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 The Cram's RPG Thread!

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.sickling.
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PostSubject: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyFri Dec 26, 2008 5:06 am

Everything related to Cram's new RPG he's making goes here! Suggestions, criticism, and additions, etc.

First off! Cram should post the main workings and mechanics of the game.
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptySun Dec 28, 2008 5:16 am

well i only have weapons set up

Sword (default is 2h)
Sword+ Sheild or Gauntlet
Axe or Hammer
Spear/ lance
Claw
Bow
Double Knives (THX YOSUKE)
Gauntlet/ Greaves
Spell Book

BONUS
projectiles (knives, bottles, even chairs.)
Guns (sadly, no cutscene bullets)


Last edited by Cram on Sun Dec 28, 2008 5:25 am; edited 1 time in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptySun Dec 28, 2008 5:17 am

all characters can use all weapons, its just that due to their presets, they will need a lot of training to become proficient with any other weapon
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptySun Dec 28, 2008 5:24 am

Main char initial stats
Active Stats
Str 3
Vit 3
Def 3
Int 3
Luk 3

Latent Stats (no real effect on battle but can effect your answers)
Courage: meek
Charm: uninteresting
Intelligence: idiot
Diligence: Callow
Understanding: Basic

male Latent skill: good with close contact weapons (i.e. swords, gauntlets and axes) with high enough luck can get discounts

female Latent Skill: good with long dist weapons (i.e.) bows, books, spears and does extra damage with greaves to male enemies also with high enough charm and luck, can get free stuff
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptySun Dec 28, 2008 5:33 am

I finally realized something.... i have no stat ailments so here we go!

Aliment (info)-Solution

Bleed/ Burn (causes damage when moving or attacking but not casting only happens if hit with critical attack)- small-large bandage
Sick - cough medicine
Poison - anti venom
Petrify (actually, its from gorgons eye upgrade)
Unconscious/ sleep - firecracker
Enervation (halves all stats) - energy drink
blind - eyedrops
panic - smelling salt
confusion - slap (does 1-10 dmg)
charm - sexy photo
silence - scary photo
rage - strait jacket
death - defibrillator/ revive skill


Last edited by Cram on Sun Dec 28, 2008 5:40 am; edited 1 time in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptySun Dec 28, 2008 5:40 am

new game plus skills


MC inherits levels, skills and stats
unlock bonus items
TEAM PET, STRANGE OBJECT, PHAIL GENE, alt character arcs, UNCONVETIONAL WEAPON, WHAT DID SHE MEAN BY THAT? quests have been opened
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyMon Dec 29, 2008 6:00 pm

The main character should have a choice between what type (personality) he/she will start out as. Also, there shouldn't be any difference between the male and female characters except for the way other characters interact with you.

Str: Determines the amount of physical damage done. Also, each weapon requires a certain number of Str to use. Str can also be used to unlock certain paths (knock down doors, etc.)
Vit: Determines the amount of HP the character will have and resistances to ailments.
Def: Determines the amount of both physical and special damage absorbed.
Int: Determines the amount of special damage done. Also, a number of Int is required to pass tests.
Luk: Determines the amount of SP/MP/TP the character will have, the drops at the end of a battle, and the overall percentage of critical hits (1 Luk = +0.2% critical hit rate).

Type: Clever (Skills/magic expert)
Str: 1
Vit: 1
Def: 2
Int: 6
Luk: 5
Courage: Timid
Charm: Interesting
Intelligence: Smart
Diligence: Little
Understanding: Extensive
Quirk: Plays with his hands a little too much...
Preferred Weapon: Spell Book, Staff, Dagger

Type: Sneaky (Stealth and Firearms expert)
Str:5
Vit:1
Def: 2
Int: 1
Luk: 5
Courage: Timid
Charm: Sexy
Intelligence: Idiot
Diligence: Little
Understanding: Fundamental
Quirk: Likes to act like a ninja a lot...
Preferred Weapon: Dagger, Claw, Firearm


Type: Lazy (Tank)
Str: 7
Vit: 5
Def: 5
Int: 1
Luk: 1
Courage: Bad-Ass
Charm: Uninteresting
Intelligence: Idiot
Diligence: Callow
Understanding: Fundamental
Quirk: Likes to eat a lot...
Preferred Weapon: Gauntlet/Greaves, Axe, Hammer, 1H Sword/Shield

Type: Confident (Physical Damage Dealer)
Str: 5
Vit: 3
Def: 3
Int: 2
Luk: 3
Courage: Ambitious
Charm: Interesting
Intelligence: Idiot
Diligence: Industrious
Understanding: Fundamental
Quirk: Sometimes gets a bit too hot-headed...
Preferred Weapon: Bow, 2H Sword, Axe, Hammer, Gauntlet/Greaves/Claw, Dagger, Spear/Lance

Type: That Guy (Balanced, Storywise)
Str: 3
Vit: 3
Def: 3
Int: 3
Luk: 3
Courage: Uninspired
Charm: Somewhat attractive
Intelligence: Kinda smart
Diligence: Self-persevered
Understanding: Basic
Quirk: Doesn't like talking...
Preferred Weapon: All

Weapon Types:
Dagger/Twin Dagger: Weak, but fast and has a high critical hit rate.
1H Sword/Shield: Moderately weak, but fast and has a higher chance to avoid attacks with the added chance of a block.
2H Sword: Very strong, but slow.
2H Axe/2H Hammer: Extremely strong, but very slow and has a high critical hit rate.
Bow: Long range, moderately weak and has a medium fire rate, but has a high critical hit rate.
Claw/Gauntlet/Greaves: Fast and moderately strong. Some claws can also be used to cast spells.
Spear/Lance: Strong and has a long range.
Spell Book: Required for spells. Each spell book has its own properties (Increased Int, high critical hit rate, etc.)
Staff: Required for spells. Each staff has its own properties (Increased Int, high critical hit rate, etc.)

BONUS
Firearm: Long range, powerful, fast, high critical hit rate, but extremely limited shots.
Projectile: Long range, power depends on the projectile.


Last edited by .sickling. on Tue Dec 30, 2008 5:08 am; edited 5 times in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyMon Dec 29, 2008 6:47 pm

Status Items:

One-time Usage:
Mystical Gem: Heals all status except death.
Mystery Goo: 50/50 chance of healing all status or inflicting a random status.
Super Band-Aid: Heals bleed and burn (does not provide an HP bonus).
Antidote: Heals poison.
Salve: Heals burn.
De-Charm: Heals charm.
De-Frost: Heals freeze.
De-Petrify: Heals petrification.
Slap: Can only be done by another teammate. Deals 1-10 damage, and heals confusion, infatuation, fear and rage.
Sparkling Gem: Heals confusion.
Energy Drink: Heals enervation.
Re-Vitalize: Heals enervation.
Energy Gem: Heals flare.
Energy Bottle: Inflicts flare on one character or the enemy.
Re-Buff: Removes all De-buffs on one character.
Re-Optic: Heals blind.
Re-Sensitize: Heals passive.
Calm Bottle: Heals rage.
Revival Stone: Heals incapacitation with 50% max HP and 25% SP.
Revival Gem: Heals incapacitation with full HP and 50% SP.
Life Essence: Rescues a character from the clutches of death. Extremely rare item that cannot be purchased.


