Post by solarenergizer on Sept 9, 2016 5:42:12 GMT
Hello, and welcome to Pantheon: Gods and Champions! To get started, we're going to need some Gods and Champions.
TO CREATE GODS: We're going to need 10 gods, one for each country in the land of Prisma. The titles of these gods will be provided for you, however you can name the gods and provide a symbol for them.
REQUIREMENTS:
ONE (1) Symbol in a box with dimensions of 65 pixels by 60 pixels
ONE (1) Name
ONE (1) Of the following titles
God of The Sky
God of The Earth and Plants
God of The Earth and Animals (Would be cool if this god and the god above them had similar names, since they are twins.)
God of The Sun
God of The Moon
God of The Ocean
God of The Underworld
God of Dreams
God of Time
God of Space
ONE (1) Of the following countries to set as their domain
EASTERN COUNTRIES:
Melan
Saffrine
Achrom
Titia
Silv
WESTERN COUNTRIES:
Helio
Burgand
Digo
Turq
Verdi
ONE (1) Favorite Fruit
TO CREATE CHAMPIONS: We're going to need 20 Champions, 2 for each of the gods. Champion creation should be restricted to after the Gods are finished (However, you can create a god and two champions if you wish). You will be able to create almost every aspect of these characters (Appearance will be created by me). Each person may only have two champions active at a time. However, should one of yours die, new champions can be created to fill the gap. Any champions that are created after the initial 20 champion cap will be added on to a queue, and be added in as Champions die.
REQUIREMENTS:
Name:
Gender(If non-binary, please describe whether the Champion has a masculine, feminine, or androgynous appearance):
Patron God:
Country of Origin:
Element (Pick one):
Fire
Lightning
Metal
Ice
Water
Wind
Plant
Earth
Poison
Dragon
Dark
Light
Class (Choose any 2, from either list and feel free to mix and match):
EVOLVING CLASSES: These classes can promote into new classes, which changes their abilities. However, they have no skills.
Wizard- STARTING ABILITY: Mana Scratcher: Spell cost lowered by 25%
Warrior- STARTING ABILITY: Poke: Attacks get 15% chance to ignore blocks
Rogue- STARTING ABILITY: Sneak: Small chance of enemies not targeting you
Archer- STARTING ABILITY: Bruising Shot: All attacks have 15% chance to cause Wound status
Assassin- STARTING ABILITY: Scrutiny: Critical chance increased by 25%
Alchemist- STARTING ABILITY: Fix: Retries a failed transmutation on the next turn after another action is taken
Guardian- STARTING ABILITY: High Grade Armor: Takes double attack power to break Guardian blocks
Cleric- STARTING ABILITY: Healthy Aura: Heals team for 5% of hp at the end of each turn
Bard- STARTING ABILITY: Musical: Effects of Songs last an additional turn
Fighter- STARTING ABILITY: Stubborn: At low health, Fighter attacks do 1.5 damage
Axe Fighter- STARTING ABILITY: Splitter: Axe Fighter does 1.5 damage to units wearing Non-Arcane armors
Hoplite- STARTING ABILITY: Discipline: Halves the effect of Confusion and Sleep statuses
Magiknight- STARTING ABILITY: Spellpower: 25% Boost to damage when a Magic Weapon is equipped
SKILL CLASSES: These classes have skills which affect their modes of combat, however these classes do not evolve. Instead, their skills level up to increase their power.
Boosters- Boosters use transformations to increase their elemental magic of their stats.
Elemental Booster- STARTING SKILL: (Element Here) Boost- Lowest form of Elemental Boosting. Increases power of elemental attacks from 100% to 125%
Stat Booster- STARTING SKILL: Power Boost- Lowest form of Stat Boosting. Increases stats by +5 to each
Recyclers- Recyclers use skills to steal HP or MP from their enemies and use it for themselves or their teammates.
HP/MP Recycler- STARTING SKILLS: Petty HP/MP Theft- The lowest form of HP/MP Recycling. Takes a quarter of damage done, turns it into HP/MP, and adds it to the HP/MP Pool. Small HP/MP Pool (Passive): A skill that automatically activates after the first HP/MP theft. HP/MP Pools store HP/MP until the Recycler wishes to absorb it themselves, or share it with a teammate. Self-Absorb: Allows HP/MP Recycler to drain HP from to pool to heal themselves. Team Absorb: Allows HP/MP Recycler's teammates to absorb HP/MP from the pool.
