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Post by joecool2 on Jul 27, 2005 18:30:11 GMT -5
No, you don't start yet, but we will soon, I'll be back on tonight with stats and fun! *Sarcasm* Yay...>>
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Post by Deleted on Jul 27, 2005 18:57:30 GMT -5
No, you don't start yet, but we will soon, I'll be back on tonight with stats and fun! *Sarcasm* Yay...>> Sarcasm? What's wrong with stats?
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Post by Deleted on Jul 27, 2005 23:14:22 GMT -5
Ok: Melee Fighter - Pick one of the following: Melee Smash [Increased Damage in melee] Robust [Incresed Hit points] Diehard [You can remain conscious when disabled or dying] Resistance [Gain a resistance to a type of damage of your choice: fire, cold, electric, water, poison] Extreme Effort: You gan a bonus to jump, climb and swim
Ranged Fighter - Pick one of the following Dash - Increases your speed Nimble - Increases your initiative Ranged Precision - Increased accuracy with ranged attacks Evasion - Area of effect attacks and such have a lesser effect on you, greatly. Agile - Decreases your ability to be hit
Dragoon: You gain Dragon charge for free. Dragon charge - whenever you perform the charge action, you deal double damage.
White Mage: Pick one: Augment Healing - Increases the amount of hp you heal with heal and cure materia Extend protection: Any protective magics you cast have doubled duration Empowering Banishment - any materia you use against undead and unholy have +50% effect
White Mage - you may start with either the heal or cure materia for free!
Black Mage - Pick one: Sudden Empower - 1/day you may increase the damage of a spell by 50% Evocation Focus - Damage spells are 5% harder to resist that you cast Harmful edge - Add your intelligence bonus to the damage of all spells you cast
Black Mage - You may start with one of the following materias free: Fire Bolt Ice
Stats:
STRENGTH (STR) Strength measures your character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry. You apply your character’s Strength modifier to: • Melee attack rolls. • Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus.) • Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability. • Strength checks (for breaking down doors and the like).
DEXTERITY (DEX) Dexterity measures hand-eye coordination, agility, reflexes, and balance, and for anyone who wants to be a skilled ranged attacker You apply your character’s Dexterity modifier to: • Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons. • Armor Class (AC), provided that the character can react to the attack. • Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly. • Balance, Drive, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.
CONSTITUTION (CON) Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes. You apply your character’s Constitution modifier to: • Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level). • Fortitude saving throws, for resisting poison and similar threats. • Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability. If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.
INTELLIGENCE (INT) Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills. You apply your character’s Intelligence modifier to: • The number of skill points gained each level. (But your character always gets at least 1 skill point per level.) • Appraise, Computer Use, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability. • Black Mage's may use this instead of charisma for determining DCs and have abilities based about it.
WISDOM (WIS) Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. You apply your character’s Wisdom modifier to: • Will saving throws (for negating the effect of charm person and other spells). • Heal, Listen, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom as their key ability. • The White mage have several abilities tied to this stat.
CHARISMA (CHA) Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score. You apply your character’s Charisma modifier to: • Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Materia Use and Perform checks. These are the skills that have Charisma as their key ability. • Checks that represent attempts to influence others.
Ok, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
Do you want randomly rolled stats, or would you like to buy them individually via stat buy?
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Post by Gav on Jul 28, 2005 1:40:46 GMT -5
I'll take rolled stats- I sometimes make the worst choices.
Yeah, Rider, last time you cast Fira... all I remember is a loud BOOM!, and HTML saying something about explosives.
And a flying rhino pouring gasoline. I think.
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Post by Deleted on Jul 28, 2005 1:53:48 GMT -5
I'll take rolled stats- I sometimes make the worst choices. Yeah, Rider, last time you cast Fira... all I remember is a loud BOOM!, and HTML saying something about explosives. And a flying rhino pouring gasoline. I think. K. Your stats are 17, 16, 14, 13, 13, 10 To use materia more effictively charisma helps, and Dragoons can still use materia, all can in fact, some are better than others, Dragons get better damage and better weapons depending on their strength score, You should probably stick to polearms and spears, a lot of your abilities you get rely on them, dragon charge, for example. Dexterity is nice because you can not wear heavy armor, nor will you probably be wearing them, Constitution increases hit points, something you have higher than average of, intelligence and wisdom really don't do much for you besides the descrition up there. However, think of a personality/character and match the stats accordingly.
