Forum Game Dragonquest: The Dark Depths Sign up thread

Discussion in 'News & Offtopic' started by Ranger, Oct 28, 2017.

  1. Ranger

    Ranger

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    This is a work in progress, to help understand the basic rules for DnD 5th edition I would recommend starting here. This is a HEAVY homebrew
    http://dnd.wizards.com/articles/features/basicrules
    I would recommend looking at how advantage and skill checks work mainly.
    The entry limit is 3-4 people.

    THE STORY

    Fishmen have begun to invade coastal cities and destory ships crossing the sea. It's up to you Hero to solve this world crisis in which something even more sinister dwells.

    Team up with other Heroes and a mysterious priest on this Homebrewed adventure.
     
    Last edited: Oct 28, 2017
  2. Ranger

    Ranger

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    [​IMG]
    (click me^)
    THE WORLD

    [​IMG]
    • Pollock Bay : A fishing village on the southern coast of Kiefer, the island at the center of the world and is the starting point of the game. Once a year, it holds a Fishing Festival. Rumors from other coastal cities have reached Pollock Bay of trouble with fishmen lately.

    • Kiefer: A castle town on the west coast of Kiefer Island. Houses the current king and it’s people, it seems he is troubled by something as of late...

    • Mystery Temple: A ruined temple north west.

    • Arus : An island village just to the north of Kiefer island. In the past, it was saved by the hero Arus.
     
    Last edited: Oct 28, 2017
  3. Ranger

    Ranger

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    [​IMG]
    Rules of Stats and Levels
    The maximum level is level 99
    The below are Base stats at level 1 before factoring race and class.

    Hit Points (HP) +10
    Hit Points (HP) determine how much health a character has remaining. All damage subtracts from this score, and if it reaches 0, the character can no longer participate in battle, and must be revived from death. HP can be restored via medicinal herbs, healing spells, resting at an inn, etc.

    Magic Points (MP) +0
    Magic Points (MP) determine how much mana a character can expend to cast spells and abilities if they require it. Each spell deducts from this pool at a set rate, and cannot be cast if MP is too low.

    Strength +6
    Strength measures how physically strong a character is, and is added to a character's weapon bonus in determining damage inflicted upon an enemy also used to determine if you can move heavy objects.
    Attack stat = Strength + Weapon + Accessory.

    Agility +4
    Agility determines a character's priority in turns, no need to roll for initiative in this game unless there are matching speed stats in a fight and if that happens I will roll for you.

    Resilience +4
    Resilience measures how durable a character is. Resilience is added to a character's equipment defense in determining how much physical damage they endure when struck.
    Resilience increases HP by 3 points per Resilience point.
    Used to save against ailments.
    Defense = Resilience + Equipment + Accessory

    Wisdom :+4
    Wisdom measures a character's natural cognitive ability.Wisdom affects the potency and power of spells. Wisdom affects how much magic damage is reduced. 1 wisdom = 1 dmg reduction from a spell.
    Used to save against mind effecting spells.
    Wisdom increases MP by 3 points per wisdom point.

    [​IMG]
     
    Last edited: Oct 28, 2017
  4. Ranger

    Ranger

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    [​IMG]
    Races of the world


    [​IMG]
    Additional Base Hit Points (HP) +20
    Additional Base Magic Points (MP) +10

    HP per level +5
    MP per level +4
    Strength +3
    Agility +4
    Resilience +3
    Wisdom :+3

    The most common race on the planet and most stable in terms of stat gain.
    There isn't a lot to say about them.

    [​IMG]
    Additional Base Hit Points (HP) +25
    Additional Base Magic Points (MP) +0

    HP per level +10
    MP per level +1
    Strength +4
    Agility +1
    Resilience +4
    Wisdom :+0

    Special ability
    Berserker mode: Doubles Strength, but can only use attack command.

    Cannot learn magic. Fire related damage and spells are halved.


    The Ogres of Dragon Quest are giant red humanoids from the mountains and valleys. Bigger than your standard human, they are like a race composed entirely of people the size of Andre the Giant. Other than being red and huge, they are also distinguishable by the pointy protrusions on their shoulders and the horns on their heads. Generally have a slightly shorter life span than humans.

