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Which kind of shield hero stories do you like

  • Non-crossover

    Votes: 0 0.0%
  • Single Crossover (summoning)

    Votes: 2 50.0%
  • Multiple crossover (summoning)

    Votes: 1 25.0%
  • Single Hero replacement crossover

    Votes: 3 75.0%
  • Multiple hero replacements crossover

    Votes: 1 25.0%
  • Heroes act more intelligently

    Votes: 1 25.0%
  • Weapon swapping

    Votes: 0 0.0%
  • Shattered glass (mirror universe)

    Votes: 0 0.0%
  • Shield Hero gets power ups early

    Votes: 3 75.0%
  • Groundhog Day scenario

    Votes: 0 0.0%

  • Total voters
    4
  • This poll will close: .
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This thread is for the development of shield hero stories rules of the world and is a resource for anyone who wishes to use it
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Resources begining New

XENOCALIBUR-X00a

Getting sticky.
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This thread is for the creation of a fan fiction series Bible on the rules of the world and general outline of what will happen.

But I want to use this to compile good ideas for other to develop their own rules they want for their stories set in the same world.

The shield hero world has rules that must be understood before you write and this thread is for modifications of those rules that could make sense please remember to make your suggestions in a clean format.

Links to shield hero resources
Shield hero TV troupes
Shield hero wiki
Suggestions
(To be expanded)
 
Cardinal Hero weapon explanations resources New


Cardinal weapons have many advantages and drawbacks the heroes are

Power up methods: weapon mastery, smelting, spirit enchantment, status enhancement.
Requirements: trust in their friends/allies
Description: 3* human male 21 years old blonde hair orange eyes of Japanese descent, unknown innate trait, indecisive playboy tendencies and can't believe a girl would lie to him the friendliest of the heroes at the start.

Power up methods: level link, mastery, energy transfer, rarity up,
Requirements: drive for strength improvement
Description: 3* human male 16 years old black hair blue eyes, unknown innate trait, projects a loner image is normally considerate and kind to others but is in the beginning convinced that the world is a death dream.

Power up methods: sharing and understanding, trust, energy boost,_________.
Requirements: protector and inspiration of others
Description: 1* human male 20 years old black hair green eyes of Japanese descent, he is immune to motion sickness and alcohol, he is a kind older brother at the start.

Power up methods: rarity strength, ore enhancement, item enchantment, job level.
Requirements: seeker of Justice
Description: 3* esper/human male 17 years old brown hair gold eyes of Japanese descent, esper ability accuracy, inferiority superiority complex wants to be a hero but at surface level understanding to start.


Other Cardinal weapons

| Raphtalia's world | glass' world | S'yne' world |
 
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Vassal hero weapons New


Vassal weapons details short version
To be updated as time goes on

Strengthening method: body modification/muscle enhancement.
Requirements: unknown
Default: an axe with a gem in the head between the blades.

Strengthening method: Growth Revision.
Requirements: and eccentric genius unafraid to push boundaries.
Default: a wip with a gem at the top of the handle.

Strengthening method: Monster Encyclopedia?
Requirements:
Default: a carriage with a gem at the top

Strengthening method: Weapon Form Synthesis.
Requirements:
Default: a hammer with a gem below the head

Strengthening method: skill mastery/magic skill mastery
Requirements:
Default: glove with blades fingers a gem at the palms position

Strengthening method: skill rank
Requirements:
Default: a gauntlet with a gem on the back of the hand

Strengthening method: magic rank
Requirements
Default: a cane with a gem at the top

Strengthening method: micro transaction enhancement
Requirements:
Default: a throwing blade with a gem as the pomel
 
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Extra heroes New
Extra heroes are heroes who are not normally summoned and possess powerful nonstandard weapons, they are in-between hero types and have different limits

The number of extra heroes is determined by the number of world souls. 1=8, 2=14, 4=24,,, etc etc

Extra heroes have a level cap of 100,000,000 instead of unlimited and do not have the ability to gain weapon forms from raw monsters, requiring them to be refined into their weapon-type or forged by a blacksmith

