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Loony BoB
11-19-2004, 11:58 AM
For those of you who have not seen the thread in the Suggestions area, I have offered to create a roleplay using the Eizon worlds, where people can actually play characters within the world that they have created. However, in order to do this, I need the approval of the Eizon leaders, so as to not steal their hard work. Support from the rest of you who also contributed is much appreciated.

The roleplay is still in early stages of development, but if given the go-ahead I will be sure to post the details of my progress, time permitting. I've wanted to be a part of Eizon for awhile now, but haven't had the time, and I think this would be a most excellent way to show my appreciation for the worlds you've all created. If anyone has any questions, comments, or concerns, they should feel free to PM me.

Oh yes, and one final note, even if the roleplay is finished earlier, it will not begin until around January or Febuary, after things such as the Ciddies and other events have finished.

-Behold the Void

Ace Protorney
11-19-2004, 05:55 PM
Hmm, sounds like a great idea. Though, I would like to know more on how this can work.

Behold the Void
11-19-2004, 06:04 PM
It's in the intial brainstorming stages at this moment but I'm guessing it will be very factional. Players will take command of a character that they create for themselves within the Eizon country that they dwell in. This will allow them to "experience" living life within the Eizon world. I already know that wars and other conflicts break out between the countries, but this will now allow people to take an even greater role within it, they can discuss and make treaties, lead troops into battle, etc.. I am probably going to set it up it so that most players can command a considerable amount of NPC soldiers, which would give many players the ability to have rather interesting battles with each other.

Ace Protorney
11-19-2004, 06:06 PM
Awesome. It'll make Eizon even more interactive.

You have my approval.

Jebus
11-19-2004, 07:18 PM
Hmm. Sounds fun. :D

escobert
11-19-2004, 07:38 PM
Yeah looks good.

Carnage
11-19-2004, 07:42 PM
I think if he puts enough work into it it could be really good.. Perhaps the Overseers and leaders should vote on it when the final copy is ready?

Edit: Nevermind proto gave him the go ahead. our opinions means nothing :(

Behold the Void
11-19-2004, 09:10 PM
I assure you it will be a solid roleplay. I have a great deal of experience with these things (I've actually listed my "resume" if you will, in this thread (http://forums.eyesonff.com/showthread.php?t=52567)).

Now, at the moment I'm leaning towards a loose rule-base because I'm not sure about the roleplaying skill of most of the Eizon members and thus I do not want to overwhelm them. However, I can make a highly technical one if a majority wishes it, I just think that wouldn't be the best of ideas.

Carnage
11-20-2004, 03:16 AM
It dosent hafto be difficult just lots of options and diffrent ways to mold our nations/world and such.

Giga Guess
11-20-2004, 06:25 AM
Sounds intriguing.

Behold the Void
11-20-2004, 07:17 AM
All right, I've been trying to read all the information, but there are a few quick questions I have.

1. Does magic exist in this world? The initial post says it does not.

2. Do chocobos exist or is this more of a horse-oriented world?

Carnage
11-20-2004, 02:12 PM
We have magic but we couldnt find any uses for it since we were not aloud to use it for war and such

<img src=http://forums.eyesonff.com/images/smilies/lovesmile.gif><img src=http://forums.eyesonff.com/images/smilies/lovesmile.gif><img src=http://forums.eyesonff.com/images/smilies/lovesmile.gif><img src=http://forums.eyesonff.com/images/smilies/lovesmile.gif> horses. i vote chocobos.

Behold the Void
11-20-2004, 06:47 PM
All right. I've created a preliminary class listing, I may add more later.

Dark Knight: The Dark Knight is a powerful warrior who focuses on attack and can wield Black Magic that centralizes around the use of his sword.

Paladin: The Paladin is much like the Dark Knight as far as skill and ability is concerned, but utilizes White Magic instead. Like the Dark Knight, the White Magic is usually focused on the Paladin's sword.

Red Wizard: A Red Wizard dabbles in the use of both White and Black Magic, and is also fairly good at fighting. Red Wizards are adept at many things, but are skilled at none.

