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Sonic Chronicles Bios [BETA]; Fun things to add to your characters bio
Topic Started: Nov 9 2008, 04:47 PM (192 Views)
SuperShadowgal
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The Female Ultimate Life Form!
We're currently in BETA, this guide is subject to *heavy* change.
Please feel free to comment on any problems with the guide. {Because part of me fails at describing}

Please note that the following is simply additional information to add for fun to a bio. If you want a full written template, please look for them in the other threads.
These are additional little tidbits you can throw into your bio. Some things may be a little different than the game because they've adjusted or things have been added because they make sense.

A quick note to levels: Levels + template doesn't exactly equal a smooth transition. So please remember: When you see "low level" we're talking about the game stats of a lvl. 1-3, and when you see a "high level" we're talking about lvl. 18-20.

This template is intended to be use for low stats and high level stats.




I. Character Class

Every RPG out there has this thing called a 'class.' Classes are the job (or jobs) the character does in the game. It determines their fight style. In the Sonic Chronicles RPG, classes are quite simple. They are separated into either Power, Shifter, or Support.
You can only pick one of the three per character, so make your choices wisely.

Power~ These are the damage dealers. They do the most powerful attacks and primarily rely on dealing damage. Although they are very strong, they lack any way to restore health. They are a very versatile class (but this is not to say other classes cannot be as versatile); some are equal in stats all across the board, some are extremely fast when they attack, but do not hit as hard and some even hit very hard, but don’t attack as fast.
Notable Power classes: Sonic, Knuckles, Shadow, Omega, Shade

Shifter~ These are hybrid class; they have attributes of Power and Support. This means that they can do damage like the power class, but can also use buff/debuffs. In rare cases, they also restore HP/PP; this is usually only for a single target. Because Shifter Classes are hybrids, they do not compare to their pure class counter parts (They will never deal damage better than a Power Class; They will never heal better than a Support Class).
Notable Shifter classes: Amy, Rouge, Eggman

Support~ These are the healing classes. This class restores HP/PP; they also can power up the team through buffs or even sometimes debuff the enemies. They rely heavily on giving the team support (hence the name). They have very weak attacks and can take heavy damage if not careful.
Notable Support classes: Tails, Cream, Big**

**Characters are listed by games definition; class definition is purely fan-made. I would put Big up in Power.



II. Movement Abilities

This would be the special ability your character has; If you made them super fast, strong, or they can fly. These powers can also go up by 3 ranks. The higher the rank of the skill, the better it is. EX) Rank 1 Fly cannot fly as far as a Rank 3 Fly.
Characters in their low levels will only be able to do one of these abilities (on rare occasion they may do 2); while characters in their highest levels can do three (at the max).
Also, low level characters will only be able to use Rank 1; while a high level may be at Rank 3.


Dash~ Fast run. Provides the ability to run through loops and other speed areas.
Fly~ Ability to fly certain distances.
Stealth~ Ability to avoid detection.
Climb~ Ability to climb surfaces.
Smash~ Ability to break through obstacles.
Teleport~ Teleport short distances.
Invulnerable~ Ability to avoid most damaging effects.**

**This is just the list from the game, you are not limited to these abilities and it is encouraged you think of other creative ones.



III. Equipment

All RPGs have some way to customize what you wear, or what your appearance looks like. In Sonic Chronicles, you can customize 4 slots: Shoes, Gloves, "Neckpiece", and Chao. This may be acceptable in the game because most of the characters wear limited clothing, but 4 slots is not exactly enough when we deal with fan characters that wear clothes.
Revised the equipment slot is as follows: Shoes, Gloves, Clothing Slot 1, Clothing Slot 2, "Trinket", and Chao. Here's how the template would look for Equipment Stats:

Trinket~ OPTIONAL, The trinket slot is the neckpiece slot, this slot is a free extra slot. It can be used for jewelry, headpieces, or other extra items.
These items can do various special abilities such as reviving upon KO, adding elemental damage, etc.
This slot cannot buff stats. They can only do one special ability.
Clothing Slot 1~ OPTIONAL, CS 1 is for the top piece of the clothing; shirts etc. Dresses go in this slot (if your character wears a dress, you do not need to fill out CS 2)
Clothing Slot 2~ OPTIONAL, CS 2 is for the bottom piece of the clothing; pants, skirts, etc.
Gloves~ OPTIONAL, this is the glove slot. This should be self-explanatory. Please don't fill this out if your character doesn't wear any.
Shoes~ OPTIONAL, this is the shoe slot. This should be filled out most likely, unless your character runs around barefoot.
Chao~ OPTIONAL, this is the Chao slot. This should be self-explanatory. Chao do many of the special abilities trinkets do, but they can also regenerate health/PP, or increase one specific stat.
Chao can only buff one special ability or stat.

With the exception of Trinkets and Chao, all other slots can add 1-3 buffs to your stats. Buffs can range from a 1-3 point increase in a certain stat.
Lower levels can expect to have a maximum of 4 slots equipped with an item, while higher levels may have all slots equipped.

IV. Base Stats

What RPG wouldn’t be complete without those things called stats? Stats are what make RPGs go ‘round ever since they were played with dice. In Sonic Chronicles you are given the following stats: HP, PP, Spd, Atk, Def, Lck. So, what in the world does each mean?

HP~ HP stands for “Hit Points” (or “Health Points”). This is your health bar. When you get beat to a pulp and the HP reads 0, you’re dead.
Low levels should aim for an average health of about 30. (Give or take a couple points.)
Higher levels should aim for an average health of about 300 (Again, give or take a couple points.)
Expect Support classes to have much lower health.

PP~ PP stands for “POW Points”. This is the mana bar; this is how you use POW moves and be overpowered.
Low levels should aim for an average of about 10 PP. (No higher)
Higher levels should aim for an average of about 20 PP. (No higher)
Expect Power classes to have much lower PP than Support classes.

Spd~ Spd stands for “Speed.” This is how fast your character attacks. The more speed you have, the earlier your “turn” is (the earlier you can attack). Having a lot of speed also helps you escape from foes/battles.
Expect faster attacking characters to have weaker attacks, or less defense.
Atk~ Atk stands for “Attack.” This is how strong your character is. The more attack you have, the harder you hit.
Expect harder hitting characters to be much slower, or have less defense.
Support classes will also have significantly less attack than a Power class.

Def~ Def stands for “Defense.” With the exception of Armor Piercing moves, Defense keeps your character from being hit hard.
EX) Say an enemy hits you for 50 damage, if you had a lot of defense that same enemy attack may only do half the damage.
Expect to have a fair amount of defense for Support classes to compensate for their low health.
Lck~ Lck stands for “Luck.” This skill allows the character a higher chance to ambush unsuspecting enemies (allowing an extra turn/attack in combat) or hit them critically (Critical hits are attacks that do much more damage than normal; up to twice as much damage.)

So now the big question is, how do you calculate the Base Stats? It’s simple, aside from what I’ve said about HP and PP, all base stats (Spd, Atk, Def, Lck) have X points that can be spent in them.
For low levels, you have 32 points to spend.
For higher levels, you have 160 points to spend.



V. POW Moves

And what RPG would be complete without those special moves? These are the special abilities that cause planets to crash into the Earth and cause 999 damage, but they come at a price. I mean… I wouldn’t enjoy being hit by planets every turn. This section will probably be the hardest part to figure out. Everything must go hand-in-hand and work out correctly; a low level character shouldn’t be able to cast attacks that one shot everyone and cost little to nothing, similarly, one must take into consideration some of the bread and butter that comes with RPG-based attacks. This includes the buff/debuff system.

What is a buff? A buff has been tossed around in this thread a couple times, but what exactly are they? Buffs are a good thing for you and your team! (Not so good for your foes) Buffs empower you and your allies, making you stronger and helping you fight. This is the list I could scrounge from the game:

Empowered~ Increases attack and luck
Fortify~ Increases health and defense
Hyper~ Increases speed and makes character harder to hit
Extra action~ Allows 1 extra turn

Now, this isn’t to say there aren’t more. You could always figure out more ideas I’m sure.