Extra heroes are self resurrecting until the heroes they guild become strong enough to no longer need their support, the extra hero's universal abilities includ interference negation (as Long as an extra hero is present 2 legendary heroes can work together without interfering with eachothers growth) and gate (the ability to open portals to other worlds targeting is unique to the hero)

Extra weapons "names" are not the truth of what their weapon is

"Armour hero": the hero of "Armor" can take the form of any "Armour" they have seen and are always at the level to use that armour + their own level.
The hero can use weapons only if they are part of the set with the armour they use.
The "Armor" hero has a ½ Exp modifier to themselves as curse for their power. The half taken is multiplied to those linked to the heroes linked with.
The Armour hero will always appear as the intended user of the armour they use.
The hero is always experienced with the mission.
Mount hero: The hero of the mount is able to form any beast\vehicle that they can ride\drive so long as they have the raw material to make them. The level of the beast is capped at the hero's +15.
The hero can form weapons suitable for mounted combat as part of thier formation of their mount\vehicle.
The Mount hero only gets Exp through their mount at a ⅔ modifier. The ⅓ EXP is used for direct upgrade energy to enhance their mount forms
The hero of the Mount can understand nature as their own tongue.
The hero is always skilled at controlling their mount.
03
04
05
Journal hero: the hero of the Journal can give from to their imagination anything they created gives ½ their Exp to the hero the cap of thing created is the hero's level + 20.
The hero can not use weapons but can misuse tools to attack.
The hero of the journal gains Exp at a 3× modifier when acting on thier own or in large groups (10-50) 9× modifier. Hero support is usually 10× but extra heroes usually don't have the support directly.
The hero of the journal can make any drawing the can think of in their journal regardless of talent.
The hero is always of vision and hope,
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Cards hero: the hero of the Cards has a deck of phenomena equal to 30+ hero's level cards in a box at their waist.
The hero can use weapons made by their cards only.
The hero has a 1 ½ modifier of Exp for themselves but increases party Exp by a 9x modifier. A growth modification is applied by the hero, heroes guile.
The hero of the cards has the ability to make any phenomena they can think of reality through their cards but their cards are only reset at dusk and dawn.
The hero has luck unrivaled in games of chance.
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Wings hero: the hero of wings is able to fly and give their party similar abilities their wings glow softly. Their level is double in the sky.
The hero of the wings can use light weapons and apply a piercing effect to all their attacks.
The hero can only gain Exp in the sky/air their Exp modifier is 4x.
The wings hero has the lowest def score as they are fragile but they can harm even a shield hero in a straight fight.
The hero is free if heart
a

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Fortress hero: the hero of the fortress can create any fortified structure around themselves with the model in their hands as a representation of the structure the size of the area affected by their power is their level +10³ meters.
The hero can use any weapon well inside the fortress.
The hero can only gain Exp from defending their fortress but has a 7x modifier. The longer they stay in place the more they grow.
The Fortress hero has the ability to revive people within a three day limit so long as the hero is able to sacrifice a level of themselves.
The hero is always architecturally gifted,
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24.

fining weapons for this will take awhile suggestions welcome
 
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In a fanfic draft, I had the idea of using Teraria's prefixes as a strengthening method.

For those who don't know:
Weapons, armors and accessories can have "prefixes"
eg: "copper short swod" can have the prefix "sharp" giving it some damage bonus and changing the displayed name to "sharp copper short sword".

There's an NPC that allows you to "reforge" your equipment, which changes the prefix to another random one. Reforging costs money but while the cost can fluctuate, it does NOT become permanantly more expensive the more you reforge something.

Finally prefixes can be detrimental such as "poor" or "awful"

Whithin my draft I had the plan of using more prefixes than the limited pool from the game and obviously the shield hero could not obtain damage boosting prefixes.
Each weapon form would have it's own prefix but would start without one, the cost of reforging would depend on the strength of the weapon form and the prefix. The worse a prefix is the more expensive it is.
 
In a fanfic draft, I had the idea of using Teraria's prefixes as a strengthening method.