Suppressors- Suppressors use skills to lower the attack or defense of their enemies.
Crusher- STARTING SKILL: Denting Force- The lowest form of Crush Suppression. Decreases enemy defense by 25% upon activation.
Weakener- STARTING SKILL: Chipping Aura- The lowest form of Weakening Suppression. Decreases enemy attack by 25% upon activation.
Spirituals- Spirituals use their connection to the spirit world to battle.
Wielder- STARTING SKILL: Eidolon I- This skill allows you to access your Eidolon's first form.
Ascendant- STARTING SKILL: Ascension I- This skill allows you to use your Opening Ascension
Starting Stats: You have 30 points to spent between 9 stats: Health Points, Mana Points, Strength, Affinity, Defense, Magic Defense, Intelligence, and Dexterity. You do not have to use all 30 points during initial creation, so long as there is at least 1 point in every stat. If you decide not to use all your points please list the leftover points at the bottom of the Champion creation sheet.
Health Points (HP): How much damage your Champion can take before dying. 1 point into your HP stat gives you 20 Health points.
Mana Points (MP): How much magical energy your Champion can use before they run out. 1 point into your MP stat gives you 20 Mana Points.
Strength (STR): How much physical power your Champion has. Higher Strength means more damage in physical attacks (with the exception of bows).
Affinity (AFF): Your Champion's magical skill. Higher Affinity means more damage in magic attacks.
Defense (DEF): Your Champion's ability to withstand physical attacks. Higher defense decreases damage taken. Armors also increase defense.
Magic Defense (M. DEF): Your Champion's ability to withstand magical attacks. Higher magical defense decreases damage taken. Arcane armors increase Magic Defense.
Intelligence (INT): Your Champion's mental capacity. Higher Intelligence allows for easier trap detection, easier haggling with merchants, and easier persuasion.
Dexterity (DEX): Your Champion's skill in manual tasks. Higher Dexterity allows for greater bow attack power, performing alchemy, and picking locks.
If enough Champions aren't created, I will fill the remaining spots with Champions of my own making.
After all ten Gods are completed and we have as many Champion spots filled as possible, we will begin.
Side Note: Please try to read earlier posts in the thread so we don't have people naming gods already named. Also, try to be diverse with your choices of element for the Champions, I would hate to have a bunch of Champions of the same element in this adventure.
TO CREATE GODS: We're going to need 10 gods, one for each country in the land of Prisma. The titles of these gods will be provided for you, however you can name the gods and provide a symbol for them.
REQUIREMENTS:
ONE (1) Symbol in a box with dimensions of 65 pixels by 60 pixels
ONE (1) Name
ONE (1) Of the following titles
God of The Earth and Plants
God of The Sun
God of The Moon
God of Dreams
God of Time
God of Space
ONE (1) Of the following countries to set as their domain
EASTERN COUNTRIES:
Melan
Achrom
Titia
Silv
WESTERN COUNTRIES:
Helio
Burgand
Digo
Turq
ONE (1) Favorite Fruit
TO CREATE CHAMPIONS: We're going to need 20 Champions, 2 for each of the gods. Champion creation should be restricted to after the Gods are finished (However, you can create a god and two champions if you wish). You will be able to create almost every aspect of these characters (Appearance will be created by me). Each person may only have two champions active at a time. However, should one of yours die, new champions can be created to fill the gap. Any champions that are created after the initial 20 champion cap will be added on to a queue, and be added in as Champions die.
REQUIREMENTS:
Name:
Gender(If non-binary, please describe whether the Champion has a masculine, feminine, or androgynous appearance):
Patron God:
Country of Origin:
Element (Pick one):
Fire
Lightning
Metal
Ice
Water
Wind
Plant
Earth
Poison
Dragon
Dark
Light
Class (Choose any 2, from either list and feel free to mix and match):
EVOLVING CLASSES: These classes can promote into new classes, which changes their abilities. However, they have no skills.