Black Wizard: Black Wizards are masters of destructive Black Magic. Their magic is powerful and often offensive, but their physical attacking abilities leaves much to be desired. NOTE Black Wizards have inherited the "Yin-Yang" magic spells, i.e. spells that cause status ailments.

White Wizard: White Wizards instead use White Magic to great effect. While they do not have the same destructive capabilities that Black Wizards have (though they do have some offensive spells) their ability to heal is a great asset. NOTE White Wizards have inherited Time Mage spells, i.e. those that relate to effecting a character's speed and mobility.

Dragoon: The Dragon Knights, or Dragoons, are skilled with lances. They can leap high into the air and jump on their targets, impaling them with ease.

Monk: Monks are masters of unarmed combat, and have also learned how to use their spiritual energy to perform many different feats.

Ninja: Ninja are masters of stealth and deception. Often wielding two blades in battle, they are skilled at dealing death from the shadows.

Samurai: Samurai wield two curved blades with great facility, though usually they only use their longer sword, the katana, in battle. Samurai focus on pure martial prowess and as such disdain the use of magic in their attacks.

Thief: Thieves are masters of the questionably noble art of taking things from one's foe without permission. While not physically powerful, they are quick and nimble, making them difficult foes to hit.

Berserker: Berserkers are powerful beings who are able to fly into a wild frenzy and cut down all who oppose them. While fearsome warriors, they have little facility for magic or anything else that requires cognitive thought.

Summoner: The Summoner class is able to call powerful monsters to fight for them. Summoners are extremely powerful in battle, but the strain of summoning monsters leaves them frail and easy to attack.

Blue Wizard: Blue Wizards draw their magic from monsters and use the magic of monsters themselves. They are also skilled with the scimitar, and their strength in battle is decent, though not great.

Chemist: The chemist is a master of alchemy, and they are able to mix different restoratives with ease. They have also had extensive training with firearms, and can use guns with great facility.

Hunter: The hunter is skilled with the bow, and at attacking from long distances. Hunters are also skilled at capturing monsters and training them to fight with the hunter.

Geomancer: Geomancers are mighty warriors who use the natural world around them to perform spells. While their spells aren't as strong as those of a Black Wizard or Summoner, they are also good fighters. In terms of strength, their magic is stronger than that of a Paladin or Dark Knight, but their fighting ability is weaker.

Bard: Bards know the power of music, and their song is enhanced with magical might. Their songs can do many things, but their focus is on beneficial magic. The Bard Song inspires allies to do better. Bards are also proficient with light, quick weaponry and can hold their own in combat.

Dancer: Dancer's use their exotic dancing to entrance their enemies and distract them. The Dancer's dances normally are tailored to cause some sort of harm to an enemy, and they can be quite devastating. Dancers are proficient with light weapons, and can often lure enemies within striking range to deal out one swift, fatal blow.

Mimes: Mimes have no real abilities themselves, but they can mark an enemy or ally and mimic the way that they move or attack. Mimes are strange warriors, but they can be quite versatile. Mimes have a strange magical ability that allows them to simply create a copy of whatever weapon the marked foe or ally is using, and they can use any magical spell that they have seen, but that spell may only be used once before the Mime must see it again.

Well, that's it. I'm open to submissions.

escobert
11-20-2004, 06:54 PM
I think we need to have more specific jobs for the world. I mean look at my land, people are nomads, we don't use magic, and we live in the desert.

Behold the Void
11-20-2004, 07:00 PM
I can probably adapt several jobs for different cultures, I just posted the generics for people to divide up as they choose.

Generally, in a nomadic world I believe that the Berserker, Geomancer, Thief, Blue Wizard, and Hunter would be favored jobs. The fact that you don't use magic does harm things, however. I'll play around with it for a bit and see if I can't come up with something for you to use. Any suggestions you have would be much appreciated.

escobert
11-20-2004, 07:05 PM
Yeah I like what you have so far. I want to figure out somehow of using a bluemage. I'll think about this and get back to you on it.

Giga Guess
11-20-2004, 07:58 PM
This seems as good a reason as any to fully bring magic to Eizon.


And what did you have in mind for Myst's primary jobs...?

