep resource pool. Physically incompetent. AoE Fire damage and a little bit of debuffing. Does not use TP. Quarterstaff and Sword. Light Armor.

Kasia: Hm...

Eirwen: Evasive, but frail, speedster. Very shallow MP pool for support skills (Status recovery, healing for HP/TP/MP) (items connected?). Gains significant TP every turn which powers her physical skills and other techniques. Quarterstaff, Knives, Polearms. Light Armor.

Kat: Hm...

ToBeBart: Hm...

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Re: Disquiet (Working Title) - Character Concepting
« Reply #16 on: June 22, 2012, 06:20:16 AM »
Been thinking on Kat, I think I've crafted a pretty solid compromise between all the flavors of her. I had a huge writeup for this, but I lost it from the forums eating my post. It's like Mafia all over again. You'd think I'd learn my fucking lesson at this point. Anyway, point is I may skimp on details this time that'll be added in later.

So for her weapon, I was thinking just straight up focusing crystals that float in front of her and take different forms for ranged attacks. This would replace a normal weapon, and instead of other equips, she would instead gain more crystals to use for the following forms.

Form 1: Machine Gun
Gameplay
  - Allows for multiple, smaller damage attacks that can be aimed at different enemies, or the same one. Kinda like Growlanser magic levels.
  - Gaining more crystals gives more attacks, but not stronger attacks.

Fluff
  - The crystals spread out and take aim at different enemies, or into a gatling gun barrel type thing if they're all aimed as one.
  - Spritewise, can just do something simple like have 4 glowing dots in front of her, regardless of how many crystals she has equipped. For Form 1, they spin in a circle vertically in front of her.

Form 2: Sniper Rifle/Cannon
Gameplay
  - High-power, single-target attacks.
  - Gaining more crystals increases attack power and accuracy, but never gains more than one.

Fluff
  - The crystals collapse and align in front of her to focus into one large beam.
  - Here, spritewise they would for a stationary, sideways pyramid.

For the rest of her skillset, she would have some support/buffs and minor healing. She cannot cast magic while her weapon is up, and bringing it up, taking it down and formchanging costs a turn/delays her turn. Her weapon runs off one resource (though bringing it up/down and formchanging costs nothing), her magic the other. Done this way because Isolde's group needs a support character, and both Isolde and Bart are already offense oriented. However, as more and better healers come into the party, people may notice that later hey, Kat has some cool offense too. Gives her different ways of playing at different points of the game.

Uniqueness was an issue before, but her weapon solves it. It's a purely magic weapon, not simply a magically enhanced normal one (wasn't feeling an enhanced bow/xbow character, so started thinking outside the box). For variety, sure, she can't use more than one weapon type, but it's effectively two and she's got her reserve skillset, which should be balanced to make it usable as well, since Isolde's crew will rely on it early on.

It's a slightly complex weapon, gameplay-wise and story-wise, for a secondary character, but it makes sense for her for a few reasons. It requires a lot of magic power and focus. It's difficult to use and has obvious drawbacks, leaving even more powerful users with other obligations on the battlefield (like Isolde, who has to command as well as fight) to focus on simplier weapons they reinforce through magic. It feels right for Kat because it fits into what's been established about her character and also brings in the newer ideas. It's definitely the kind of thing that would put such a long-term mental strain on her, keeping up with training with that AND regular casting magic.

Djinn raised a good point that I should try to come up with something similar (though not identical) for one of the other PCs, or barring that, at least one of the antagonists to keep it from feeling too out of place. It feels like something that's not TOO rare, but is also limited because there are better, simpler weapons to use.

Thoughts on story stuff related to this idea? On how difficult it would be to implement in gameplay?
« Last Edit: June 22, 2012, 07:34:02 AM by Hunter Sopko »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #17 on: June 22, 2012, 01:35:32 PM »
Sad I missed the majority of last night's chat.  Passed out and I don't even know why--it kind of sucks that my computer went on sleepmode, too, so I can't backlog.  As such, might as well comment on what was posted, as is one of my talents.