Unlimited Usage:
Save Station: Entering most save stations heals all status except for death and recovers all HP and MP/SP/TP.
Bed/Rest: Heals all status except for death and recovers all HP and MP/SP/TP.
Gorgon's Eye: Heals petrification but is also useful for other things...
Sexy Photo: Heals infatuation.
Hyper Band-Aid: Has a 30-minute cooldown stage after using. Heals burn and bleed.
Time: After a certain amount of time, certain ailments are cured.


Status Ailments (All are cured by Mystical Gem, Rest, Save Station, except for death):

Sick/Ill: Obtained randomly or when the character is overworked (no sleep) The character cannot participate in battles. Cannot be cured. Requires one night of rest. If all characters in the party are sick, you are forced to have one night of rest.

Burn: Obtained when hit by certain types of flame based attacks. Halves movement and attack speed, and also deals small continuous damage. Burn cannot incapacitate the character (Burn will deal no damage once HP reaches 1). Healed by Salve and Super Band-Aid.

Poison: Obtained when hit by a certain attack. Deals deadly continuous damage, and can incapacitate the character. Healed by Antidote.

Bleed: Obtained when hit by certain skills. Deals medium continuous damage, and can incapacitate the character. Healed by Super Band-Aid.

Petrified: Obtained when hit by a certain attack. The character cannot move, attack, or cast any skills until he/she is cured. Healed by De-Petrify and Gorgon's Eye. If all characters are petrified, the game is over.

Freeze: Obtained when hit by a certain spell. The character cannot move, attack, or cast any skills until he/she is cured or thawed. Healed by De-Frost or by thawing. A character has a 12% chance to thaw every 5 seconds.

Sleep: Obtained when the character gets into bed, is hit by a certain skill, or is overworked. The character cannot move, attack, or cast any skills for a number of turns.
Infatuated: Obtained when hit by a certain attack or if the character sees a highly attractive enemy of the opposite gender. The affected character may attack the team or heal the opponents. Cured by Sexy Photo, Slap, or over time.

Confusion: Obtained when hit by a certain attack. The character may attack him/herself, dealing damage relative to his/her Str stat. If a magic skill is used, confusion damage will be based on the Int stat. Healed by Slap, over time or Sparkling Gem.

Fear: Obtained when hit by a certain attack or skill. The character's movement speed is halved will not attack when ordered. Healed by Slap, Smelling Salt, or over time.

Enervated: Obtained when the character is overworked or hit by a certain attack or skill. All stats and movement speed are halved. Healed by Energy Drink or Re-Rejuvenate.

Flare: Obtained by Energy Bottle, is purposely activated, or when attacked by certain attack. Str is doubled, while Def is halved. Movement speed is doubled. Healed over time, or by Energy Gem.

Blind: Obtained when hit by a certain attack. The character will have no control over targeting (targets for all attacks and spells will be selected randomly). Healed after battle or by Re-Optic.

Rage: Obtained when hit by a certain attack or skill. The character will attack random targets using only physical attacks, and use no items. Healed by time, by Slap, or by Calm Bottle.

Passive: Obtained by using certain equipment or when hit by a certain attack. The character cannot High, Medium, or Low Counter. Healed over time, or by Re-Sensitize.

Off-Balance (Tripped): Lasts for only 1 turn. Obtained when attacked by a super effective element, sometimes by a critical hit, or certain attacks. The character cannot do anything for this turn. Healed after one turn.

Incapacitated: Obtained when HP reaches 0 (HP will always hit 0 before death). The character cannot do anything. Healed by Defibrillator during battle. After battle, the character will be revived with 1 HP. When all characters are incapacitated or dead in battle, the game is over. MC cannot be incapacitated, instead, he/she dies whenever his/her HP drops to 0.

Death: Obtained when HP reaches a negative number (being attacked continuously when incapacitated). The character cannot do anything. Cannot be cured by any item except for Life Essence. After the battle, the character will have 0 HP. The character will remain "dead" until they are revived or a key event is reached. When MC dies at any time, the game is over.


Last edited by .sickling. on Fri Jan 02, 2009 5:38 am; edited 2 times in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyMon Dec 29, 2008 11:39 pm

Story:
You have returned to your hometown after several years. After being forced to enroll into the nearest school by your overprotective parents, you think you lead a quiet, uninteresting life, going to an unknown school in an unknown town. But that is all about to change...

Inquisition:
At the very beginning of the game, you have to fill out your enrollment sheet. The sheet will question you about your personality and other traits, thus giving you a choice between one of the four types and choice between gender.

Type: That Guy
Starting Weapon: Leather Gauntlet (Claw)

Type: Clever
Starting Weapon: Short Staff (Staff)

Type: Sneaky
Starting Weapon: Silver Dagger (Dagger)

Type: Lazy
Starting Weapon: Short Sword (1H Sword)

Type: Confident
Starting Weapon: Long Spear (Spear)

PHAIL Gene (Quest): Accepting this quest activates this strange oddity which will single-handedly determines if you will be successful or an utter failure in life. Early in NEW GAME +, you discover that you possess this gene. When activated, the PHAIL Gene will cause everything in that day to go wrong, terribly wrong....so you must prevent it doing so....but you get a surprise at the end.


Last edited by .sickling. on Tue Dec 30, 2008 4:54 am; edited 3 times in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 1:59 am

the WHAT DID SHE MEAN BY THAT? quest deals with the female characters hating the main character. you have aproxx 10-60 mins to find all the female characters and apologize if you fail, you get the game over screen that involves the guy getting a vicious "dong thumping" if you suceed, it will give you the greatest version of the weapon you are carrying. (aka the joke weapons)

2h sword - shish kebab
gauntlet/shield + sword - nacho box + corn dog
dagger (2x) - drumsticks
axe/hammer - stop sign
spear/lance - finger on stick
claw - whiffle claw
bow - nerf bow
gauntlet/greave - large red boxing gloves/shin guards
spell book - 3 ring binder
projectiles - hamburger
guns - dart guns
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 2:02 am

.sickling. wrote:
Story:
You have returned to your hometown after several years. After being forced to enroll into the nearest school by your overprotective parents, you think you lead a quiet, uninteresting life, going to an unknown school in an unknown town. But that is all about to change...

Inquisition:
At the very beginning of the game, you have to fill out your enrollment sheet. The sheet will question you about your personality and other traits, thus giving you a choice between one of the four types and choice between gender.

Type: That Guy
Starting Weapon: Leather Gauntlet (Claw)

Type: Confident
Starting Weapon: Steel Dagger (Dagger)

Type: Lazy
Starting Weapon: Short Sword (1H Sword)

Type: Clever
Starting Weapon: Long Spear (Spear)

Type: Naive
Starting Weapon: 2h sword

PHAIL Gene: This quest activates an new form of play. This strange oddity single-handedly determines if you will be successful or an utter failure in life. Early in new game +, you discover that you possess this gene. When activated, the PHAIL Gene will cause everything in that day to go wrong, terribly wrong....so you must prevent it doing so.
thats better... the phail gene also unlocks a bonus ending upon completion. However, there is a silgtly higher chance of bad things during this quest
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 2:07 am

Cram wrote:
.sickling. wrote:
Story:
You have returned to your hometown after several years. After being forced to enroll into the nearest school by your overprotective parents, you think you lead a quiet, uninteresting life, going to an unknown school in an unknown town. But that is all about to change...