For those who don't know:
Weapons, armors and accessories can have "prefixes"
eg: "copper short swod" can have the prefix "sharp" giving it some damage bonus and changing the displayed name to "sharp copper short sword".

There's an NPC that allows you to "reforge" your equipment, which changes the prefix to another random one. Reforging costs money but while the cost can fluctuate, it does NOT become permanantly more expensive the more you reforge something.

Finally prefixes can be detrimental such as "poor" or "awful"

Whithin my draft I had the plan of using more prefixes than the limited pool from the game and obviously the shield hero could not obtain damage boosting prefixes.
Each weapon form would have it's own prefix but would start without one, the cost of reforging would depend on the strength of the weapon form and the prefix. The worse a prefix is the more expensive it is.
Are you thinking about putting together a table or would you like me to try to make a ruff draft Y/N

Are their any specifics you'd want in the method and what weapon would you assign this power up method
 
WIP
Main Modifiers (terraria base)
Large----+12%--+1+30.51%
Massive----+18%--+2+44.87%
Dangerous+5%-+2%-+5%--+1+31.47%
Savage+10%---+10%-+10%+2+84.31%
Sharp+15%------+1+37.59%
Pointy+10%------+1+25.89%
Tiny-----18%---1-30.04%
Terrible-15%----13%--15%-2-58.89%
Small-----10%---1-15.73%
Dull-15%-------1-24.83%
Unhappy--10%---10%--10%-2-44.71%
Bulky+5%-15%--+10%-+10%+1+21.34%
Shameful-10%---+10%--20%-1-34.74%
Heavy--10%----+15%+1+11.45%
Light-+15%-----10%+1+11.45%
Sighted+10%-+3%----+1+35.96%
Rapid-+15%---+10%-+2+66.49%
Hasty-+10%---+15%-+2+66.49%
Intimidating-----+5%+15%+2+51.7%
Deadly+10%+5%+2%--+5%+5%+2+75.38%
Staunch+10%-----+15%+2+66.49%
Awful-15%-----10%-10%-2-50.68%
Lethargic--15%----10%--2-39.11%
Awkward--10%-----20%-2-46.07%
Powerful+15%-10%+1%----+1+11.45%
Mystic+10%---15%---+2+66.49%
Adept----15%---+1+37.59%
Masterful+15%---15%--+5%+2+100.62%
Inept---+10%----1-15.73%
Ignorant-10%--+20%----2-46.07%
Deranged-10%------10%-1-31.74%
Intense+10%--+15%-----9.05%
Taboo-+10%-+10%--+10%+1+23.38%
Celestial+10%-10%--10%--+10%+2+49.29%
Furious+15%--+20%--+15%+1+16.46%
Keen--+3%----+1+12.36%
Superior+10%-+3%---+10%+2+64.51%
Forceful------+15%+1+37.59%
Broken-30%------20%-2-67.37%
Damaged-15%-------1-24.83%
Shoddy-10%------15%-2-39.11%
Quick-+10%-----+1+25.89%
Deadly+10%+10%-----+2+52.32%
Agile-+10%+3%----+1+35.96%
Nimble-+5%-----+1+14.7%
Murderous+7%+6%+3%----+2+44.54%
Slow--15%------1-24.83%
Sluggish--20%------1-33.41%
Lazy--8%------1-11.94%
Annoying-20%-15%------2-51.89%
Nasty+5%+10%+2%----10%+1+16.87%
Manic-10%+10%--10%---+1+23.38%
Hurtful+10%------+1+25.89%
Strong------+15%+1+37.59%
Unpleasant+5%-----+15%+2+51.7%
Weak-------20%-1-33.41%
Ruthless+18%------10%+1+17.34%
Frenzying-15%+15%-------0.59%
Godly+15%-+5%---+15%+2+111.63%
Demonic+15%-+5%----+2+60.02%
Zealous--+5%----+1+21%
Legendary+15%+10%+5%-+10%-+15%+2+209.85%
Unreal+15%+10%+5%--+10%+15%+2+209.85%
Mythical+15%+10%+5%-10%--+15%+2+209.85%