    [​IMG]
    Additional Base Hit Points (HP) +3
    Additional Base Magic Points (MP) +20

    HP per level +2
    MP per level +6
    Strength +1
    Agility +6
    Resilience +1
    Wisdom :+5

    Can read any language. Can only equip light things as armor.

    The Elves in Dragon Quest are almost nothing like the common image of Tolkien Elves (tall, beautiful, and human looking—just with pointy ears). While they do have pointy ears, the DQ Elves are a purple-skinned fairy people. They are somewhat shorter than most humans and have tiny wings on their backs. They come from the other dimensional side of forests.
    Lifespan extends into the thousands, adulthood is considered to be the age of 1800. Few in number as they hardly leave their home as they are extremely fragile and weak in strength.

    [​IMG]
    Additional Base Hit Points (HP) +20
    Additional Base Magic Points (MP) +5

    HP per level +3
    MP per level +3
    Strength +3
    Agility +3
    Resilience +6
    Wisdom :+2

    Gets full price when selling items as opposed to half, can fit in small places.
    Can only equip heavy things as armor.

    Dwarves in Dragon Quest are also far from their Tolkien counterparts. While still short, they are uniformly fat, green, and ugly. And though they are not quite as small as the Puklipo, they are still far shorter than humans or elves. Their home continent is known as The Earthlands.
    Lifespans of dwarves last hundreds of years. Adulthood is considered to be age 75.
    [​IMG]
    Additional Base Hit Points (HP) +12
    Additional Base Magic Points (MP) +13

    HP per level +3
    MP per level +3
    Strength +2
    Agility +2
    Resilience +2
    Wisdom :+8

    Twice as likely to convince someone of something, can fit in VERY small places.
    Can only equip light things as armor.

    The Puklipo are a tiny little people, the smallest in the game. They are very cute and have light green or blue fur. They resemble tiny cat or rabbit people and come from the forests, plains, and caves of Puku Land, wherever that is... The actual lifespan of these beings are unknown, but are rumored to actually be spirits.
    [​IMG]
    Additional Base Hit Points (HP) +8
    Additional Base Magic Points (MP) +6

    HP per level +2
    MP per level +3
    Strength +2
    Agility +3
    Resilience +2
    Wisdom :+3

    All stats double in water(except MP), can breath underwater, can easily swim underwater. Stats halve in severely hot areas.(This includes HP, but not MP) Takes 2x damage to fire and electric spells. Can only equip light things as armor.


    The Weddie are a blue-skinned fish people (much like Zelda's Zora) and have set up land territory for trade from the Fish Islands which are near Pollock Bay. They are of average human height, have a large ribbed fin on their backs, and have smaller ribbed fins for ears. Some of their villages are often on the beach and are comprised of island huts. In their underwater cities, they live in seashell-like buildings. Often comes onto land to trade and due to curiosity. Lives the same lifespan as a human.
     
    Last edited: Oct 28, 2017
  5. Ranger

    Ranger

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    [​IMG]
    Character Classes

    Available starting classes
    At some point if the game gets far enough you’ll be able to also choose monster Classes.
    You’ll be able to switch from your original class to a new one and possibly an advanced one once you are able to reach Alltrades Abbey.
    ( I wonder where that is...)
    The below are the starting classes available.
    Class stats scale by level instead of adding it per level for simplicity.
    Your starting class with no bonuses, starting with this is optional and not recommended.
    This class mostly exists for the template of abilities carrying onto other classes.
    If you can learn it then do it as freelancer any class can do it.
    Hit Points (HP) +0
    Magic Points (MP) +0
    Strength +0
    Agility +0
    Resilience +0
    Wisdom :+0

    [​IMG]
    Enemies needed to be defeated to master 78

    Hit Points (HP) +2
    Magic Points (MP) +0
    Strength +2
    Agility +0
    Resilience +1
    Wisdom :+0

    Warriors typically have high HP, Strength, and Vitality stats, but low Agility. They also have no magical ability whatsoever. The Warrior is most useful in "full-out" brawls, when the only chance to defeat a monster is to knock them out as fast as you can, before they have the chance to knock you out. Characters starting out as a warrior can equip anything regardless of Race.