Wizard- STARTING ABILITY: Mana Scratcher: Spell cost lowered by 25%
Warrior- STARTING ABILITY: Poke: Attacks get 15% chance to ignore blocks
Rogue- STARTING ABILITY: Sneak: Small chance of enemies not targeting you
Archer- STARTING ABILITY: Bruising Shot: All attacks have 15% chance to cause Wound status
Assassin- STARTING ABILITY: Scrutiny: Critical chance increased by 25%
Alchemist- STARTING ABILITY: Fix: Retries a failed transmutation on the next turn after another action is taken
Guardian- STARTING ABILITY: High Grade Armor: Takes double attack power to break Guardian blocks
Cleric- STARTING ABILITY: Healthy Aura: Heals team for 5% of hp at the end of each turn
Bard- STARTING ABILITY: Musical: Effects of Songs last an additional turn
Fighter- STARTING ABILITY: Stubborn: At low health, Fighter attacks do 1.5 damage
Axe Fighter- STARTING ABILITY: Splitter: Axe Fighter does 1.5 damage to units wearing Non-Arcane armors
Hoplite- STARTING ABILITY: Discipline: Halves the effect of Confusion and Sleep statuses
Magiknight- STARTING ABILITY: Spellpower: 25% Boost to damage when a Magic Weapon is equipped
SKILL CLASSES: These classes have skills which affect their modes of combat, however these classes do not evolve. Instead, their skills level up to increase their power.
Boosters- Boosters use transformations to increase their elemental magic of their stats.
Elemental Booster- STARTING SKILL: (Element Here) Boost- Lowest form of Elemental Boosting. Increases power of elemental attacks from 100% to 125%
Stat Booster- STARTING SKILL: Power Boost- Lowest form of Stat Boosting. Increases stats by +5 to each
Recyclers- Recyclers use skills to steal HP or MP from their enemies and use it for themselves or their teammates.
HP/MP Recycler- STARTING SKILLS: Petty HP/MP Theft- The lowest form of HP/MP Recycling. Takes a quarter of damage done, turns it into HP/MP, and adds it to the HP/MP Pool. Small HP/MP Pool (Passive): A skill that automatically activates after the first HP/MP theft. HP/MP Pools store HP/MP until the Recycler wishes to absorb it themselves, or share it with a teammate. Self-Absorb: Allows HP/MP Recycler to drain HP from to pool to heal themselves. Team Absorb: Allows HP/MP Recycler's teammates to absorb HP/MP from the pool.
Suppressors- Suppressors use skills to lower the attack or defense of their enemies.
Crusher- STARTING SKILL: Denting Force- The lowest form of Crush Suppression. Decreases enemy defense by 25% upon activation.
Weakener- STARTING SKILL: Chipping Aura- The lowest form of Weakening Suppression. Decreases enemy attack by 25% upon activation.
Spirituals- Spirituals use their connection to the spirit world to battle.
Wielder- STARTING SKILL: Eidolon I- This skill allows you to access your Eidolon's first form.
Ascendant- STARTING SKILL: Ascension I- This skill allows you to use your Opening Ascension
Starting Stats: You have 30 points to spent between 9 stats: Health Points, Mana Points, Strength, Affinity, Defense, Magic Defense, Intelligence, and Dexterity. You do not have to use all 30 points during initial creation, so long as there is at least 1 point in every stat. If you decide not to use all your points please list the leftover points at the bottom of the Champion creation sheet.
Health Points (HP): How much damage your Champion can take before dying. 1 point into your HP stat gives you 20 Health points.
Mana Points (MP): How much magical energy your Champion can use before they run out. 1 point into your MP stat gives you 20 Mana Points.
Strength (STR): How much physical power your Champion has. Higher Strength means more damage in physical attacks (with the exception of bows).
Affinity (AFF): Your Champion's magical skill. Higher Affinity means more damage in magic attacks.
Defense (DEF): Your Champion's ability to withstand physical attacks. Higher defense decreases damage taken. Armors also increase defense.
Magic Defense (M. DEF): Your Champion's ability to withstand magical attacks. Higher magical defense decreases damage taken. Arcane armors increase Magic Defense.
Intelligence (INT): Your Champion's mental capacity. Higher Intelligence allows for easier trap detection, easier haggling with merchants, and easier persuasion.
Dexterity (DEX): Your Champion's skill in manual tasks. Higher Dexterity allows for greater bow attack power, performing alchemy, and picking locks.
If enough Champions aren't created, I will fill the remaining spots with Champions of my own making.
After all ten Gods are completed and we have as many Champion spots filled as possible, we will begin.
Side Note: Please try to read earlier posts in the thread so we don't have people naming gods already named. Also, try to be diverse with your choices of element for the Champions, I would hate to have a bunch of Champions of the same element in this adventure.