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Post by Gav on Jul 28, 2005 1:58:31 GMT -5
I'll take rolled stats- I sometimes make the worst choices. Yeah, Rider, last time you cast Fira... all I remember is a loud BOOM!, and HTML saying something about explosives. And a flying rhino pouring gasoline. I think. K. Your stats are 17, 16, 14, 13, 13, 10 To use materia more effictively charisma helps, and Dragoons can still use materia, all can in fact, some are better than others, Dragons get better damage and better weapons depending on their strength score, You should probably stick to polearms and spears, a lot of your abilities you get rely on them, dragon charge, for example. Dexterity is nice because you can not wear heavy armor, nor will you probably be wearing them, Constitution increases hit points, something you have higher than average of, intelligence and wisdom really don't do much for you besides the descrition up there. However, think of a personality/character and match the stats accordingly. Personality/character, huh? *freaks out for a split second* Erm... well, quiet, reserved, stuff like that. Stats: 17- Strength 16- Dexterity 14- Charisma 13- Constitution 13- Intelligence 10- Wisdom
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Post by Deleted on Jul 28, 2005 3:39:01 GMT -5
Personality/character, huh? *freaks out for a split second* Erm... well, quiet, reserved, stuff like that. Freaking out, the roleplaying part is the fun part! I'll post a lot of background info soon. A lot of the same organizations exist, so if you remember SOLDIER and such, you'll be fine.
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Post by Rider on Jul 28, 2005 7:26:21 GMT -5
[glow=red,2,300]Name: (I so want to say Talinia right now.) Diana Age: 18 Class: Ranged Fighter. Special Ability: Ranged Precision Stats: I rolled them. (Lost my D&D dice to the dust-filled appetite of my closet, but what the hey, the Monopoly dice are luckier.)
Str: 12 Dex: 18 Con: 15 Int: 13 Wis: 10 Cha: 8
Personality: A bit outgoing, sometimes annoyingly so. Awfully quick to jump in the (metaphorical) middle of a battle. Needs to be restrained by Gav of teh 1337 common sense. Has a strange obsession with Chocobos.
History: *knows nothing about the world of FFVII* Um... like a lot of RPG characters, mine will have been conveniently orphaned a couple of years earlier. In a freak accident. Involving shoopuf. (If there are no shoopuf in VII, then make it a Tronberry.) Since then, she has been working at a nearby Chocobo stable, scraping a meager living. Her father had taught her gunmanship (is that a word?) when she was 10. But once, she accidentally shot a chocobo. That didn't go over too well. Took her a few months to pick a gun back up again.
That's the best I've got.
*slapped*[/glow]
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Post by Deleted on Jul 28, 2005 7:55:12 GMT -5
Archery?
Sorry, try guns... FFVII uses guns...
edit: Um, not to sound mean, just informative... sorry... you didn't know... but... its guns, not bows.
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Post by Rider on Jul 28, 2005 8:02:23 GMT -5
Archery? Sorry, try guns... FFVII uses guns... edit: Um, not to sound mean, just informative... sorry... you didn't know... but... its guns, not bows. [glow=red,2,300]*You'd trust me with a gun? Spiffy! ^_^ *goes off the edit post* Gav: *gives Kiir a lookk that clearly says, "You've brought Armegeddon upon us all."*[/glow]
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Post by joecool2 on Jul 28, 2005 10:02:08 GMT -5
Alright, let me think a second...
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Post by Elcie on Jul 28, 2005 11:00:59 GMT -5
All right, stats. I rolled them using a 20-sided die... tell me if I'm supposed to use something else. ^^; I know absolutely *nothing* about D&D... as I know nothing about FFVII. In fact, the only thing I do know about is basic Final Fantasy knowledge... so this is gonna be rather interesting. XD
Class: Black Mage Ability: Harmful Edge Materia: Bolt Strength: 9 Dexterity: 10 Charisma: 17 Constitution: 16 Intelligence: 17 Wisdom: 12
Name: Azra Age: 16 Personality: Clever, curious, loves being in the spotlight. She can be a little conceited due to her upbringing. Although she is a skilled traveler, she was raised as a noblewoman and is used to a pampered existance. She is adaptable and easily made the transition from rich girl to poor traveler after her parents died, although she still is not always the easiest person to get along with, due to her annoyingly superior attitude. She is new to being a mage; her parents disapproved of it and she only learned magic recently. She tried being a warrior, but found that swords and armor were too heavy to suit her. Her magic skills aren't that good yet and when she gets excited, spells tend to go awry.
Please correct me if anything is off. XD
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Post by Deleted on Jul 28, 2005 21:03:56 GMT -5
No, you are supposed to use 4 six-sided and then drop the lowest. d20s are close though
I rolled a set of stats: 17 17 16 12 10 9
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Post by Elcie on Jul 28, 2005 21:34:24 GMT -5
All right, thanks. *edits*
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Post by Gav on Jul 29, 2005 0:47:50 GMT -5
Archery? Sorry, try guns... FFVII uses guns... edit: Um, not to sound mean, just informative... sorry... you didn't know... but... its guns, not bows. [glow=red,2,300]*You'd trust me with a gun? Spiffy! ^_^ *goes off the edit post* Gav: *gives Kiir a lookk that clearly says, "You've brought Armegeddon upon us all."*[/glow] XD I have common sense? XD
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