Let’s move on to our next topic: the debuff. So, what is a debuff? It could be a good and a bad thing. A debuff is a negative effect which can cause loss of control of your character or even decrease stats. If your healer was put to sleep by a spell, that’s a debuff. If your attack poisons an enemy, that’s a debuff. Debuffs, like buffs, don’t have an actual stated category in the game, but the two are under the “effects” information. This is the list of debuffs I could find:

Sluggish~ Reduces enemy’s speed (max: 30% chance)
Vulnerable~ Reduces enemy’s defense (max: 30% chance)
Cursed~ Reduces chance to hit (max: never miss) (3 ranks)
Stun~ Target becomes unconscious (max 3 rounds)
Sleep~ Target falls asleep (max 3 rounds); damage may awaken target.
Distracted~ Target becomes confused; has a chance of harming party members, missing, or attacking as normal. Damage may “unconfuse” the target.
Poison~ Does damage after each round. (5; 15)
Armor Piercing~ User of this move ignores armor
Leech~ This attack also grants a small amount of health. (Half of what the damage does)
KO~ Instant KO if successful. (max low lvl: 40%; max high lvl: 60%)
Blast~ Explosion, has of chance of damaging other enemies (maximum of 3 enemies; 50% less damage to surrounding enemies)
Item Theft~ Steals an item at random from the target
Weakened~ Decreases a few stats (min 20%; max 40% chance)

This leads us to one final category for POW moves, which I’ve titled “Healing.” These are the effects that your healers (Support class) can do.

Regeneration~ Regenerate health for 3 rounds for one party member {30% lvl. 1, 50% max lvl.}
Replenish Health~ Restores HP to party members (50 at low levels; 150 at high levels) {randomly restores to 1-4 party members}
Replenish POW~ Restores PP to party members (5 at low levels; 15 at high levels) {randomly restores to 1-4 party members}
Replenish All~ Restores HP and PP to one party member. 3 rounds. (20 HP/2 PP low; 60 HP/6PP high)
Cure All~ Removes status effects
Revive~ Revive KO (max of 25% HP at low levels; 100% HP at high levels)

All items in parentheses will be discussed later.

So, we’ve talked about the effects the attacks can be given (buffs, debuffs, healing), what else is there? Sonic Chronicles also tosses team combos, and the elemental system into the mix. The first one will be talked about a little later, because we’re going to have to figure out damage and all that math stuff. So lets continue with simple things: elements.

I’m sure at one time, you played Pokemon. If not, just know this is a game that has a huge element system and could be used as a good outline while you take this {optional} addition into consideration.
Unlike Pokemon, Sonic Chronicles element system sort of… sucks. Many things are immune to all element based attacks.
I’ll be listing all the elements you can choose from (in the game) though, a description {when called for}. (Please feel free to do your own research on RPGs that use the system and see what certain elements are strong/weak against.)

Sonic Chronicles:

Earth~ This element would do well against lightning, but would be weak against water, ice, and wind.
Water~ This element would do well against fire and earth, but would be weak against lightning (may have trouble against ice).
Ice~ This element works well against earth, but is weak against fire (may have trouble against water).
Fire~ This element works well against ice, but would be weak against water (may have trouble against wind).
Lightning~ This element works well against water and wind, but has trouble against earth.
Wind~ Does well against earth but is weak against lightning.

Sonic universe also has “Psychic”, which is seen with the coming of Silver. Psychic doesn’t exactly have strengths or weaknesses, but Pokemon does list it having such.
Another, which would be reference to the various Element beliefs in the world would be Aether. This would be something like Shadow’s powers; Chaos powers. It’s defined as space/void/sky/heaven in many cultures, depending on how you look at it. The easiest way to translate this, as I see it, would be “Dark/Unholy.” This brings up two “elements”: Light/Holy and Dark/Unholy when I think more about it.

So we add: Psychic, Aether(Chaos), and Light and Dark to Sonic RPG’s list.