Behold the Void
11-20-2004, 08:11 PM
From what I've seen of Myst, you favor freedom of religion. I don't know what you have in mind but I kind of see it as a rather mystical kingdom, so I would have to say Black Wizard, White Wizard, Paladin, Dark Knight, Red Wizard, and Summoner (of course).

Carnage
11-20-2004, 10:10 PM
What are my people, there ruled by the mob and there trying to make it into a unified fascist government. were surronded by water and have lots of trade. Can we be dragoons?

Edit:Now that i think about it were probobly ninjas and theives.

Behold the Void
11-21-2004, 12:37 AM
Ninjas tend to thrive in societies that require assassination so I'm not too sure. I'd say Dancers and Bards would probably do well there, as would thieves, as you already mentioned. Dark Knights would probably do well, as would Chemists.

If you're going for Facist governments Dark Knights are probably going to be the top of the pecking order, and Ninjas are probably also present.

Jebus
11-21-2004, 12:50 AM
So what would be ours? I assume the fighting and magery classes would be prevalent due to our academies, and military schools.

Behold the Void
11-21-2004, 01:03 AM
Your country seems to have a heavy mage focus, so I'd say you specialize in White Wizard, Black Wizard, Red Wizard, Summoner, Blue Wizard, and Geomancer jobs.

Remember, these are just the ones I am saying would be the most common jobs, they wouldn't necessarily be the ONLY jobs that one can take within that country.

Giga Guess
11-21-2004, 01:17 AM
From what I've seen of Myst, you favor freedom of religion. I don't know what you have in mind but I kind of see it as a rather mystical kingdom, so I would have to say Black Wizard, White Wizard, Paladin, Dark Knight, Red Wizard, and Summoner (of course).

Sounds good.

Dragoons, too, I hope.

Behold the Void
11-21-2004, 02:09 AM
Dragoons aren't magically inclined, but they would obviously be allowed, all jobs are allowed in all areas.

What I kind of want to do is get leaders to start hosting particular academies for certain jobs in their cities, so we know where people might go to get their training. The jobs I suggested would probably be the ones most likely to be hosted.

A lot of you seem to want to have Dragoons, but the fact is they will be in a more martial-oriented area, they don't use magic, merely physical prowess.

Giga Guess
11-21-2004, 02:15 AM
Sounds good. And I'll forske the Dragoon for the Samurai. I realize it's martial oriented, and need that as NO country should be able to base itself solely on magic. But yeah. It sounds good.

escobert
11-21-2004, 02:17 AM
The high court guards of Desierto will be Beserkers. Our acadamy in Ohen Wasser will be a school of countrolling the beserker frenzy abd gow to fight/defend while frenzied.

Behold the Void
11-21-2004, 02:41 AM
Sounds good. And I'll forske the Dragoon for the Samurai. I realize it's martial oriented, and need that as NO country should be able to base itself solely on magic. But yeah. It sounds good.

Actually I would suggest the monk instead. Samurai tend to use some spiritual energy techniques but monks use more which would make them a good outlet for the martial urges of some of your citizens.


The high court guards of Desierto will be Beserkers. Our acadamy in Ohen Wasser will be a school of countrolling the beserker frenzy abd gow to fight/defend while frenzied.

Actually, as a desert nation you are probably fairly reliant upon chocobos. I was going to suggest that you also include dragoons in YOUR nation, I think they'd fit well.

And on that note, I've been working out the basic job synopsis here, and will soon be moving on to skills. I haven't decided if I'm going to allow for advancement or if I'm just going to make players pick and choose certain abilities and never allow them to gain anymore, so if anyone has any suggestions regarding that I'd like to hear them as well.

Scale is as follows: 5=Best 4=Skilled 3=Average 2=Poor 1=Abominable 0=Nonexistant

Dark Knight: The Dark Knight is a powerful warrior that can wield rudimentary black magic. The Dark Knight's specialty is using "dark" element spells with their swords in order to inflict damage.
Martial: 4
Magic: 3
Speed: 2
Toughness: 4

Paladin: The Paladin is much like the Dark Knight as far as abilities. They can use rudimentary white magic, and they specialize in using "light" element spells with their swords in order to inflict damage.
Martial: 4
Magic: 3
Speed: 2
Toughness: 4