Quote
Noemi: Averageish stats, erring higher in the magic categories, lower in the physical categories. Relatively deep MP resources, very slow building TP that comes from taking actions. TP can be used to cast upgraded versions of her spells or use prodigy. Basically, clutch once or twice per battle type limits. Should have a fairly wide range of abilities by endgame, including damage, buffs, debuffs, and status. Prodigy should be her only source of healing (if even then). Can fight using Swords or Knives. Medium armor.

No objections here.


Quote
Mirek: Physically damaging, slow, physically frail (but evasive), magically tanky (but not so evasive), and magically incompetent. Low MP pool used for party Magic defense and attacks. Low damage attacks are faster, while high damage attacks are slower. Builds Focus slowly over time and by attacking. Gains access to additional attacks as his TP increases. Higher TP increases his parameters/abilities, allows him to refresh his MP pool, and gives him access to higher damage attacks. Guardian Blades only. Medium Armor.

--Not so clear on this, if only because you declared an intent to throw Bart's TP gimmick on Mirek prior.  Also iffy on the MP recovery, but eh.


Quote
Isolde: Tanky Bruiser, somewhat slow. Moderate MP pool, used to power her physical, magical, and composite attacks. Attacks primarily deal damage, although a handful either increase her damage or lower enemy defenses/capabilities. Does not use TP, instead taking damage to use enhanced abilities. Axes and Polearms. Heavy Armor.

--Largely works, seemingly no opposition to it, so I'll consider the fact that people might not want to use a self-damaging ability normally when taking into account her durability.  Also, I'd still like to see greatswords as an option for her.


Quote
Erastus: HP heavy mage, though with middling defenses. Deep resource pool. Physically incompetent. AoE Fire damage and a little bit of debuffing. Does not use TP. Quarterstaff and Sword. Light Armor.


--If this was about the TP representing focus/concentration or whatnot, this was previously represented by how it'd bleed over time, in my opinion.  As-is...eh, pretty standard to say the least.  If that's how you want him.  *shrug*


Quote
Eirwen: Evasive, but frail, speedster. Very shallow MP pool for support skills (Status recovery, healing for HP/TP/MP) (items connected?). Gains significant TP every turn which powers her physical skills and other techniques. Quarterstaff, Knives, Polearms. Light Armor.


--Strongly opposed to TP/MP healing here, as a sidenote--the former is either useless or a manner by which character mechanics are sidestepped, and the latter, well, we already have two resource sets, one of which is (currently) treated akin to meter in fighting games, the other of which can be conserved as desired and is fully restored prior to most bossfights anyway.


Quote
MAGIC CRYSTAL LASER STUFF

I'll comment on gameplay interpretation, because this may be a bit unwieldy to implement.  Also, fuck post-eating forums.

Quote
Form 1: Machine Gun
Gameplay
  - Allows for multiple, smaller damage attacks that can be aimed at different enemies, or the same one. Kinda like Growlanser magic levels.
  - Gaining more crystals gives more attacks, but not stronger attacks.

--Okay.  Spriting for this aside, the easiest way to consider this, I feel, is through a pair of weapons that gets constantly replaced throughout the game as each Funnel AEROD crystal is obtained, with a variable determining how many of the damn things she has at a given time (and thus which weapon she has).  I'd have to see if NEB would be able to code a weapon for the system that could have a fixed number of attacks more than 1 (it's doable in YEM, but we've diverged a bit from this), but that'd be one of the bigger issues here.  Each weapon would have a hidden auto-status attached to it which determines which skills are available, at that (will have to test YEM to see if this is implemented or not; enough's been dummied out or bugged that I can't quite leave it to good faith).


Now, for the bad news; targeting in RM is largely limited to three types when it comes to offensive skills--ST, MT, and random-target.  (YEM does allow for AoEs, but those are silly and pointless in a game where nothing moves around anyway.)  So we'd have to work within those parameters when it comes to specific targeting for abilities.  Furthermore, basic attack largely amounts to single-target stuff, so we'd have to work within those parameters.