Inquisition:
At the very beginning of the game, you have to fill out your enrollment sheet. The sheet will question you about your personality and other traits, thus giving you a choice between one of the four types and choice between gender.

Type: That Guy
Starting Weapon: Leather Gauntlet (Claw)

Type: Confident
Starting Weapon: Steel Dagger (Dagger)

Type: Lazy
Starting Weapon: Short Sword (1H Sword)

Type: Clever
Starting Weapon: Long Spear (Spear)

Type: Naive
Starting Weapon: 2h sword

PHAIL Gene: This quest activates an new form of play. This strange oddity single-handedly determines if you will be successful or an utter failure in life. Early in new game +, you discover that you possess this gene. When activated, the PHAIL Gene will cause everything in that day to go wrong, terribly wrong....so you must prevent it doing so.
thats better... the phail gene also unlocks a bonus ending upon completion. However, there is a silgtly higher chance of bad things during this quest

Oh, you still have to post how basic stats like HP and SP/MP/TP work out.
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 2:46 am

MC 5 static skills (skills that are there no matter what)



slap
first aid
double attack

only one of the elementals
flare
chill
gust
zap

(one almighty attack. Havent thought of the name yet Crying or Very sad)
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 3:01 am

okay i've decided on sp only magic, some attack skills, and status altering skills use spirit points (sp). really heavy physical attacks use hp or a combination of both thats how you designate weapons and magic boosters! by hp to sp ratio
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 3:21 am

Cram wrote:
MC 5 static skills (skills that are there no matter what)



slap
first aid
double attack

only one of the elementals
flare
chill
gust
zap

(one almighty attack. Havent thought of the name yet Crying or Very sad)

HP is based on a numerical bar. 40 points of HP for every Vit point. HP can only be increased by leveling up.

Healing items may be placed into a "Battle Slot," or the character's inventory. One item takes up one of these slots. The Battle Slot cannot be refilled during battle.

HP Items:
Band-Aid: Heals 1% max HP. Can be used rapidly during battle. (1 application per 0.5 seconds, does not take up Battle Slot)
Antibiotic Gel: Heals 5% max HP. Can be used quickly during battle. (1 application per second, does not take up Battle Slot)
Potion: Heals 20% max HP. A mysterious, red concoction that tastes really bad.
Hyper Potion: Heals 60% max HP. An even more mysterious, red concoction that tastes more like cherries.
Odd Potion: Either does nothing, inflicts a status ailment, or heals 100% max HP. Like its name, it's a strange potion that seems to change color in the light.
Odd Morsel: Heals 1% max HP. May cause sickness. May be used rapidly during battle. (1 application per 0.3 seconds, does not take up a Battle Slot)
Big Morsel: Heals 5% max HP. May cause sickness. May be used rapidly during battle. (1 application per 0.7 seconds, does not take up a Battle Slot)
Medicinal Powder: Heals 500 HP. An herbal-smelling, fluffy powder that covers wounds in a cinch.
Large Bandage: Heals 1,000 HP. A really, really big Band-Aid.
First Aid Kit: Heals 5,000 HP. Your average first-aid kit, complete with plastic band-aids and stickers.
Vibrant Rubykat: Fully replenishes the HP bar. An extremely rare, glowing ore with healing properties. It stops glowing its distinct vibrant red color once used.


SP is based on a 100% bar. Skills deplete this bar by percentage. The bar can be increased by certain percentages by different items.

SP Items:
Blue Pebble: Replenishes the SP bar by 5%. It's an odd little blue stone found in great quantities everywhere. May be used rapidly. (1 application per second, does not take up a Battle Slot)
Blue Stone: Replenishes the SP bar by 10%. A little rarer than Blue Stone, but it's a fairly common item. It's just a big blue rock. (1 application per 2 seconds, does not take up a Battle Slot)
Blue Gem: Replenishes the SP bar by 25%. A somewhat rare crystal that glows faintly blue.
Energy Sapphire: Replenishes the SP bar by 50%. A highly uncommon ore bursting with energy.
Vibrant Sapphikat: Fully replenishes the SP bar. An extremely rare, glowing ore. It seems to stop glowing its distinct piercing blue color once used.
Mystic Tonic: Increases max SP by 5%. A bad-smelling, horrid tasting tonic that's even worse than cough syrup.
Spiritual Tonic: Increases max SP by 10%. It tastes like pickle-flavored soda and smells absolutely putrid.

HP/SP Items:
Seed: Heals 1% max HP, 1% SP. It's a seed of an unknown plant. Can be used rapidly during battle. (1 application per 0.5 seconds)
Sandwich: Heals 10% max HP, and 5% SP. A plain egg salad sandwich. Nothing special.
Noodles: Heals 20% max HP, and 10% SP. Some udon noodles in a bowl of soup.
Sushi: Heals 30% max HP, 20% SP. It's a rice roll with some raw fish inside.
Steak: Heals 50% HP, 30% SP. A bodacious, delectable-looking steak with BBQ sauce.
Yogurt: Heals 10% SP, 5% max HP. Some strawberry flavored yogurt. Yum.
Sorbet: Heals 20% SP, 10% max HP. It's ice cream with strawberry and vanilla flavors.
Milk: Heals 30% SP, 20% max HP. It's a carton of lactose-free milk for the lactose-intolerant.
Orange Juice: Heals 50% SP, 30% max HP. It's a carton of orange juice. Not too sour, not too sweet.
Elixir: Heals 50% max HP, 50% SP. A strange, purplish mix that smells like herbs and tastes like mouthwash.
Megalixir: Heals 100% max HP, 100% SP. A greenish concoction that seems to bubble uncontrollably.
Maxilixir: Heals 100% max HP, 100% SP to the entire party. When it's in the bottle, it doesn't seem like there's anything in there. Drinking it somehow makes everyone else feel better too.

Party Items (Can only be used outside of battle):
Gigantic Band-Aid: Heals 10% max HP, 10% SP to the party. This thing is so incredibly huge, it's not funny. Really.
Sleeping Mat: Heals 25% max HP, 25% SP to the party. It's a comfy sleeping mat made of polyester.
Tent: Heals 50% max HP, 50% SP to the party. It's a big, canvas tent everyone can fit inside.
Cottage: Heals 75% max HP, 75% SP to the party. It's really just a big tent.. but it has a roof.
Portable House: Fully restores HP and SP to the party. I don't even know how we carry this.

Miscellaneous Items:
Lottery Potion: Ready to play with death? Does one of the following: kills the entire party, fully heals SP, fully heals HP, reduces HP to 1 and SP to 1%, fully heals the entire party, or nothing. Can be used in battle.
Magical Tissue: Has an unknown effect. It looks like an ordinary piece of facial tissue.
Magical Necklace: Has an unknown effect. A green, shiny necklace said to have magical properties and hidden powers if you wear it long enough. It won't make you famous or popular, though.
Life Stone: Incapacitates the character it's used on. A stone told in lore to drain the life of whomever possession it's in.
Laptop: Gives you the ability to scan enemies. It's an ordinary computer that can easily be carried around.