Black Wizard: The Black Wizard can use every black magic spell in existance, making them a powerful offensive foe. Black Wizards are physically weak, and do not do well in a fight.
Martial: 1
Magic: 5
Speed: 3
Toughness: 2

White Wizard: The White Wizard can use every white magic spell in existence, allowing them to heal and boost their comrades. White Wizards are better fighters than Black Wizards, as their spells are more of a defensive nature.
Martial: 2
Magic: 5
Speed: 2
Toughness: 3

Red Wizard: The Red Wizard can use moderatly powerful white and black magic spells, as well as wield weapons with some proficieny. Red Wizards are average in everything they do, they are the median in all skills.
Martial: 3
Magic: 3
Speed: 3
Toughness: 3

Dragoon: The Dragoon is a mighty warrior that can leap high into the air and come crashing down upon their foes, spearing them upon their mighty lance. While they are strong and tenacious fighters, they have no proficiency in magic whatsoever.
Martial: 5
Magic: 0
Speed: 3
Toughness: 4

I'll add a few more later.

Carnage
11-21-2004, 02:54 AM
I feel like a <img src=http://forums.eyesonff.com/images/smilies/lovesmile.gif><img src=http://forums.eyesonff.com/images/smilies/lovesmile.gif><img src=http://forums.eyesonff.com/images/smilies/lovesmile.gif><img src=http://forums.eyesonff.com/images/smilies/lovesmile.gif>in noob. Martial=?

escobert
11-21-2004, 03:08 AM
Hmmmm I like that. Sand People dragoons.

Behold the Void
11-21-2004, 03:24 AM
Martial=Skill with weapons and hand-to-hand fighting.

Monk: Monks are masters of unarmed combat. In addition, they are quite skilled at channeling their spiritual force for potent attacks.
Martial: 4
Magic: 3
Speed: 4
Toughness: 2

Ninja: Ninja employ basic magical skills and great speed and battle prowess to defeat their enemies. However, they are frail and easily defeated when met head-on.
Martial: 4
Magic: 2
Speed: 5
Toughness: 1

Samurai: Samurai are the ultimate masters of hand-to-hand combat. They wield their swords with deadly grace and efficiency, and they have basic facility with tapping their spiritual force to unleash devestating attacks.
Martial: 5
Magic: 1
Speed: 4
Toughness: 3

Thief: Thieves are nimble and quick, able to dodge most attacks and steal whatever item they desire. Decent fighters, Theives are skilled at attacking from the shadows.
Martial: 3
Magic: 0
Speed: 5
Toughness: 3

Berserker: Berserkers are mighty warriors, but their true strength emerges when they enter their battle-rage, at which point they become nigh unstoppable. NOTE the Berserkers are considered to have +1 martial, speed and toughness while in their rage, but attack anything around them.
Martial: 4
Magic: 0
Speed: 4
Toughness: 4

Summoner: Summoner can command powerful beings to do their bidding. While their magic is arguably the most powerful there is, they are hopelessly frail and easily defeated.
Martial: 1
Magic: 5
Speed: 2
Toughness: 1

Blue Wizard: Blue Wizards employ powerful magic that they absorb after slaying a monster. Also talented fighters, they are a versatile class that has much to offer.
Martial: 3
Magic: 4
Speed: 2
Toughness: 3

More to come...

Loony BoB
11-21-2004, 12:46 PM
I don't know how far you want to take this thing - will you be considering the races, or will you just be using human, or just human/elven/dwarven? There are also Ingmarians and those water-type-people on Eizon. It'd be up to you, though, obviously.

Behold the Void
11-21-2004, 07:36 PM
I will be using all of the races that Eizon has to offer, and I can make more fairly easily if need be. Right now I'm focusing on the jobs, the races are next.

And speaking of jobs...