Not terrarian modifications

acrobatic: increase athletic ability of holder
adorable: increase charisma (cute) by 30% for holder
adventurous increase all abilities in unfamiliar territory by 20%
bitter: decrease likelihood of being eaten by 35%
boundless increase max limits of upgrades and slots by +5 for each level of rarity
bright: increase light attribute abilities by 3× for holder
brilliant: increase mental abilities for holder by 50 IQ
brittle: lower durability increase chance of fragment damage in cqc
delirious: afflict target and holder with high debuff with strikes
diminutive: holder shrinks to 3ft but increases abilities in stealth durability and crafting
exultant: boost all parameters when in temples
filthy: appear dirty and inflict poison, toxic, and infected wounds on enemy
foolhardy: clown appearance and counter moves incapable of permanent harm
gregarious: increase group cohesion and interpersonal interactions to positive effect
intrepid: status effect fearless and immunity to mental debuff affect the holder
jocular: increase comedic timing and understanding of funny things
joyful: drain sadness from targets to regenerate energy
jubilant: the power of happiness increases holder max gauge (requires gatherings of 4 or more people to be happy for 1% increase to all gauges)
kooky: become off-putting to outsiders and difficult to read gain insight into difficult subjects
lanky: compress muscles and gain hight, increasing strength and reach but lowering accuracy and HP
limp: drop in movement increase in perception
lush: increase charisma (woman) and quality of plants harvested
luxurious: increase drop quality by 3 stages
macabre: holder appears to be heavily injured or twist increasing intimidation and necromancy magic efficiency by 20%
magnanimous: charity increases success rate of abilities
mellow: recover from stress injury and trauma well relaxed with a gauge converting such into sp, mp, ep, gp, or other resources for the holder. Cancels the effects of cursed Series well held
miserable: cut luck in half but receive HP recovery large for 1 hour
nimble: increase speed by 9× for holder and apply comprehension
nocturnal: day time stat drop by 70%, night time boost all states by 60% and night vision + traceless pass skills are active without cost
opulent: drop items includ gold and platinum coins
ornate: receive 10 accessory slots for item to be equipped with and complex structure makes it difficult to judge size and speed of holdrs movement
ordinary: weapon disables stat magic for self and target for 15 minutes
palatial: increase structure construction effectiveness by how large it will be and how valuable its' materials are
parsimonious: holds resources from being used (EXP MP GP SP EP and other resources are not available for use well weapon is held after dismissal EXP is applied after and max MP increased by duration 10 minutes = 1 MP)
peevish: holder is surrounded by a field of irritation and misfortune
picturesque: increase art skills and charisma (living) by 20%
potent: base & innate abilities/traits become stronger
practical: increase users skill with applied weapon effect and training effectiveness
precious: increase rarity value by 2ranks until canceled
putrid: (zombie and undead, increase abilities by 2×) normal, decrease value by 6 until removed
questionable: Increase deception success and know when people are telling the truth.
quirky: apply random buffs to holder every 3 minutes
radiant: projects super bright light and heat temporarily holy element to user and gives them bright vision
raspy: appear sick or very ill until unequipped
rustic: deceives magical examination to be seen as a common item
scornful: the more angry the user is at someone the more effective the user is against them
scrumptious: increase food related abilities cooking, baking, medical compounding (flavor), and taste bounus when applied to formes with such bonuses
silky: (cloth/fabric formes revive double potency of effects) persuasion and crafting skill bounus
sly: accuracy and precision increase by 12%, hidden movement applied, sneek attack bounus 20% , and deception +3
spider-like: strength agility durability and recovery increase by 8× wall crawling, danger sense, and life detection skills acquired well in use
spectacular: grace and skill multiplier 8-24 times when active skills use ⅒ sp required
tentacular: command cephalopods
tense: reduce latency actions per second to 1= 0.00005 at level 1.