    1 Ruffian (5 enemies to next)
    2 Skirmisher, Learn Focus Strength (5 enemies to next)
    3 Soldier (8 enemies to next)
    4 Veteran, Learn Mercurial Thrust (10 enemies to next)
    5 Captain, Learn Rude Awakening (10 enemies to next)
    6 Expert Fencer, Learn Wing-Clipper (15 enemies to next)
    7 Elite Blade, Learn Dragon Slash (25 enemies to next)
    8 Sword Lord, Learn Hatchet Man

    [​IMG]
    Enemies needed to be defeated to master 69

    Hit Points (HP) +1
    Magic Points (MP) +0
    Strength +1
    Agility +2
    Resilience +1
    Wisdom :+0

    Rogues have high speed and agility but average attack power and defense power. They have the ability to steal items at the end of a fight. In addition, they are decent combatants that can use whips and chains to attack multiple enemies at once. In the outside world abilities such as Eagle Eye(you get it for free) allow the player to locate villages and nearby towns.

    1 Pickpocket, Learn Muster Strength, Sandstorm (5 enemies to next)
    2 Purse Snatcher, Learn Shove, Safe Passage (5 enemies to next)
    3 Pilferer, Learn Stone's Throw (6 enemies to next)
    4 Henchman, Learn Peep (8 enemies to next)
    5 Cat Burglar, Learn Snoop, Nose for Treasure (10 enemies to next)
    6 Criminal Genius, Learn Storyteller (10 enemies to next)
    7 Crime Boss, Learn Holy Protection (25 enemies to next)
    8 Kingpin, Learn Klepto Clobber
    [​IMG]
    Enemies needed to be defeated to master 85

    Hit Points (HP) +0
    Magic Points (MP) +1
    Strength +1
    Agility +1
    Resilience +1
    Wisdom :+1

    The Troubadour is a helpful class using support skills in battle. Outside of battle, they know the spell Repel, able to keep weaker monsters at bay.

    1 Music Lover (5 enemies to next)
    2 String Plucker, Learn War Cry (6 enemies to next)
    3 Bedroom Jammer, Learn Lullaby( 10 enemies to next)
    4 One-Hit Wonder, Learn Silly Song (10 enemies to next)
    5 Touring Act, Learn Dawn Chorus (12 enemies to next)
    6 Star Turn, Learn Spellbinding Song (12 enemies to next)
    7 Platinum-Seller, Learn Soothing Song (30 enemies to next)
    8 Living Legend, Learn Angel Song
    [​IMG]
    Enemies needed to be defeated to master 81

    Hit Points (HP) +1
    Magic Points (MP) +1
    Strength +0
    Agility +2
    Resilience +0
    Wisdom :+1

    The Shepherd class's best skill is Whistle, which induces a battle any time the party is on the field. This is great for quickly leveling up class tiers and regular levels. The special Wool Guard skill (gets at start) also protects the party from cold damage. Gets along with animals and monsters more than normal.

    1 Lambateur, Learn Slumber Rumbaa (5 enemies to next)
    2 Tepid Shepherd, Learn Squelch (6 enemies to next)
    3 Sheep Kepper, Learn Heal (8 enemies to next)
    4 Wool Packer (8 enemies to next)
    5 Handy Herder, Learn Counting Sheep, Whistle (9 enemies to next)
    6 Field Leader, Learn Ram Raid (10 enemies to next)
    7 Mutton Master, Learn Woolly Blanket (35 enemies to next)
    8 Shear Genius, Learn Lambpede
    [​IMG]
    Enemies needed to be defeated to master 72

    Hit Points (HP) -1
    Magic Points (MP) -1
    Strength -1
    Agility +0
    Resilience -1
    Wisdom :-1


    The Jester's drop in all categories might be hard to deal with at first and the skills aren't worth using. Although they are pretty much useless on the battlefield, have a great amount of luck. This allows them to deal critical amounts of damage more often than other characters. The trade-off for this is the fact that Jokers have minds of their own, and the player cannot always control their actions.