Last edited by .sickling. on Fri Jan 02, 2009 10:30 pm; edited 16 times in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 3:44 am

lol
i just though of something funny

kay there are shopkeepers in red hoddies hidden around the school and town. these are UG (underground) shopkeepers they give pretty powerful equipment but its illegal and they also give healing items such as fairy dust, the C45 and magic plant. These give confusion stat when used but heal a lot. If yo havent caugt on yet, theyre drugs.

UG Items
Wyrm gun
chainsaw (2h sword)
flamberge (1h sword)
bullets
throwing knives
executioner (axe)
raikov (spear)
butcher knives (dagger 2x)
Backhand gauntlet + demon greaves
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 4:51 am

TYPE MATCHUPS:
Better > Worse
Type / Bad against
Type = Neutral against

Fire > Ice | Ice is weak to Fire.
Ice > Fire | Fire is weak to Ice.
Electric > Wind | Wind is weak to Electric.
Wind > Fire | Fire is weak to Wind.
Electric > Ice | Ice is weak to Electric.
Wind > Wind | Wind is weak to itself.
Fire > Electric | Electric is weak to Fire.
Ice > Electric | Electric is weak to Ice.
Light > Dark | Dark is weak to Light.
Dark > Light | Light is weak to Dark.
Light / Light | Light is ineffective to itself.
Dark / Dark | Dark is ineffective to itself.
Fire / Fire | Fire is ineffective to itself.
Ice / Ice | Ice is ineffective to itself.
Electric / Electric | Electric is ineffective to itself.
Electric = Ice, Fire, Light/Dark
Fire = Light/Dark, Wind, Electric
Ice = Electric, Light/Dark, Wind
Wind = Light/Dark, Electric, Ice
Light = Ice, Electric, Fire, Wind
Dark = Ice, Electric, Fire, Wind


Recruitment: Upon starting the game, you will only have one character in the party: yourself. To increase the party, you must defeat bosses (other students), powerful entities that rule certain parts of the school. Defeating them adds them to your party.

MC's property is determined by the school's enrollment sheet.

RECRUIT-ABLE BOSSES

First Boss
Aaron:
Level: 8
Type: Sneaky
Property: Wind
Stats:
HP: 760
SP: 50%
Str: 15
Vit: 19
Def: 10
Int: 8
Luk: 21
Weapon: Twin Snake Dagger (Twin Dagger)
Role: Critical Hit Expert
Skills:
Critical Plus
Critical Slash
Flurry

Second Boss
Alana:
Level: 15
Type: Clever
Property: Light
Stats:
HP: 1,200
SP: 80%
Str: 8
Vit: 30
Def: 25
Int: 33
Luk: 26
Weapon: Magic Staff (Staff)
Role: Cleric
Skills:
Heal [Tier 1]
Light Beam
Purify

Third Boss
Kudo
Level: 32
Type: That Guy
Property: Dark
HP:1,600
SP: 100%
Str: 40
Vit: 40
Def: 40
Int: 40
Luk: 40
Weapon: Mystic Gauntlet (Claw)
Role: All-out Damage Dealer
Skills:
Flare Punch
Chill Punch
Volt Punch
Energy Beam

Fourth Boss
Cram
Level: 52
Type: Lazy
Property: Fire
HP: 4,000
SP: 100%
Str: 77
Vit: 100
Def: 92
Int: 35
Luk: 56
Weapon: Dragon Fang and Vengeance Shield (1H Sword and Shield)
Role: Tank

Fifth Boss
Alexa
Level: 66
Type: Confident
Property: Ice
HP: 55,000
SP: 100%
Str: 150
Vit: 113
Def: 89
Int: 56
Luk: 125
Weapon: Hell Hammer (Hammer)
Role: Offensive
Skills:
Windy Raid
Bone Crush
Cripple
Berserk
Adrenaline Boost

Sixth Boss
Erika
Level: 82
Type: Confident
Property: Dark
HP: 100,000
SP: 100%
Str: 225
Vit: 250
Def: 111
Int: 32
Luk: 165
Weapon: Phyrobate Claymore (2H Sword)
Role: Damage Dealer
Skills:
Vorpal Blade
Atlas Blow
Shockwave
Pulverize
Leap Strike
Adrenaline Boost

Seventh Boss
Tiffany
Level: 82
Type: Confident
Property: Electric
HP: 96,000
SP: 100%
Str: 190
Vit: 240
Def: 225
Int: 100
Luk: 82
Weapon: Tensist Bow (Bow)
Role: Defensive Damage Dealer
Skills:
Headshot
Skyshot
Explosive Arrow
Arrow Rain
Critical Shot
Swiftness
Agility

Eighth Boss:
Matt
Level: 95
Type: Sneaky
Property: Ice
HP: 100,000
SP: 100%
Str: 180
Vit: 250
Def: 190
Int: 275
Luk: 191
Weapon: War Staff (Staff)
Role: Magical Damage Dealer
Skills:
Glacial Torrent
Blizzard
Frost Nova
Glaciate
Icicle Spear
Quickcast
Adrenaline Boost


NON-RECRUIT-ABLE BOSSES

Matt (Corrupt)
Level: 110
Type: Sneaky
Property: Dark
HP: 121,500
SP: 170%
Str: 300
Vit: 275
Def: 198
Int: 300
Luk: 221
Weapon: Void Blades (Unclassified)
Role: All-out Damage Dealer
Skills:
Rend: Dislocate the target's body with a powerful attack. Effect: Bleed (5% total HP drain per second for 50 seconds), 5000-6000 additional damage. SP Cost: 15% Cooldown: 15 sec
Impact Edge: Leap high into the sky, then come crashing down, weapon-first, straight into an enemy, creating a destructive blast. Effect: 10,000 additional damage damage decreases by 5% every meter. Blast Range: 15 meters. Cooldown: 20 sec
Critical Null: Use the power of darkness to nullify your opponent's critical hits. Effect: Nullfies critical hits on a single enemy for 30 seconds. SP Cost: 40% Cooldown: 50 sec
Dark Blast: Release an dark aura from your body that distorts the very nature of souls. Effect: 6000-7500 additional damage. SP Cost: 15% Range: 15 meters Cooldown: 15 sec
Grapple
Sharpness
Critical Plus
Agility
Swiftness
Adrenaline Boost
Immunities: None
Description: A fellow teammate taken over by a force of darkness. He is intent on killing you all and will not stop until you are all dead... there is no other choice.


Last edited by .sickling. on Tue Jan 06, 2009 2:13 am; edited 9 times in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 5:19 am

if you decide to go to bed early, you may have a dream about your friends and...other..stuff...
i.e. if you pick up the flags while conversing with the opposing sex the more likely you will dream about them and the more likely you will get better support from them. Plus when the final boss (form 1 of 3) uses control on your team mate, the better friends you make with them, the less of a chance they will attack you. but having a sausage-fest for a team has its own benefits. sUch as all stat reducing and improving skills are open, good attack, and better co-operation (after all, one of the guys even says "come on man! bros b4 hos!)
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 5:31 am

Cram wrote:
if you decide to go to bed early, you may have a dream about your friends and...other..stuff...
i.e. if you pick up the flags while conversing with the opposing sex the more likely you will dream about them and the more likely you will get better support from them. Plus when the final boss (form 1 of 3) uses control on your team mate, the better friends you make with them, the less of a chance they will attack you. but having a sausage-fest for a team has its own benefits. sUch as all stat reducing and improving skills are open, good attack, and better co-operation (after all, one of the guys even says "come on man! bros b4 hos!)