That aside, those two shouldn't be too hard to implement, I'd like to say--though I'd be curious as to whether you'd rate them as physical damage or magic damage in this case.

[EDIT] I do have one major implementation concern about this, and this'll largely be "This is going to be hard as all hell to animate", with what I know of YEM sprite animations.

Quote
Djinn raised a good point that I should try to come up with something similar (though not identical) for one of the other PCs, or barring that, at least one of the antagonists to keep it from feeling too out of place. It feels like something that's not TOO rare, but is also limited because there are better, simpler weapons to use.

--Given that some are leaning towards another Guardian as the ninth, it'd probably be shunted over to an antagonist.  Incidentally, I do have a concept that could be easily shifted to that weapon type, so *shrugs*

I'll start on stats sometime later today with this in mind.
« Last Edit: June 22, 2012, 05:48:35 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #18 on: June 22, 2012, 04:05:30 PM »
Will comment on Kat after I have more time to mull over the concept.

Quote
--Not so clear on this, if only because you declared an intent to throw Bart's TP gimmick on Mirek prior.  Also iffy on the MP recovery, but eh.

Unsure of whether I actually want to do that, so, for the moment, I reversed it back to mid-range TP gain but high-speed TP consumption. MP recovery can go, but his resource pool probably needs to be deeper in that case.

Quote
--Largely works, seemingly no opposition to it, so I'll consider the fact that people might not want to use a self-damaging ability normally when taking into account her durability.  Also, I'd still like to see greatswords as an option for her.

Her HP should probably be slightly inflated to account for the cost, since the raw number would not be accurately indicative of her HP. And sure, no issue with Greatswords.

Quote
--If this was about the TP representing focus/concentration or whatnot, this was previously represented by how it'd bleed over time, in my opinion.  As-is...eh, pretty standard to say the least.  If that's how you want him.  *shrug*

I'd be fine with a use it lose it style TP with him as well. Would likely shunt over his debuffs or something to it.

Quote
--Strongly opposed to TP/MP healing here, as a sidenote--the former is either useless or a manner by which character mechanics are sidestepped, and the latter, well, we already have two resource sets, one of which is (currently) treated akin to meter in fighting games, the other of which can be conserved as desired and is fully restored prior to most bossfights anyway.

Fair enough. Just tossing it as a conceptual option. Especially if the ability is unique to her, a very shallow MP pool would allow for the ability to be reasonably strong but, essentially, deny notable abuse.

Given the general direction people seem to possibly like for Kat, either upgrading Kasia to a more full fledged archer, making the 9th PC an archer (not unreasonable, even as a Guardian, since it'd be similar in style), or maybe doing something silly like going tanky ranged with Bart (dual Crossbow Pistols!)...

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Re: Disquiet (Working Title) - Character Concepting
« Reply #19 on: June 22, 2012, 05:34:55 PM »
Regarding the proposed "MAGIC CRYSTAL LASER STUFF", I already went over this with Sopko in chat last night, but basically everything there should be implementable with the exception of, as has already been noted, highly-specific targetting on the machinegun's multi-attacks. If we settle on making it MT or random target (perhaps focussing somewhat?) then we're good.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #20 on: June 22, 2012, 07:19:39 PM »
Just posting that I noted last night in chat that NEB's points are fine. Was just going as high concept as I could for her initial build. Switching the targeting mechanic to something simpler is no problem at all. Let me know what the focused random targeting means. Sounds like an avenue to explore.

Similarly, it doesn't have to be animated as I said, can be done more simply. Just high conceptin'.

Trying to picture statspread. It pretty much leaves her with any possibility. The focus required kills her evade, doesn't require much strength, but maybe dex to properly handle it... Magic and Physical defense... I'd say it offers a level of defense to both? 

HP: C
MP: C
STR: F
VIT: C
MAG: A
SPR: B
DEX: B
SPD: C
ACC: B
EVA: D
MEV: D

AndrewRogue

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Re: Disquiet (Working Title) - Character Concepting
« Reply #21 on: June 25, 2012, 05:51:07 AM »
Updating characters with what we've been working towards as their more solid concepts. We'll want to start hammering out additional details at this point, paying particular attention to any odd-ball mechanics or the like. Added post for the 9th PC who we can discuss later. Added post for the mysterious 9th PC.