Chemist: Chemists are the only job that can use a gun properly. They are skilled at taking different items and mixing them to provide different effects.
Martial: 2
Magic: 0
Speed: 4
Toughness: 3

Hunter: Hunters are skilled with bows, though they have no magical power to back up that skill. The Hunter's main abilities lie in their ability to catch and train monsters to fight for them. Hunters can literally have an army of monsters fighting with them, though stronger monsters take much longer to train.
Martial: 4
Magic: 0
Speed: 4
Toughness: 3

Geomancer: Geomancers are powerful warriors who are also skilled in the use of magic. Their spells are tied to nature, and they can do a considerable amount of damage with either.
Martial: 4
Magic: 3
Speed: 3
Toughness: 3

Bard: Bardic songs can create powerful magical effects that can duplicate the effects of many white magic spells. A bard can cast a good deal of the white magic spells, but instead of normal casting, they sing their spells, which broadens the range of the spells. Anyone who can hear a bardic song is a potential target of the spell, though the bard may decide who is targeted and who is not. Bards also have some unique spell effects that only their song can produce.
Martial: 2
Magic: 4
Speed: 4
Toughness: 2

Dancer: A Dancer has the power to weave black magic into their dance. Like the Bard, these spells are not utilized through the normal casting, a Dancer's dance produces the effect to anyone who can see it, and like the Bard the dancer may choose who is targeted and who is not. The Dancer has some unique spells that only their dance can produce.
Martial: 2
Magic: 4
Speed: 4
Toughness: 2

Mimes: Mimes have the power to mimic the abilities of those around them. A mimic on their own can do nothing, but a mimic can target others on the field and copy their proficiency in any given area. Furthermore, a mimic may learn to use abilities they have witnessed before. Skilled mimics can target a person and use all of the skills that that person has. Mimics can potentially be quite powerful, but it takes a skilled mimic to bring out their full potential.
Martial: 0*
Magic: 0*
Speed: 1*
Toughness: 1*

*A Mimic's base stats are subject to change. Mimics learn how to mimic a certain character for the stats. The more proficient a mimic is at this, the more characters they may pick and choose from for their statistics.

Chibi Youkai
11-22-2004, 03:24 AM
Just looking at the races, where would that put Atlantica? All we seem to have done in our past, an present, is fight, or at least glare at each other.

Khaeos Drao-Kin
11-22-2004, 06:18 AM
A few things on some of the jobs. I can see where you got a few of them (hehehe...I play the game religiously actually, and am a Dragoon), and I have a few suggestions to Dragoon Class.

I fully agree with your No Magic policy for Dragoons, however they do seem to be a bit lacking. Its basically saying they are a plain warrior, who can jump. A couple things that might be helpful to the class is the Dragon (Dragoon are supposed to be Dragon Knights after all). Maybe do like they did in FFXI and give the Dragoon the ability to have a wyvern/small dragon as a companion/mount? The small wyvern (about human sized, not a large dragon) could maybe inherit helpful abilities and combat abilities as the Dragoon grow in experience. This would tie into the whole Dragoon mythology of them being Dragon Knights, and having a very high affinity with Dragons. This would make the job unique instead of just a normal warrior.

There are also a few other ideas you could do, such as the Dragoon able to summon a Dragon in combat (Dragon exclusively. They are not a magic class, and it wouldn't be a magic summoning. This ties into a Dragoon's high affinity with dragons. Maybe calling one? Also see my wyvern idea).

Just tossing out some ideas. I know that I am going to be a Dragoon, most definitely.

Edit: I have some experience in RP. I have been doing it for about 8 years now, and am quite good in text based "world rp's" and battle rp's. I'd like to offer my services to help you or anyone else (if they don't know how to rp).

Thanks xD

Behold the Void
11-22-2004, 07:54 AM
Just looking at the races, where would that put Atlantica? All we seem to have done in our past, an present, is fight, or at least glare at each other.

Still working on that one.

As far as the dragoons, what I actually planned was having them be a sort of Chocobo Knight. They ride chocobos and their abilities are tied into the use of Chocobos. I tend to prefer not to give players control over dragons due to their sheer power, Hunters, for example, will find it difficult to capture a dragon right at first. What I think I may do is give Dragoons command over dragons later on in the game, depending on how I work out the advancement system.

Loony BoB
11-22-2004, 12:51 PM
A few thoughts...

1) If anyone wants to join the RP, they should probably join a nation of Eizon first. That goes for you too, James!

2) What will happen with nations that are lead by non-RP'ers? Will they still be lead by those people and just be NPC's or what?