Pokemon:

Pokemon has a long and growing list of its elements, I’d suggest reading up on them on this page:
http://www.pokemonelite2000.com/gspoketypes.html


Finally we come to the last bit of work needed for the POW moves, damage (and working out the cost). Something I can only give a little help on, the rest requires some math…

So, how do you figure out the damage?

First you should decide on how many times that special move can strike. Majority of moves strike 1-2 times and there is a rare chance attacks strike 3 times. Multiple strikes are barrage attacks that you’ll see most commonly with Power classes (picture Knuckles sending multiple punches to an enemy).

Next you’ll need to pick a percentage; most 1 strike attacks will do between 100%-125% damage (Blast attacks may have exceptions, doing as high as 170% to their main target and half damage to the surrounding ones). Strikes that do 2 or more hits will do anywhere between 100%-250%.

Now you need to do some math. I’d suggest grabbing out your calculator to figure out the strength of the attacks.

Take your attack and times it by the percentage you have chosen. If it has more than one strike, multiply the strikes and damage afterwards.

Attack x Percentage = Damage

Attack x Percentage = Damage
Damage x Strikes = Total Damage

Compare this number to your characters health. You should be able to tell the difference between overpowered and balanced right away. If you can one shot yourself with the attack, you should lower the percentage.
You may get away with one-shots with the more strikes you have.

Other fun things you might add to your POW moveset are team moves. These are moves that you use with other characters. Team moves combine two different characters powers together in one focused attack. Listed below are the strikes and damage and you can do, along with the maximum number of team moves one character can have. (If you want a real challenge and want to stay true to Chronicles, you can have 6 moves; 6 1-man, 4 2-man, 2 3-man, and/or 1 4-man).
The following chart should provide some help if you consider doing so:

1-man team
Strikes: 1-2 (3 on rare occasions)
Damage %: 100-125% (Blast attacks may do 150-170%)
You can have as many 1-man attacks as you like.

2-man team
Strikes: 2-4
Damage %: 100-225%
Do not exceed 4 for the maximum number of 2-man attacks.

3-man team
Strikes: 3-5
Damage %: 100-225%
Do not exceed 2 for the maximum number of 3-man attacks.

4-man team
Strikes: 4-7
Damage %: 100-225%
Do not exceed 1 for the maximum number of 4-man attacks.

Finally, on top of all of this, you need to write down the cost, chances of moves, and ranks accordingly.
Make sure the cost is fitting to the move. It is no fun for an attack that costs only 1 point to be hitting someone to 1 health. Try to aim for the cost to be between 3-8 PP.

Similarly, it’s no fun for a KO attack to have a 100% chance to hit someone. Make sure you make the chance on hit something reasonable. If you scroll back up to our buff/debuff system, you’ll understand what the min/max chance and CoH gibberish meant.
Chances on hit should not exceed 80%, but certain moves can have a “Can’t Miss” effect.

Lastly, you need to add 3 ranks to all POW moves you plan to have. POW moves become stronger over time because, let’s face it, a revive attack that brought your ally to 20 health may have been good when you were low level, but it’s lackluster when you become a high level. Here’s some tips on how you should rank things:

Damage will go up 10-25% per Rank.
Chances on hit will go up 10-30% per Rank.



VI. Codes

So after reading that wall of text, I’m sure you’re eager to put all the stuff that appeals to you in your bio. Well, here’s the moment you’ve been waiting for!


BASE STATS
Base stats can be placed wherever you see fit in the bio:

Class:
Level:
HP:
PP:
Spd:
Atk:
Def:
Lck:

Movement Abilities:


EQUIPMENT SLOTS
Equipment slots would probably work well near the attire/appearance area (the place where you talked about their clothing):

Trinket:
Clothing Slot 1:
Clothing Slot 2:
Gloves:
Shoes:
Chao:


POW MOVES
The POW moves would work well near the attack area in your bio:

Attack Name
“Type a description of the attack here”
PP Cost:
Damage:
Effect:
Element:
Team:

Ranks:
[list]
[*]2
[*]Damage:
[*]Effect:

[*]3
[*]Damage:
[*]Effect:
[/list]
Edited by SuperShadowgal, Nov 17 2008, 12:18 PM.
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Oh. My. God. This is amazing SuperShadowgal, I love it! I plan on making a profile like this for all my characters!