Question: WHO IS THE FINAL BOSS? Of course, I might go about and make it me... but really that's too egotistical.
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 5:36 am

You guys are so hardcore ._.;;
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 5:40 am

++DELETE++<please delete all my post and then delete me as a member when you have time.


Last edited by deodardave on Fri Apr 03, 2009 9:48 pm; edited 1 time in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 5:58 am

to an extent, yes I am
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 6:04 am

Melee Skills (Oh, boy, this is going to be long.)

Dagger/Twin Dagger:

Daggers are overall weaker in the case that they can't use more powerful skills. However, Twin Daggers can't use nearly as many Damage over Time (DoT) skills as a single Dagger.

Critical Plus: Double your critical hit rate. Self-buff (1 minute). SP Cost: 10% Instant Cast.

Critical Slash: Instantly deal a critical hit. Attack. SP Cost: 15%
Cooldown: 20 sec

Fang Strike (Twin Dagger only): Use both of your daggers in a deadly blow to deal 668-772 additional damage. Attack. SP Cost: 6%
Cooldown: 4 sec

Poison Stab (Dagger only): Lace your dagger in a deadly poison, then attack to deal 56-60 additional damage, 80% chance to poison. Poison deals 5% total HP damage every second for 30 seconds. Attack. SP Cost: 15% Instant Cast.
Cooldown: 12 sec

Artery Slash (Dagger only): Aim for the target's artery, dealing 56-60 additional damage, 80% chance to cause bleed. Bleed deals 4% total HP damage every second for 35 seconds. Attack. SP Cost: 15% Instant Cast.
Cooldown: 12 sec

Double Slash (Dagger only): Slash the enemy twice, the first hit dealing 508-777 additional damage and the second hit dealing 1000-1400 additional damage. Attack. SP Cost: 8%
Cooldown: 6 sec

Quad Slash (Twin Dagger only): Slash the enemy four times, the first hit dealing 212-250 additional damage, the second hit dealing 409-506 additional damage, the third hit dealing 708-756 additional damage, and the last hit dealing 800-956 additional damage. Attack. SP Cost: 12%
Cooldown: 6.5 sec

Flurry: Slice the enemy in a series of blindingly fast attacks too quick for the eye to see. Deal 8 regular hits in 1 second. Attack. SP Cost: 15%
Cooldown: 8 sec

Assassinate: Slit the enemy's throat to deal 10200-12000 additional damage + 25% of the enemy's total HP. Attack. SP Cost: 60%
Cooldown: 40 sec

Shadow Replication: Create a clone of the character with 50% all stats. This clone is AI controlled. Spell. SP Cost: 100%
Cooldown: None
Effect: 3 minutes, no more than one clone on the field

Vamp Strike (Dagger only): Channel dark energies into your blade, then strike to deal 500-620 additional damage. You regain 50% of the damage dealt. Attack. SP Cost: 40%
Cooldown: 40 sec

Shuriken Throw: Toss a deadly, sharp ninja star at the enemy. Damage is dependent on the type of star thrown and the Str stat. SP Cost: 2%
Cooldown: 0.3 sec

Swiftness: Channel nature's energies into your body, quickening your attacks. Self-buff. Effect: Double your attacking and movement speed for 60 seconds. SP Cost: 10%
Cooldown: 2 min

Agility: Take a deep breath, then mentally lighten your body. Self-buff. Effect: Double your movement speed and evasion rate for 60 seconds. Effects can stack. SP Cost: 12%
Cooldown: 2 min

Adrenaline Boost: Take a deep breath and focus your mental energy. Self-skill. Effect: Removes cooldown on all skills. SP Cost: 40%
Cooldown: 3 min


Last edited by .sickling. on Sun Jan 04, 2009 12:43 am; edited 10 times in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 6:32 am

Joint spells/ assist attack

MC + best friend/ party
# of ppl required : attack : effect

4-2: all out attack: does a combination of damage from all people
4: with friends like these: does 2x damage of each char highest level special (almighty)
3: triple offensive: three attacks each doing twice as much as the last
2: assist : knocks down an emeny and makes it dizzy (can fall down easily)
1: last hope: only works when alone but does 8x the amount of dmg that a normal attack would do

Kudo + Mako (changed from cram)
2: best buddies: does 4 consecutive hits with doubling damage
2: will of the paladins: does massive light and dark damage instantly killing light and dark based enemies
2: my kung fu is better than yours: an enemy is punished with both chi and chakra based attacks

Mako + Eri
2: dimension sever: two power slashes hit one opponent and instantly banish them to another dimension (doesnt kill bosses but does massive damage)
2: meteor storm: does massive damage to all enemies
2: sibling rivalry : does 21 hits of progessively stronger blows
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 6:42 am

1H Sword + Shield Skills

Bash: Hit the enemy with your shield, stunning them for 5 seconds. Deals 20-50 additional damage, stuns for 5 seconds. Single Target. Attack. SP Cost: 5%
Cooldown: 8 sec

Boost: Temporarily boost your health by 100% your remaining HP. The HP boost wears off after 50 seconds. Self-skill. SP Cost: 23%
Cooldown: 25 sec

Endurance: Boost your shield block rate by 50%. The boost wears off after 2 minutes. Self-skill. SP Cost: 25%
Cooldown: 3 min

Cripple: Attack the enemy's weak tissues, halving their Def and dealing 10% of the enemy's total HP. De-buff lasts for 20 seconds. De-buff attack. SP Cost: 6%
Cooldown: 18 sec

Bone Crush: Attack the target's bones with a heavy smash, dealing damage lowering their attack rate. Effect: 500-600 additional damage and decrease enemy attack rate by 30% for 20 seconds. De-buff attack.
SP Cost: 6%
Cooldown: 20 sec

Demoralize: Decrease the enemy's attack power. Deals no damage. Effect: Halves enemy damage for 20 seconds. All enemies. De-buff. SP Cost: 15%
Cooldown: 15 seconds

Leap Strike: Bound forward to instantly close the distance and attack with a strike. Effect: Get in front of the target, and deal a regular attack. No additional damage. Attack. SP Cost: 2%
Cooldown: 8 sec

Atlas Blow: Draw your own energies into the blade, then strike for a massive blow to one enemy. 8000-10000 additional damage. Single Target. Effect: Pay 25% max HP. Skill cannot be used if there is insufficient HP. Attack.
SP Cost: 20%
Cooldown: 12 seconds

Vorpal Blade: Channel your spiritual energy into your sword, then slash for a mighty blow. 3050-4000 additional damage. All enemies. SP Cost: 25%
Cooldown: 10 sec

Quick Blade: Rush forward, slash, then attack as you withdraw quickly. Effect: Deal 2 regular hits as a single hit. Ranged. Single Target. SP Cost: 10%
Cooldown: 6 sec

Windy Raid: Attack in a whirlwind fashion. Effect: Attack all enemies around you for 1400-2000 additional damage. Multiple Targets. SP Cost: 20%
Cooldown: 20 sec

Taunt: Enrage a single enemy, causing it to attack the caster. Effect: Raises threat level (the creature will pay more attention to higher threats) No damage. Single Target. SP Cost: 5%
Cooldown: 6 sec