3) Just letting my mind wander here: You would THINK that thieves and dragoons would thrive in the desert - but then you have to keep in mind that the vast majority of desert dwellers would be Ingmarians, who are the least agile of the races due to their leathery skin. Ingmarians would be more likely to be Paladins and Dark Knights according to the information given, however I don't think that would really suit them either... Also, don't chocobos also tend to exist near plains rather than in deserts?

4) Atlantica would be predominantly human and luscervan. Elves, too, probably... not many dwarves due to the lack of mountains/rocklands and not many Ingmarians due to the weather tending towards the cold side. In order: Human/Luscervan, Elven, Ingmarian, Dwarven.

Ace Protorney
11-22-2004, 01:17 PM
James joined Jebus' nation long time ago, BoB. :p

Loony BoB
11-22-2004, 01:26 PM
I... I knew that. I was just testing you.

>_>

<_<

:(

Behold the Void
11-22-2004, 05:22 PM
Good points, all BoB. I'm trying to get a feel for the races and such I'm working with so this is all preliminary suggestions right now.

As far as Chocobos, I'm leaning towards many types, probably beyond the original White, Black, Yellow, Fat, White, and Red. Thus there are many chocobos that can dwell in many different terrains. Anyone for a Blue Swimming Chocobo? :D

As far as the non-rping leaders, I'll probably NPC-ify them with their permission. Otherwise, I'll probably have to make NPC advisors and such who carry out their will so PCs won't have to interact with them.

Loony BoB
11-22-2004, 05:32 PM
I can imagine different chocobos living in mountains/forest/etc, however I'm not so sure about sea/desert as birds typically don't live there unless they fly (desert birds are scavengers and sea birds dive, but never swim). It would be nice to have completely different animals, though - as the general idea of the world is to have creatures from five different previous worlds, we can make up whatever the hell we want. I think I was going to use Chocobos in Aiyon (Where Ingmarians are from), however in that world there are also lizard-like creatures which are used for travel over open terrain in the hotter regions. Of course, there are also camels - which will always be the ideal way to travel because of the good ol' hump. :)

As for that NPC thing, don't think too much about it just now until we know who will be playing in January / February, as by that time things around here might change.

Behold the Void
11-22-2004, 05:35 PM
Let me think for a moment...

I always seem to recall encountering chocobos in the desert, I am thinking that those that live in the desert would be like the road-runner. Since chocobos are flightless birds, it could possibly work. As far as water areas go, we can use some other things as well. Or just use ships, those are always good.

Ace Protorney
11-22-2004, 07:50 PM
*ahem* I'm sure we have a list of Eizon-exclusive creatures created by the members themselves. Some are unoriginal though, like chocobos and moombas.

http://forums.eyesonff.com/showthread.php?t=48813

Carnage
11-22-2004, 08:27 PM
since when did we get diffrent races?

Ace Protorney
11-22-2004, 10:13 PM
In the very beginning.

Loony BoB
11-22-2004, 10:27 PM
Yeah. We've just never been able to put them to use. I always kept it in the back of my head that the possibility of an RP would come about, and whaddyaknow. :p That's why there are races. ;)

escobert
11-22-2004, 10:53 PM
Yeah my country has a mostly Ingmarians based population. About 96%.

Khaeos Drao-Kin
11-23-2004, 12:41 AM
Ummmm....I have to disagree. Dragoons aren't chocobo knights, they never fought on chocobos and they have no use for chocobos except for maybe transportation. Dragoons are Dragon Knights, with a high affinity for dragons, dragon skills and more.

Though, I do think you mistook what I meant when I said have a dragon companion. I'm a part of FFXI, where they have expanded exponentially on all the job classes, and what I consider to be the expert on what the jobs are (after all, SE DID create them). I have a few pics attached from the game, actually screenshots I took. I'm a level 68 Dragoon.

Dragoon (http://img.villagephotos.com/p/2004-8/795775/Art01.jpg)

That is what I meant when I said companion. Its a tiny dragon, called a "wyvern" in FFXI, and is barely the size of a human (or elvaan in that pic) from nose to tail. Hardly "too powerful". That is what I meant, sorry for any misconception.

Behold the Void
11-23-2004, 12:58 AM
I can most certainly use the creatures. This will just take some time to incorperate.