    1 Open Mic-er, Learn Pratfall (5 enemies to next)
    2 Clown, Learn Sobering Slap (5 enemies to next)
    3 Fall Guy, Learn Weird Leer, Puff-Puff (7 enemies to next)
    4 Gag Merchant, Learn One-Liner (8 enemies to next)
    5 Jobbing Comedian, Learn Tongue Lashing (10 enemies to next)
    6 Bill-Topper, Learn Underpants Dance, Tongue Bashing (12 enemies to next)
    7 Household Name, Learn Rib-Tickler (25 enemies to next)
    8 Comic Genius, Learn Weird Whacker
    [​IMG]
    Enemies needed to be defeated to master 97

    Hit Points (HP) +0
    Magic Points (MP) +2
    Strength +0
    Agility +0
    Resilience +1
    Wisdom :+2

    Priests specialize in healing and fortifying spells rather than attack magic, and are some of the only characters who can learn to revive others while in the field. Priests cannot equip heavy armor, but they can use weapons much like a Hero or a Warrior can. Priests do have initially more strength, agility and vitality than Wizards, but on the whole, their physical combat potential is unimpressive at best.


    1 Neophyte, Learn Poof, Heal (5 enemies to next)
    2 Pilgrim, Learn Woosh (7 enemies to next)
    3 Cleric, Learn Buff (10 enemies to next)
    4 Monk, Learn Fizzle (15 enemies to next)
    5 Pastor, Learn Midheal (15 enemies to next)
    6 Bishop, Learn Swoosh (15 enemies to next)
    7 Archbishop, Learn Fullheal (30 enemies to next)
    8 Pontiff, Learn Zing
    [​IMG]
    Enemies needed to be defeated to master 80

    Hit Points (HP) +0
    Magic Points (MP) +2
    Strength +0
    Agility +1
    Resilience +0
    Wisdom :+2


    Mages specialize in casting destructive spells, but performs poorly at close combat. They can also use certain field spells to help the party in its adventures. The Mage is given powerful magical abilities when leveled fully. Though Mages have high Intelligence, they are physically frail and cannot equip heavy weapons such as swords, axes, spears, or heavy armor. It is best to keep them in the back lines.

    1 Hobbyist, Learn Sizz (5 enemies to next)
    2 Apprentice, Learn Snooze (5 enemies to next)
    3 Magician, Learn Absorb Magic, Zoom (8 enemies to next)
    4 Enchanter, Learn Sap, Evac (10 enemies to next)
    5 Conjurer, Learn Frizzle (12 enemies to next)
    6 Sorcerer, Learn Boom, Dazzle (15 enemies to next)
    7 Wizard, Learn Sizzle (25 enemies to next)
    8 Archmage, Learn Crackle
    [​IMG]
    Enemies needed to be defeated to master 82

    Hit Points (HP) +2
    Magic Points (MP) +0
    Strength +1
    Agility +2
    Resilience +0
    Wisdom :+0

    Martial Artist have a great amount of agility and strength. They can deal devastating amounts of damage from a single strike, and can be equipped with a variety of weapons. However, if equipped with any weapon other than a claw, a Fighter's abilities will actually decrease, as his or her attack power will lower considerably. This is because Fighters prefer to attack with their bare hands, and so only claw type weapons will make their attack power rise.

    1 White Belt (8 enemies to next)
    2 Yellow Belt, Learn Leg Sweep (8 enemies to next)
    3 Green Belt, Learn Flying Knee (9 enemies to next)
    4 Brown Belt, Learn Roundhouse Kick (10 enemies to next)
    5 Black Belt, Learn Heave-Ho (10 enemies to next)
    6 Instructor, Learn Pressure Pointer (12 enemies to next)
    7 Dojo Master, Learn Knuckle Sandwich (25 enemies to next)
    8 Fist of Fate, Learn Wind Sickles
    [​IMG]
    Enemies needed to be defeated to master 83

    Hit Points (HP) +2
    Magic Points (MP) +0
    Strength +1
    Agility +1
    Resilience +1
    Wisdom :+0

    The mariner is an experienced and hardy warrior of the sea. He will learn some travel spells that will be useful on the high seas. In battle, the mariner will learn sea-based techniques. He will also be resistant to sea-based skills like Tsunami. After mastering this class, the mariner can become a Pirate, provided that he has also master the Thief class.

    1 Swabbie, Learn Net Loss (5 enemies to next)
    2 Cabin Boy, Learn Body Slam (7 enemies to next)
    3 Rigger, Learn Tingle, Hornpipe(9 enemies to next)
    4 Mate, Learn Mean Sweep (10 enemies to next)
    5 Bosun, Learn Zzz Shanty (10 enemies to next)
    6 First Mate, Learn Stone's Throw (12 enemies to next)
    7 Ship's Captain, Learn Swoosh (30 enemies to next)
    8 Commodore, Learn Lightning
    [​IMG]
    Enemies needed to be defeated to master 71

    Hit Points (HP) +0
    Magic Points (MP) +0
    Strength +0
    Agility +4
    Resilience +0
    Wisdom :+1

    The dancer has good style and Speed and can learn several different kinds of dances. When a party member becomes a dancer, they are more likely to avoid attacks. Devastating Melee fighters.