War Cry: Resound a booming roar, attracting more attention to the user. Effect: Raises threat level of all creatures. No damage. All targets. SP Cost: 15%
Cooldown: 15 sec

Tectonic Smash: Smash your sword into the ground with incredible force, causing a massive earthquake. Effect: 1600-2400 additional damage and 90% chance to stun enemies affected.
Range: 10 meters in front
Cooldown: 25 sec

Boomerang: Throw your shield to hit and enemy, stunning it, then returning to your hand. Effect: No additional damage, but stuns faraway target for 5 seconds. Single Target. SP Cost: 15%
Cooldown: 15 sec

Adrenaline Boost: Take a deep breath and focus your mental energy. Self-skill. Effect: Removes cooldown on all skills. SP Cost: 40%
Cooldown: 3 min


Last edited by .sickling. on Wed Dec 31, 2008 5:08 am; edited 5 times in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 7:12 am

More bosses Very Happy
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 8:13 am

lets work backwards....
final boss
maleboge
3 forms

form 1
hp: 50,000
sp: 100,000

form 2
hp: 100,000

form 3
hp: scripted

attacks:
control
thor's rage (highest thunder)
meteor storm (highest fire)
tempest rage (highest wind)
glacial torrent (highest ice)
dimentsional rift (highest almighty)
rebellion (increases EVERYBODY's critical rate)
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Dec 30, 2008 4:44 pm

Cram wrote:
lets work backwards....
final boss
maleboge
3 forms

form 1
hp: 50,000
sp: 100,000

form 2
hp: 100,000

form 3
hp: scripted

attacks:
control
thor's rage (highest thunder)
meteor storm (highest fire)
tempest rage (highest wind)
glacial torrent (highest ice)
dimentsional rift (highest almighty)
rebellion (increases EVERYBODY's critical rate)

Erg. That's weaker than the last several bosses.
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyWed Dec 31, 2008 2:08 am

.sickling. wrote:
Cram wrote:
lets work backwards....
final boss
maleboge
3 forms

form 1
hp: 50,000
sp: 100,000

form 2
hp: 100,000

form 3
hp: scripted

attacks:
control
thor's rage (highest thunder)
meteor storm (highest fire)
tempest rage (highest wind)
glacial torrent (highest ice)
dimentsional rift (highest almighty)
rebellion (increases EVERYBODY's critical rate)

Erg. That's weaker than the last several bosses.
kay.. it has ridiculous defense plus the other bosses dont need to be very strong
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyWed Dec 31, 2008 3:45 am

After several minutes of calculating and planning, I managed to come up with a rough damage calculator. (Physical damage only)

{[A(B) + C]3 - [D(E)2] +/- (A + D)}(FH)
G


A = Character's level
B = Attacking character's Str
C = Additional damage (applies to skills only) If there is no additional damage, C = 1
D = Target creature's level
E = Target creature's Def
F = If the attack element is super effective, F = 2. In all other cases, F = 1
H = If the attack is a critical hit, H = 2. In all other cases, H = 1
G = If the attack element is weak, G = 2. In all other cases, G = 1

If result is negative, damage output is 0.



Last edited by .sickling. on Fri Jan 02, 2009 11:32 pm; edited 14 times in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyWed Dec 31, 2008 4:13 am

Spell Damage
((2A/5 2)*B*C)/D)/50) 2)*X)*Y)*Z)10/255

A = Attacker's Level (If attack is critical hit, A is doubled)
B = Attacker's Int
C = Spell Power
D = Defending character's Def
X = Same-Element attack bonus (1 or 1.5) If the spell type matches your property, X = 1.5. If it doesn't, X = 1.
Y = If spell type is super effective, Y = 2.
If spell type is not effective, Y = 1/2.
If spell type is neutral, Y = 1.
Z = A random number between 217 and 255

I'm not sure if this one works as well. I need help on a spell damage formula!


Last edited by .sickling. on Wed Dec 31, 2008 10:20 pm; edited 1 time in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyWed Dec 31, 2008 4:40 am

2H Sword/Axe/Hammer Skills

Power Hit: Smash an enemy using your brute force and the weight of the weapon. 900-1000 additional damage. Single Target. SP Cost: 5%
Cooldown: 6 sec

Pulverize: Crush an enemy with a powerful, overhead blow. Effect: 1800-2600 additional damage. Single Target. SP Cost: 7%
Cooldown: 8 sec

Atlas Blow: Draw your own energies into the blade, then strike for a massive blow to one enemy. 8000-10000 additional damage. Single Target. Effect: Pay 25% max HP. Skill cannot be used if there is insufficient HP. Attack.
SP Cost: 20%
Cooldown: 18 seconds

Vorpal Blade: Channel your spiritual energy into your sword, then slash for a mighty blow that tears open a massive rift. 3050-4000 additional damage. All enemies. SP Cost: 25%
Cooldown: 10 sec

Tectonic Smash: Smash your sword into the ground with incredible force, causing a massive earthquake. Effect: 1600-2400 additional damage and 90% chance to stun enemies affected. Attack. SP Cost: 22%
Range: 10 meters in front
Cooldown: 25 sec

Windy Raid: Attack in a whirlwind fashion. Effect: Attack all enemies around you for 1400-2000 additional damage. Multiple Targets. Attack. SP Cost: 20%
Cooldown: 20 sec

Eruption: Plunge your sword into the ground, causing the ground beneath your enemies to erupt with pure energy. Effect: 1450-1700 additional damage. All nearby targets. Attack.
SP Cost: 14%
Range of effect: 50 meters around the character

Bone Crush: Attack the target's bones with a heavy smash, dealing damage lowering their attack rate. Effect: 500-600 additional damage and decrease enemy attack rate by 30% for 20 seconds. De-buff attack.
SP Cost: 6%
Cooldown: 20 sec

Cripple: Attack the enemy's weak tissues, halving their Def and dealing 10% of the enemy's total HP. De-buff lasts for 20 seconds. De-buff attack. SP Cost: 6%
Cooldown: 18 sec

Berserk: Unleash the fury held deep within your soul. Effect: Activates rage until end of battle. Self-skill. SP Cost: 10%
Cooldown: 60 sec

Shockwave: Divide the enemy and the earth with a powerful overhead slash, causing a wave of energy to emanate forwards, ripping enemies apart.
Effect: Initial hit deals 800-1500 additional damage, energy wave deals 700 additional damage.
Range (of shockwave): 20 meters
SP Cost: 12%
Cooldown: 6 sec

Leap Strike: Bound forward to instantly close the distance and attack with a strike. Effect: Get in front of the target, and deal a regular attack. No additional damage. Attack. SP Cost: 2%
Cooldown: 8 sec

Adrenaline Boost: Take a deep breath and focus your mental energy. Self-skill. Effect: Removes cooldown on all skills. SP Cost: 40%
Cooldown: 3 min


Last edited by .sickling. on Thu Jan 01, 2009 1:16 am; edited 2 times in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyWed Dec 31, 2008 5:07 am

Bow Skills:

Piercing Shot: A deadly attack with precise, piercing aim. Effect: 600-800 additional damage. Single Target. SP Cost: 4%
Range: 25 meters
Cooldown: 8 sec