And I see what you mean about the dragons, which is a definite possiblity. When I start doing actual abilities for the different jobs, I'll see what I can do.

And to that end, if anyone wants to submit jobs or abilities, please feel free to do so.

Loony BoB
11-23-2004, 01:05 PM
A few ideas.

Jobs
Boatmaster/Pirate: Self explanatory really. :p More often than not Luscervan, Human or Elven, these men are master of the sea vessels, living to sail the seven seas and tell stories to youngsters of all the perils they face. Generally hardy folk, they put their efforts into staying alive, so that means cutlass and a sturdy stance.
Martial: 4
Magic: 1
Speed: 3
Toughness: 4


Racial Adjustments for Job Stats
Human: The common race in open lands. Average people, but they have the advantage of being the most populous in city centers, meaning they are more likely to get around large centers without racial prejudice/abuse.
Martial: 0
Magic: 0
Speed: 0
Toughness: 0

Elven: The common race in forests, they are high in intellect and agility. Bleed easy if you manage to hit them.
Martial: 0
Magic: +1
Speed: +1
Toughness: -2

Dwarven: The common race in mountains, they are tough in almost all conditions and although their size doesn't help their speed, it can be of advantage in certain situations.
Martial: +1
Magic: -1
Speed: -2
Toughness: +2

Ingmarian: The common race in deserts and drylands, their skin is leathery, aiding their resilience to both sword and spell while impacting their speed and agility.
Martial: 0
Magic: 0
Speed: -2
Toughness: +2

Luscervan: The common race in wetlands and seaside regions, they are talented in all water activities, although their slightly webbed feet and rubbery skin can let them down when they're on land.
Martial: 0
Magic: +1
Speed: -1 (land), +2 (water)
Toughness: -1


Race-Jobs with pre-adjusted stats
Luscervan Seamaster: A pirate's nightmare, these Luscervans can travel far from land without a boat and often lanch attacks in groups, swimming to ships in the night without being seen or heard until they start climing their way on board.
Martial: 4
Magic: 4
Speed: 3
Toughness: 3

Ingmarian Desert Rider: Generally not fantastic on the offensive, the Desert Rider relies entirely on his steed and his naturally strengthened leather skin to out-last an enemy in any conditions. He commonly rides in, taking swings with a machette or sabre. Desert Riders travel in both groups or alone, and live in the desert away from civilisation.
Martial: 3
Magic: 2
Speed: 5
Toughness: 5

Dwarven Miner: The ability to see in the dark removes any real need for these Dwarves to use magic. Instead, wielding their trusty axes, they make their strikes count. In the light, they cannot run from their attackers but they can take many hits before they fall to their knees.
Martial: 4
Magic: 0
Speed: 3
Toughness: 5

Elven Ranger: Deadly assassins, these men are like a mixture of hunter and ninja. They dwell in the treetops and move silently, then attack aggressively. However, if in the very slim chance you see them before they see you, they are at a terrible disadvantage due to their lack of armour, wearing nothing more than cotton clothing.
Martial: 4
Magic: 3
Speed: 5
Toughness: 1

Human Wizard: Capable of all Black and White magic, he relies entirely on his magic to survive. A powerful wizard generally surrounds himself with people to defend him, otherwise never leaving his tower. It is rare for a wizard to risk himself by going alone into the wild.
Martial: 2
Magic: 5
Speed: 1
Toughness: 1


Also, if a dragon can be used by a Dragoon, I would suggest that it is considered equal with any other creature of it's size/nature, ie an eagle, so as to not give Dragoons too obvious an advantage. Other creatures that could possibly be used by jobs...

Pirate - Parrots
Wizard - Crows/Cats/Familiars
Deser Rider - Camels/Kapoleto
Seamaster - Dolphins
Boatmasters - Seabirds
Ranger - Ocelots/Panthers
Bard - Songbirds
Black Mage - Crows/Cats
Thief - Small birds/Cats
Paladin/Knight/Hunter - Dogs/Hawks/Horses/Chocobos

EDIT:
Kapoleto: Large, strong creatures that resemble humpless camels. Live mostly in the deserts, though they have been found on dry plains. They have only one, large eye, with two small horns on thier heads. They're often alone, though they find mates and will fight other males for the prime female. They are herbavoires, though they can go sometime without eating.
The Kapoleto would be an ideal steed for Desert Riders. Edited my post to reflect that.