    1 Aspiring Talent, Learn Sultry Dance (5 enemies to next)
    2 Understudy (5 enemies to next)
    3 Opening Act, Learn Weird Dance (8 enemies to next)
    4 Back-Up Dancer, Learn Dodgy Dance (8 enemies to next)
    5 Rising Star, Learn Ban Dance (10 enemies to next)
    6 Crowd Pleaser, Learn Fuddle Dance (12 enemies to next)
    7 Prime Performer, Learn Muscle Dance (23 enemies to next)
    8 Divine Dancer, Learn Death Dance
     
    Last edited: Oct 28, 2017
  6. Ranger

    Ranger

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    [​IMG]
    SPELLS AND ABILITIES

    You'll learn what the spells and abilities do as you level up and go along.
    This is to make it easier on me mainly, but also emulates the experience of playing a game for the first time. Just choose what you'd think you'd like as a class and race combination.
    Placeholder

    [​IMG]
    EQUIPMENT AND ITEMS
    I determine what equipment,items, and money you start out with based on the race,class, and story background you have so leave that to me.What you do from there buying and finding items however is up to you. There is an extensive list of equipment available overall in the game.
    You have 5 slots used for equipping everything else is items on hand for in battle use.

    Weapon slot
    Armor slot
    Shield slot
    Helmet slot
    Accessory slot

    You can carry 8 more items on your person to use in battle of your choice along with this.
    The rest going into an item with unlimited inventory space called The Bag.
    In addition to this a list of equipment will be spawned here for the first time you've gone to a town's equipment and item shop.
    Placeholder




    [​IMG]
    CHARACTER CREATION
    I just need the race you want, the class you want, and your backstory. I will hand you your character sheet based on that.
    All 3 are important, but be aware that everyone will be starting at Pollock Bay.

    Resting and Downtime
    There will be chances here and there to rest your party and properly equip yourselves or train along with some time for character interaction. Remember however that you are adventurers staying in one place too long doesn't suit you and the world does progress without you.


     
    Last edited: Oct 28, 2017
  7. Ranger

    Ranger

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    MISC.
    [​IMG]
    Exploring
    There are many hidden treasures in the environment, I highly suggest looking everywhere when reaching a new place. Things such as seeds that raise your base stats, gold, weapons, useable items, and mini-metals(what are they for? Who knows.) are hidden everywhere. Of course there are more than often enough nothing in said objects so it is up to you if you want to spend your time that way.

    Mini-Medals
    There are 113 mini-medals you can collect in total, they don’t take up inventory space and they’ll be used at a certain point for special prizes.
    [​IMG]
    Monster encounters
    There are a wide range of monsters in this series, insanely so, a better name for dragonquest would likely be monster quest. To not bog the game down in encounters I will decide when they happen myself. If you have the whistle skill you can lure monsters to fight outside of that.


    SKILL CHECKS
    This will determine if you succeed in an activity such has moving a heavy boulder, performing acrobatics etc. Implementation is experimental, so only roll when I ask for it.

    I'll ask for something like 1d20+ X stat



    [​IMG]
    Monster Taming

    Much later in the game the option to tame a few monster friends will be opened.
    Each party member can tame one monster and keep it, this lets you control a secondary character and party. Though let it be known that many monsters are untameable and not near human intelligence with some even being unruly. The Monster Tamer Class is the exception to taming any monster.


    [​IMG]
    Rules of Combat

    Combat will be a turn based system in which each person will take an action.
    The fastest person goes first and so on. There is no negative HP, once you hit 0 you are gone.
    A very rarely used 1d20 will determine if you hit a special enemy or not. Using the 1d20 will be reserved for rare enemies with the Metal moniker in their name as they are extremely illusive.
    The 3 options in combat you will have will be Fight, Talk, Flee


    Fighting has the following options of
    Attack
    In which you simply attack with your held weapon or lack of.