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Timothy Ulysses, Crusader
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Oh no... I've become too attached to my avatar! I can't bear to change it!

Note on the Movement Powers that I just discovered; the maximum level of all movement powers put together can never exceed 3!

For example, someone with only Dash can have up to Lv3 Dash, but if they have Teleport as well then they may only have Lv2 Dash and Lv 1 Teleport, or Lv1 Dash and Lv2 Teleport.

Oddly enough, Amy and Rouge seem to be the only exceptions, with Smash Lv3/Dash Lv1 and Fly Lv2/Stealth Lv2 respectively (although the details are a buit hazy on the latter...).


I can see this template will be quite useful... perhaps my master plan can be put into action sooner than expected, hmhmhm...
Edited by Timothy Ulysses, Crusader, Nov 9 2008, 09:28 PM.
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Timothy Ulysses, Crusader
Nov 9 2008, 09:27 PM
Note on the Movement Powers that I just discovered; the maximum level of all movement powers put together can never exceed 3!

For example, someone with only Dash can have up to Lv3 Dash, but if they have Teleport as well then they may only have Lv2 Dash and Lv 1 Teleport, or Lv1 Dash and Lv2 Teleport.

Oddly enough, Amy and Rouge seem to be the only exceptions, with Smash Lv3/Dash Lv1 and Fly Lv2/Stealth Lv2 respectively (although the details are a buit hazy on the latter...).


I can see this template will be quite useful... perhaps my master plan can be put into action sooner than expected, hmhmhm...
Not sure I recall Rouge obtaining Lv. 2 Stealth, but with my luck I'm probably wrong.

Anyway, these profile add-ons do give a real RPG feel to it, which is the kind of mood I'm looking for in a few characters I hope to make. Nice job!
Edited by Zeromus, Nov 14 2008, 11:37 PM.
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Timothy Ulysses, Crusader
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Oh no... I've become too attached to my avatar! I can't bear to change it!

Well, like I said, I'm not entirely sure on that one either... but Amy is the only character with Smash 3 and she also gets Dash 1. I was really wierded out by that; no other character gets any more than 3 levels in MOV abilities. Heck, I expected Knux to have Smash 3 and Fly 1, but he only had Smash 2 at best.
"I've heard legends of that person, how he traveled the breadth of the land reducing all he touched to rubble..."
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SuperShadowgal
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Timothy Ulysses, Crusader
Nov 9 2008, 09:27 PM
Note on the Movement Powers that I just discovered; the maximum level of all movement powers put together can never exceed 3!

For example, someone with only Dash can have up to Lv3 Dash, but if they have Teleport as well then they may only have Lv2 Dash and Lv 1 Teleport, or Lv1 Dash and Lv2 Teleport.

Oddly enough, Amy and Rouge seem to be the only exceptions, with Smash Lv3/Dash Lv1 and Fly Lv2/Stealth Lv2 respectively (although the details are a buit hazy on the latter...).
Hm, that's interesting, I didn't notice that when I was looking through things. I'm not sure if that should be included though, seeing as there are a couple exceptions. But maybe a modification of the total should be consider. (Max total of skills cannot exceed _)



Speaking of adjustments.
I was considering it before hand when I wrote this up, but would a weapon slot be something desirable to add for the Equipment area. It would add a slot if the character did actually wield one.
Edited by SuperShadowgal, Nov 17 2008, 12:25 PM.
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Maybe Amy is just better? LOL JK :) That is interesting...
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Timothy Ulysses, Crusader
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Oh no... I've become too attached to my avatar! I can't bear to change it!

Yeah, that was my initial theory too... *shrugs* It's certainly a curious affair.
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Wow I read that whole thing its pretty good.

And yeah Amy is better than everyone.
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