Also keep in mind that, due to the episodic deal, we'll have a lot more room for tweaking skills between episodes, allowing us to enhance power bases or the like easily.
« Last Edit: June 25, 2012, 04:16:32 PM by AndrewRogue »

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Re: Disquiet (Working Title) - Character Concepting
« Reply #22 on: June 25, 2012, 09:39:49 PM »
Noemi (Note, I am not accounting for a magic burst skill, as I am not a fan of them. However, there has been interest noted in having one for Noemi)

Names are complete filler.

-Prodigy (MP/Focus): Noemi copies certain abilities from other characters.

-Burning Waltz (MP): Multi-hit AoE Fire Damage
-Crescendo: Burning Waltz (MP/Focus): More hits then Burning Waltz, and decreases enemy defenses.

-Dance of Winter's Fall (MP): Freezes an enemy in place (Stop).
-Crescendo: Dance of Winter's Fall (MP/Focus): Freezes an enemy in place, dealing heavy damage.

 -Warrior's Dance (MP): Increases target's Str for a limited time, but deals damage to the target.
-Crescendo: Warrior's Dance (MP/Focus): Increases target's stats for a limited time, but deals damage to the target.

-Call of the Disquiet (MP): Lowers the target's stats for a limited time.
-Crescendo: Call of the Disquiet (MP/Focus): Lowers the target's stats for a limited time and deals massive slip damage.

-Dance Against Demons (MP): All characters gain resistance to Disquiet damage.
-Crescendo: Dance Against Demons (MP/Focus): All characters gain immunity to Disquiet damage for 2 turns.

-Crumbling Sonata (MP): Moderate earth elemental damage to all targets.
-Crescendo: Crumbling Sonata (MP/Focus): Moderate earth elemental damage to all targets and delays their next turn significantly.

-Raging Bolts (MP): Solid lightning damage vs one target.
-Crescendo: Raging Bolts (MP/Focus): Solid lightning damage vs one target that ignores defenses and resistances.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #23 on: June 25, 2012, 10:14:13 PM »
Kasia (Names, filler, etc)

Invigorate (MP): Restores 100% of target HP. Inflicts Heal Block. Reduces Focus.

Raise Spirits (MP): Restores 75% of party HP. Inflicts Heal Block. Drops Focus to 0.

Lifesaver (MP): Cures Incapacitated and restores target to 100% health, but inflicts Heal Block and reduces their mHP by 25%. Drops Focus to 0.

Strong Body (MP): Increases party member Def/MDef for a limited time. Decreases their Atk/MAtk. Reduces Focus.

Deadly Body (MP): [Inverse of Strong Body]

Swift Body (MP): Increases party member Dex and Speed. Decreases all other stats. Reduces Focus.

Bleed Shot (Focus): Inflicts minor damage, but also slip damage for a long duration.

Joint Shot (Focus): Has a chance to stop an enemy for a brief time.

Graze Shot (Focus): Has a chance to draw the enemy's attention.

Triple Shot (Focus): Moderate damage, randomized between enemies.

Pain Arrow (Focus): Silences enemy for a brief time.

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Re: Disquiet (Working Title) - Character Concepting
« Reply #24 on: June 25, 2012, 11:06:29 PM »
Erastus (Names, filler, etc)

-Scorch (MP): Fire Damage, yo

-Incinerate (MP): Fire Damage, reduces fire resistance

-Flame Wolves (MP): Deals a number of fire damage hits random targets.

-Flame Vines (MP/Focus): Deals fire damage over several turns and slows the targets (all enemies)

-Ash Elemental (MP/Focus): Deals several, low damage hits to a single target with a chance of causing fear (lose action chance) in the target

-Flame Snake (MP/Focus): Deals several hits of minor fire damage with a chance of instant death.

-Agni Titan (MP/Focus): Plot. Deals Unfathomable damage to all enemies and all allies.