thorny: thorn vine capture skill
verdant: when surrounded by plants gain 5 times your HP & SP when in use
whimsical: minor toon force field 9² meters from item
woeful: depression gauge, when full receive a lot box (fill it yourself or take others)
zesty: add parameter increase when cooking spicy food based on spices used and compatibility
amusingly: jokes improve parameters for self+allies and decrease enemies parameters
angrily: rage restores MP SP & HP drains curse energy
apathetically: increase recovery during sleep and drain curse energy
assertively: actions without hesitation crit
begrudgingly: actions carried out by holder dispute reluctance double in effectiveness
blissfully: attacks/strikes inflict bliss and dream on target/opponents
blithely: user doesn't feel pain and has bubbly modes
boldly: actions of bravery grant EXP
boisterously
chillingly: increase flexibility and contortionist abilities
coyly: increase charisma (cute) 20%, (woman) 30%, and living 10% well equipped.
darkly: humanoid flesh weapons gain +30%
dazzlingly: adds sparkle and shiny effects and applies charm on others
deafeningly: amplify sounds 200 decibels (increase sound abilities power by increasing volume)
dutifully: boost parameters when acting for (others/the world) duty by 10×
eagerly: reduce cooldowns, timers, and time to do actions by half well equipped
facetiously: add laugh tracks and humerus sound effects, emits a field of humerus feeling causing others to be compelled to joke and act in humerus manners
faintly: reduce visibility and sounds of the holder
falteringly: self weakening after 15 minutes of quintuple power, gradually dropping to 1 fifth of power until SP is refilled to half
frivolously: style points score
greedily: energy absorption passive
grimly: the worse off the user is the more dire the situation the more powerful they become
gloweringly: negative emotions help recovery of energy
guiltily: gain disadvantage against lawful good individuals
hastily: drop all other stats by 70% bar speed which is increased by the lowered stats
hungrily: convert food into exp or other resources
intelligently: increase insight into the world around the user, and increase wisdom by 20%
kindly: take damage from allies and inflict it on enemies as true damage
lavishly: wealth stored in weapon gains interest at 30% increase
lazily: compound interest of exp stored from others actions well not exerting one self
listlessly: auto return to safe location after SP&MP are below 5% and user falls asleep.
masterfully: weapon skill increase crit chance by skill depth and bredth
meagerly: lowers activation cost well equipped to ⅒ of their actual cost
methodically: rhythm game to increase quality of results of system use(power up methods, drop function synthesis and more)
naively: increase lower level party members Exp multiplier by 100 until 5 levels below you
narrowly: increase precision and power by 5
neglectfully: the less you matain equipment the longer it last.
nerve-wrackingly: paranoia with increased statistics
numbly
offensively: offence attack doubles every 29 seconds
passionately: increase abilities in subjects you find fascinating as you learn
pleasantly: kindness enhancement of individuals
pointlessly
quickly
rapidly
rashly
secretly
seriously
swiftly
tactfully
teasingly
tenderly
timorously
tragically
underhandedly
vacantly
vividly
weirdly
youthfully
zealously
acclaimed
accomplished
amazing
amused
baby-faced
battered
beaten
bleeding
boring
broken
blushing
bow-legged
captivating
cluttered
confusing
chosen
complicated
condemned
crystallized
customized
dazzling
depressed
disgusting
distressing
disturbing
dreaming
driven
dyed
embarrassing
exciting
far-reaching
fascinated
freckled
frustrating
hard-hearted
humiliating
interesting
irritating
lying
melted
mouthwatering
peaked
puzzling
relaxing
riveting
satisfied
scared
scented
shocking
sickening
side-splitting
staggering
sweeping
tattered
threatening
thrilled
tired
towering
weathered
wrinkled
Stretchy
Smooth
Soft
Hard
Rough
Shinny
Slimy
Furry

Sub modification (slot modification of previous Modifiers after locking)

Awful-
Anti-
Auto-
De-
Durable-
Dis-
Down-
Extra-
Hyper-
Il/Im/in/ir-
Inter-
Mega-
Mid-
Mis-
Non-
Over-
Out-
Post-
Poor-
Pre-
Pro-
Re-
Sharp-
Semi-
Sub-
Super-
Tele-
Tr
ans-
Ultra-
Un-
Under-
Up-

This is a incomplete listing for recent idea if I messed something up please correct me
 
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