Crushing Shot: An attack with the arrow shot at maximum strength. Effect: 1200-1500 additional damage. Single Target. SP Cost: 6%
Range: 20 meters
Cooldown: 12 sec

Vital Shot: Fire an arrow into an enemy's vital organ, doing fatal damage. Effect: 2000-2400 additional damage. Single Target. SP Cost: 10%
Range: 25 meters
Cooldown: 16 sec

Headshot: Fire an arrow straight into the enemy's head. Effect: 10200-12000 additional damage + 25% of the enemy's total HP. Attack. SP Cost: 100%
Cast Time: 0.9 sec
Cooldown: 55 sec

Poison Shot: Fire a arrow steeped in a deadly poison to deal 56-60 additional damage, 80% chance to poison. Poison deals 5% total HP damage every second for 30 seconds. Attack. SP Cost: 15%
Cooldown: 12 sec

Venom Shot: Fire an arrow containing an extremely deadly toxin. Effect:l 400-500 additional damage, 80% chance to poison. Poison deals 8% total HP damage every second for 30 seconds.
SP Cost: 20%
Cooldown: 13 sec

Critical Shot: Channel all your mental energy into one shot. Effect: Instantly deal a critical hit with 200-243 additional damage. SP Cost: 15%
Cooldown: 20 sec

Explosive Arrow: Fire an explosive-tipped arrow into a target, for it to detonate moments later. Effect: Initial hit deals 1-4 additional damage, explosion (5 seconds later) deals 2000-2400 additional damage. SP Cost: 40%
Cooldown: 30 sec

Skyshot: Fire a single arrow into the heavens, only for it to come straight back down onto an enemy. Effect: This attack will never miss. 200-500 additional damage. SP Cost: 6%
Cooldown: 8 sec

Arrow Rain: Fire several arrows into the sky, raining arrows on your enemies. Effect: 800-900 additional damage to enemies caught in area of effect. SP Cost: 12%
Range: 15 meters
Cooldown: 8 sec

Tension Strike: Use your bow to push enemies away from you. Single Target. Effect: Regular damage, pushes an enemy away 10 meters. SP Cost: 5%
Cooldown: 5 sec

Swiftness: Channel nature's energies into your body, quickening your attacks. Self-buff. Effect: Double your attacking and movement speed for 60 seconds. Effects can stack. SP Cost: 10%
Cooldown: 2 min

Agility: Take a deep breath, then mentally lighten your body. Self-buff. Effect: Double your movement speed and evasion rate for 60 seconds. Effects can stack. SP Cost: 12%
Cooldown: 2 min

Adrenaline Boost: Take a deep breath and focus your mental energy. Self-skill. Effect: Removes cooldown on all skills. SP Cost: 40%
Cooldown: 3 min
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyThu Jan 01, 2009 1:44 am

Spear/Lance Skills

Quick Hit: Attack quickly to push away close enemies. Effect: 50-60 additional damage, push enemies back 10 meters.
SP Cost: 5%
Cooldown: 6 sec

Skewer: Channel mystical energy into a long, straight stab right into the enemy, with a high chance of dealing a critical hit. Effect: 50% critical hit rate increase, 500-600 additional damage.
SP Cost: 14%
Cooldown: 12 sec

Impale: Stab into an enemy, dealing massive damage. Effect: 1200-2000 additional damage.
SP Cost: 8%
Cooldown: 9 sec

Crescent Slash: Flip-kick an enemy into the air. Effect: 100-300 additional damage, knock single enemy into the air.
SP Cost: 8%
Cooldown: 10 sec

Nogeki: Attack by swinging your spear in a 180-degree slash, knocking hit enemies into the air. 150-200 additional damage, knock enemies into the air.
SP Cost: 20%
Cooldown: 15 sec

Rush (Against mid-air opponent only): Impale an enemy with a blindingly fast mid-air rush, weapon-first. Effect: 3800-5500 additional damage.
SP Cost: 5%
Cooldown: 2 sec

Fury (Against mid-air opponent only): Overwhelm enemies with a countless number of blows. Effect: 4000-5000 additional damage.
SP Cost: 25%
Cooldown: 4 sec

Smash (Against mid-air opponent only): Smash an enemy into the ground by smacking them with a powerful overhead blow. Effect: 10000-10500 additional damage, lose aerial control of enemy.
SP Cost: 20%
Cooldown: 8 sec

Mystic Lance (Against mid-air opponent only): Charge your spear with potent energies, then hurl it at a helpless enemy. Effect: 9000-9500 additional damage.
SP Cost: 35%
Cooldown: 10 sec

Blitz: Rush into an enemy, spear first, impaling and instantly closing the distance. Effect: 1500-3000 additional damage.
Range: 20 meters
SP Cost: 10%
Cooldown: 16 sec

Tornado: Spin continuously while attacking to trap enemies in a maelstrom of blows. Effect: 16 hits of normal damage in a 5 meter radius in 5 seconds.
SP Cost: 20%
Cooldown: 16 sec

Hustle: Allow energy to flow more freely throughout your body, quickening your speed. Effect: Doubled movement speed for 50 seconds.
SP Cost: 15%
Cooldown: 60 sec

Hurtle: Throw your spear at an enemy, impaling it, then jump to the monster to forcefully retrieve your weapon from its body. Effect: 8000-10000 additional damage (initial hit), 4000-6000 additional damage (retrieval).
Range: 20 meters
SP Cost: 20%
Cooldown: 30 sec
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyFri Jan 02, 2009 5:58 pm

Claw/Gauntlet/Greaves Skills

Quick Slash (Claw/Gauntlet only): Close the distance and attack the opponent with a powerful slash. Effect: 500-700 additional damage. SP Cost: 3%
Cooldown: 4 sec

Eviscerate (Claw/Gauntlet only): Slash open an enemy's vital area, dealing massive damage. Effect: 1500-2200 additional damage. SP Cost: 8%
Cooldown: 8 sec

Roundhouse Kick (Greaves only): Hit the opponent with a powerful, spinning kick. Effect: 1200-1800 additional damage. SP Cost: 3%
Cooldown: 4 sec

Split Kick (Greaves only): Perform a mid-air split above your enemy and smash your leg on top of them. Effect: 4000-5200 additional damage. SP Cost: 8%
Cooldown: 8 sec

Flurry: Slice and beat the enemy in a series of blindingly fast attacks too quick for the eye to see. Effect: Deal 8 regular hits in 1 second. Attack. SP Cost: 15%
Cooldown: 8 sec

Facepalm (Gauntlet only): Punch an enemy in the face, dealing damage and stunning them. Effect: 100-200 additional damage, stun for 5 seconds. SP Cost: 10%
Cooldown: 20 sec

Facestab (Claw only): Stab an enemy in the face, dealing damage and stunning them. Effect: 100-200 additional damage, stun for 5 seconds. SP Cost: 10%
Cooldown: 20 sec

Groin Kick (Greaves only): Kick an enemy in a sensitive area, dealing damage and stunning them. Effect: 150-250 additional damage, stun for 5 seconds. SP Cost: 10%
Cooldown: 20 sec

Mock: Offend an enemy with obscene gestures. Effect: Inflict rage on one enemy. SP Cost: 5%
Cooldown: 20 sec

