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Converting Game Characters to RP

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iSakurai Yuuto
Crew

PostPosted: Mon Jul 25, 2016 10:40 am
Notes for converting spells/abilities in games into text-based roleplay actions.


General:

HP: Physical stamina - ability to keep fighting (or running, etc) over long periods of time; when it runs out, you get tired

MP: Mental stamina - ability to concentrate,mental focus needed for casting magic or MP-based special attacks

Turned-Based Battles: Buffs/etc that last one turn last one minute or less in an RP. Buffs/etc that last three turns/etc last about five minutes in an RP. Buffs/etc that last the duration of a single battle last about 15 minutes in an RP.

HP potions restore energy like a burst of adrenaline or an energy drink, but you'll collapse in exhaustion later.

MP potions restore your mental focus but can give you a headache afterward if you use a lot of them.

Healing spells stop bleeding and make the target unable to feel pain temporarily; their purpose is to help you survive the battle and get to safety and do not replace actual medical attention. Healing spells each have their own individual limits on how much or what kind of damage they can mend.  
PostPosted: Mon Jul 25, 2016 11:52 am
Jr.


CANNON ETHER SPELLS

Episode I:


Psycho Arm
Game effect: Physical Attack Up
RP effect: Bullets are able to pierce tougher surfaces than before. Lasts 1 minute.

Ether Flare
Game effect: Increase ether effect 25%
RP effect: Only works with ether spells and is unaffected by magic/materia/alchemy/etc. Lasts until the first ether spell is used then ends.

Dandyism (Chivalry):
Game effect: Auto revive when female character is behind
RP effect: This is ridiculous so I'm not going to use it. Wtf. Added to his personality instead: In general, he's more focused/vicious in battle if he's protecting a girl (usually MOMO or Shion in the games).

Psycho Pocket
Game effect: Steal items
RP effect: Ridiculous, not going to use it.

Chain
Game effect: Evade down for B & G enemies
RP effect: Doesn't work on machines, causes actual shackles/chains on biological targets. Lasts 30 seconds.

Misty
Game effect: Disable spells for B & G enemies
RP effect: See Episode III: Misty

Coin Lock
Game effect: Block all status changes and support effects
RP effect: Freezes your status as it currently is --- buffs can not be removed, but new ones can't be added; makes you immune to negative debuffs. Lasts 2 minutes (if buffs wear off before that time, they can't be reapplied until Coin Lock wears off)

Speed Machine
Game effect: Increase speed 25%
RP effect: Run/move/evade faster (increased reflexes). Lasts 15 seconds.

Magnum Joe/Buster Joe
Game effect: Summons Great Joe
RP effect: Actually literally summons Great Joe for 5 minutes and then he returns to his own dimension.



Episode III

Fire Bolt Level 1/2/3
Game effect: Fire ether attack, single enemy
RP effect: Same as the game, higher level = further distance from him + greater damage

Inferno Level 1/2
Game effect: Fire attack, all enemies
RP effect: Enemies must be within a certain distance around him, higher level = further distance + greater damage

Misty
Game effect: Same as Episode I but now also applies to machines
RP effect: Seals ether spells only (doesn't work with magic, materia, alchemy, etc)

Lock
Game effect: Seal boost capability
RP Effect: Same spell as Coin Lock

Phantom Fly
Game effect: Absolute evasion
RP effect: Invincible (attacks go through/around him harmlessly) for 10 seconds



CANNON TECH ATTACKS

Episode I:


Prelude to Battle
Game effect: Single/Far/Physical/Pierce "Cross shot"
RP effect: Bullets explode on impact, lasts 5 seconds (which is why he shoots a lot of times in those 5 seconds)

Last Symphony
Game effect: Single/Far/Physical/Pierce "Concentrated heavy fire"
RP effect: Same as Prelude to Battle, but lasts 15 seconds (lots more shooting)

Storm Waltz
Game effect: All/Far/Physical/Pierce "Coin shot attack"
RP effect: A dome barrier goes around the coins/target so he doesn't shoot everyone else in the room when he does it. It only requires the use of one coin and the rest are generated by ether effects.

The rest are necessary for how battle works in the game but would be ridiculous in an RP so I probably won't use them except for Soul Rhapsody if there is an occasion for it.

Soul Rhapsody
Game effect: Single/Far/Ether/Spirit "A gun that absorbs G-Types"
RP effect: Uses a special gun, creates a portal that sucks in demons or Gnosis



Episode III

Requiem
Silly, not using it

Storm Waltz
Same as above

Red Dragon
Game effect: All/Fire/Ether (+Soul for higher power)
RP effect: Makes a wave of fire that spreads outward all the way around him

Dead Fist
Game effect: Single/Far/Physical/Physical Attack Down Debuff
RP effect: Physically weakens enemies, does not effect ether/magic abilities, and lasts 15 seconds

Full Throttle
Game effect: Single/Short/Physical
Rp effect: He jumps off enemies and shoots them at close range for point-blank damage but at greater risk by getting up close (usually used when he's in a jam and can't get away)

Rodeo Spike
Game effect: All/Far/Physical
RP effect: He slides in on his knees and shoots in all directions, so can only be used if the ground/floor is suitable for that silliness



CANNON EQUIPMENT

Episode I:


Skills:
1. EP +15%
2. Critical Hit Rate +5%
3. HP/EP Recovery x2

Equipment:
1. Bravesoul: The lower the HP the higher the Physical Attack (the weaker he gets, the stronger his attacks are)
2. Speed Shoes - Speed up 25% (run faster)
3. Trauma Plate - Prevents Critical Hits (bullet-proof vest)



Episode III:
Bracelet: Hydra Heal - Absorb Fire (he can use his fire ether to heal himself); Unknown Bracelet - Nullify Accuracy/Evasion down -- Only one at a time, all other Bracelet accessories would make him too powerful
Ring: Crimson Ring - Adds Fire to normal attacks; Venom Ring - Add poison to normal attacks and EP +50; Gypsy Ring - Omega Soul during Guard (high ether defense if guarding in advance when it hits) -- Only one at a time, all other Ring accessories either only make sense in gameplay or make him too powerful
Necklace: Kajic Neck - Recover Ether plus (increases effects of items that recover EP) -- all other Necklaces only make sense in gameplay  

iSakurai Yuuto
Crew

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