    Spells
    In which you use a offensive, defensive, or other kind of spell. Uses MP.
    Damage is determined by wisdom and base damages.

    Abilities
    In which you use a offensive, defensive, or other kind of abilities.
    Rarely uses MP and if it does an extremely small amount. Mostly scale with str.

    Items

    In which you use an item with varying effects.

    Defend
    Halves incoming damage for a turn, always go first with this action.
    TALK
    This will likely get you hurt instead, but sometimes it's worth a try.

    FLEE
    You have the option to always flee a monster encounter unless it’s a boss fight or important to story progression, otherwise your flee command will ALWAYS succeed the 4th time you try it. The flee command has to be agreed upon by the entire party as it’s a command that controls the entire party, if a party member refusing to flee is knocked out everyone can flee carrying the unconscious person.
     
    Last edited: Oct 28, 2017
  8. Ranger

    Ranger

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    [​IMG]

    IF THE PARTY IS WIPED OUT
    You will retain IC past memories and experiences and start at the last church you've been to.

    If the party falls to a monster encounter they lose half of their gold and are returned to the last church they were at.

    POST GAME
    There is a super dungeon of sorts hidden in the world, but can only be opened at a certain point... For those that enjoy combat and Cameos.
     
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  9. Ranger

    Ranger

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  10. Ranger

    Ranger

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  11. Vengeance

    Vengeance

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    :blobaww So much excitement.

    Hmm, here we go:

    Name: Zeion
    Race: Weddie
    Class: Sailor
    Background: Born and raised within one of the countless underwater cities of his people, his father was a trader who married his mother, a seamstress. Schooled in the arts of fishing and trade, he eventually received his first opportunity to go on shore and fell in love with the other races and their culture. He couldn't leave the water behind and so sought out the only medium he could think of, sailing. It offered him the opportunity to experience new areas, utilize his trading skills and interact with different people from different cultures. His most recent travels brought him to Pollock Bay, a few days before the attacks began. Curiosity urged him to stick around and offer his services.

    Let me know if anything needs changed! :blobsleepy
     
    Last edited: Oct 28, 2017
  12. Ranger

    Ranger

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    Oh no, that's pretty much perfect.
    Let me stat it out.
     
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  13. Ranger

    Ranger

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    Name: Zeion
    Sex: Male
    Race: Weddie
    Class: Sailor
    Title: Mate
    Level: 2
    EXP: 21

    Weapon slot: Bamboo Spear (5 atk)
    Armor slot: Wayfarer's Clothes (7 def)
    Shield slot: Leather Shield (4 def)
    Helmet slot: Leather Hat (3 def)
    Accessory slot: N/A

    Number of enemies to master class: 62, (10 to next)
    Hit Points(HP):26
    Magic Points (MP):33
    Def: 21
    Atk: 16
    Strength:+10
    Agility:+9
    Resilience: +8
    Wisdom :+7

    Background: Born and raised within one of the countless underwater cities of his people, his father was a trader who married his mother, a seamstress. Schooled in the arts of fishing and trade, he eventually received his first opportunity to go on shore and fell in love with the other races and their culture. He couldn't leave the water behind and so sought out the only medium he could think of, sailing. It offered him the opportunity to experience numerous cultures, utilize his trading skills and interact with different people from different cultures. His most recent travels brought him to Pollock Bay, a few days before the attacks began. Curiosity urged him to stick around and offer his services.


    Skills:
    Net Loss: Ensnare a single enemy in a fisherman's net, making them lose a turn.

    Body Slam: Attempts to take the enemies hp down by 50%, this effects you as well. May miss and make you lose 50% anyway.

    (Spell, 2MP) Tingle: removes paralysis and sleep effects from the entire party.

    Hornpipe: You play a fast Nautical tune on a horn, this has a chance of making a single enemy dance, making them lose a turn.

    Mean Sweep: Trip an enemy damaging them, may knock the enemy prone making them lose a turn.

    @Vengeance
     
    Last edited: Oct 28, 2017
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  14. Ranger

    Ranger

    Joined:
    Oct 10, 2017
    Messages:
    128
    Likes Received:
    36
    Trophy Points:
    250
    Pocky:
    2,194℘
    Ratings:
    +48 / 1 / -0
    Do you have a picture or anything you'd like to use for him? @Vengeance
     

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