Azure Swarm (Light): Trap the enemy in a pillar of binding light, then unleash a multitude of powerful hits. Effect: 3000-4200 additional magical Light damage, then 460-1000 additional damage for each hit (4 hits).
SP Cost: 10%
Cooldown: 12 sec

Darkness Fury (Dark): Surround yourself in a dark aura, then dash in and out of the enemy several times. Effect: 1200-1400 additional physical Dark damage for each hit (4 hits).
SP Cost: 10%
Cooldown: 13 sec

Flare Punch (Claw and Gauntlet only): Punch the enemy in a fist enveloped with flames. Effect: 1400-2000 additional physical Fire damage.
SP Cost: 8%
Cooldown: 8 sec

Flare Kick (Greaves only): High-kick the enemy with a foot enveloped with flames. Effect: 2200-2800 additional physical Fire damage.
SP Cost: 9%
Cooldown: 9 sec

Chill Punch (Claw and Gauntlet only): Punch an enemy with a freezing fist. Effect: 1400-2000 additional physical Ice damage.
SP Cost: 8%
Cooldown: 8 sec

Chill Kick: (Greaves only): High-kick the enemy with a sub-zero temperature foot. Effect: 2200-2800 additional physical Ice damage.
SP Cost: 9%
Cooldown: 9 sec

Volt Punch (Claw and Gauntlet only): Punch an enemy with a fist charged with electricity. Effect: 1400-2000 additional physical Electric damage.
SP Cost: 8%
Cooldown: 8 sec

Volt Kick (Greaves only): Kick an enemy with an electrified foot. Effect: 2200-2800 additional physical Electric damage.
SP Cost: 9%
Cooldown: 9 sec

Air Blade: Attack the enemy with blades of wind covering your weapon. Effect: 2400-2600 additional physical Wind damage.
SP Cost: 9%
Cooldown: 8 sec

Energy Beam: Fire a powerful beam at an enemy. Effect: 3000-3300 additional magical damage.
SP Cost: 11%
Range: 20 meters
Cooldown: 10 sec

Triune Strike (Greaves only): Deliver 3 powerful kicks packed with energy at the enemy. Effect: 1200-1300 additional damage for each hit (3 hits).
SP Cost: 9%
Cooldown: 12 sec

Grapple (Claw/Gauntlet only): Grab a nearby enemy and thrust your arm into their body, then retract and throw them away. Effect: 5000-5500 additional damage, push enemy away 10 meters.
SP Cost: 15%
Cooldown: 15 sec

Adrenaline Boost: Take a deep breath and focus your mental energy. Self-skill. Effect: Removes cooldown on all skills. SP Cost: 40%
Cooldown: 3 min


Last edited by .sickling. on Fri Jan 02, 2009 11:39 pm; edited 5 times in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyFri Jan 02, 2009 6:23 pm

++DELETE++<please delete all my post and then delete me as a member when you have time.


Last edited by deodardave on Fri Apr 03, 2009 9:47 pm; edited 1 time in total
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyFri Jan 02, 2009 8:24 pm

deodardave wrote:
20 seconds is a long time.

So is 5 seconds of doing nothing.
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptySun Jan 04, 2009 12:49 am

C-C-C-COMBO BREAKER!!!

Nobody is really contributing...
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptySun Jan 04, 2009 1:14 am

I'm looking at the spell formula now *gets out calculator*

proof I DON'T have a calculator mind, le gasp
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyMon Jan 05, 2009 11:25 pm

Damn that's a complex system and/or skills! So how bout them story?
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyMon Jan 05, 2009 11:48 pm

Drag3ndz wrote:
Damn that's a complex system and/or skills! So how bout them story?

We're working on that. Since it's modern time, it's not going to be a fantasy epic.

You are a normal person, just a victim of a series of rather unlucky events. First, you seem to have woken up in a bed not your own. Second, you have no idea where you are. Third, a person is telling you to get dressed and go to school. Better get going and find out everything later...

You get to school, and it seems to be pretty normal. Until you find out that fighting for your life is part of the mandatory curriculum. Vicious creatures called Shades attack you relentlessly, and nobody else seems to be able to notice them. In order to save your own life and quite possibly the fate of the world itself, you must find out about yourself and the place around you.
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Jan 06, 2009 12:23 am

here is my story : While studying for a test a student comes across this heavy, aged book when they open it, a large portal opens up and dark figures start to flow quickly out of the portal. after several seconds, the portal closes itself. the book tells of shades and how you must exterminate them. soon the entire world is engulfed in a white light and you find that humans are once again in tune with nature and the power of magic. here's when the main character comes in. 12 years later, school is now a war zone as the rivaling factions of students misuse their powers and bring weapons to fight with at school. It is up to you to stabilize the school and fight the shades and other denizens of darkness
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Jan 06, 2009 1:23 am

Cram wrote:
here is my story : While studying for a test a student comes across this heavy, aged book when they open it, a large portal opens up and dark figures start to flow quickly out of the portal. after several seconds, the portal closes itself. the book tells of shades and how you must exterminate them. soon the entire world is engulfed in a white light and you find that humans are once again in tune with nature and the power of magic. here's when the main character comes in. 12 years later, school is now a war zone as the rivaling factions of students misuse their powers and bring weapons to fight with at school. It is up to you to stabilize the school and fight the shades and other denizens of darkness

Better. I like this version a whole lot more than mine! (damn writer's block). Let me clean it up:

Many moons ago, there was a time of peace. Somewhere in a school, while studying for a history test, a student comes across a heavy, aged book, labeled "The History of Shade." Since it contains the word "History", he decides to open it. All hell breaks loose. The portal to darkness opens up and dark figures begin to inundate the world. As quickly as it happened, the portal closes itself. Suddenly realizing his mistake, the student desperately tries to search the book for answers. The book's pages have become blank. The Shades are too powerful for humankind, and the world's governments and military are easily and quickly destroyed. However, the appearance of the Shades has awakened a power in humans previously untapped: the ability to use magic. Using this new-found power, several heroes of mankind destroy the Shades and banish them back into the shadows. 20 years later, the power is still active in humans, and there are words of the portal being re-opened... Nowadays, school has become a war zone, where students use their magic abilities to wreak havoc. Battle and survival has now become a part of mandatory curriculum, and you are one of the unlucky students being transferred to Templar High, one of the most violent schools in existence...
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Jan 06, 2009 3:46 am

Shocked me likey Very Happy
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Jan 06, 2009 3:47 am

can the MC get at least 2 helpers tho
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Jan 06, 2009 4:02 am

beginner weapons

Golf Club
Glove and wooden sword
Rusty Axe
Wooden Spear
Bladed knuckles
Training bow
dual wrenches
thick gloves/boots
Training book
Pea-shooter(.22 caliber)
Metal chunk
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PostSubject: Re: The Cram's RPG Thread!   The Cram's RPG Thread! EmptyTue Jan 06, 2009 5:01 am

Cram wrote:
Shocked me likey Very Happy

It's amazing what happens when I get a little bit of inspiration. ._.

Cram wrote:
beginner weapons

Golf Club
Glove and wooden sword
Rusty Axe
Wooden Spear
Bladed knuckles
Training bow
dual wrenches
thick gloves/boots
Training book
Pea-shooter(.22 caliber)
Metal chunk

C-C-C-COMBO BREAKER!!!

Anyway, equipment and weapons come AFTER monsters.
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