Behold the Void
11-23-2004, 05:12 PM
Hail to the Looney BoB for helping me do my job.

Giving certain jobs the ability to have an animal companion would certainly be all right. The Hunters will have stronger companions due to their nature, of course, but I don't see why other jobs would not be able to have one.

One thing with the stat boosts and penalties though, if a stat goes to 0 that means that such a thing is nonexistant, so in the case of speed or toughness that presents a problem. I'm thinking that if a penalty would require a race to go to 0 in either of those two categories, then they must sacrifice a bonus that they get in order to keep it at at least one. A possible exception I could see would be a speed of 0 (crippled) but a toughness of 0 would be corpse and probably not allowable.

Loony BoB
11-23-2004, 05:35 PM
Well, there are a few courses of action for that...

1) Make it so that certain races simply can't be certain jobs.
2) Make it so that 1 is the absoloute minimum for toughness, and that 0 for Militia means that you're as weak as a five year old using his bare hands, 0 for speed means you limp around with a permanent crippling, 0 for magic means you can't use magic.
3) Make it so taht 1 is the absoloute minimum for toughness, milita and speed.

The same would, of course, happen for people who are 5 and then get +1 - I don't know if that works using your system or not, as I don't know how your battle system (or whatever) works. I'm guessing that if it's entirely maths-based, then you can just use 6/7 if it comes down to it. If your system did allow such things, you could probably also use negatives for toughness and militia, putting people at an even bigger disadvantage (and hopefully discouraging them from using such things). We'll call that option #4.

Personally, I would go with option #1, #2 or #4 (if it's even possible).

Either that or we can just bin the advantages/disadvantages, however I think it would be a nice addition to the game to have a mixture of races and jobs, if it's do-able.

Behold the Void
11-23-2004, 05:44 PM
Hmmm...

the basic stats are there to give players an idea of how good certain jobs are at certain things.

If we do allow people to exceed 5 by bonuses, I think I'd be willing to say that they also cannot go under 1 on any stat in which the job has at least 1 in (so this includes magic, some jobs use some magic in their abilities and I don't think it fair in this system to take that away from certain races). That way certain races that would be INHERENTLY good at a job (such as an Elven Black Wizard, for example) wouldn't be barred from that job because they'd go to -1 toughness. It makes race as more of an edge in one's job than anything else. Of course, one might also go against the grain just so that they can have better skills in something else, maybe making a dwarven White Wizard so that they can have good martial and magical abilities.

Cloud_Strider
11-23-2004, 06:53 PM
Well, you don't need my approval for this, but you have it anyways!

Sutaimia: 75% Loyal Sutaimites, 20% Tremare refugees, 5% Pilgrims from other nations passing through :p

Carnage
11-23-2004, 08:15 PM
In the very beginning.

I remeber trying to make a superior demon race..........But you said no(completely understandable :p ) so how do we know what race our people are?

Behold the Void
11-23-2004, 09:56 PM
I imagine you get to pick and choose the primary races. As I understand it, most of the races are pretty well integrated.

Carnage
11-23-2004, 10:17 PM
Well every nation in eizon is surronded by water and 9/10 have mountains. One nation is desert and one is cold/snowy. It seems to me humans would be a minority.

The Triumphant Hero
11-23-2004, 11:02 PM
Forbidden Warrior
A job which consists of warriors who have trained in mystic arts to provide a proficiency in a magical skill which involves the encantation of weapons to create a stronger fighter.
Martial:4
Magic:3
Speed:1
Toughness:4
Ex. He casts a spell to set his sword on fire, then cures himself by casting regen on his armor, then enchants an axe to fight on it's own and attack his enemy.
His animal is either a chocobo or war horse

Queen Award, First of Her Name
11-23-2004, 11:10 PM
Actually, humans are the majority. Humans breed a lot faster than Dwarves/Elves, for a start, and they also have an easier time adapting to different climates/terrains than most races. I'd say that the other four races would be fairly equal after humans.

Ace Protorney
11-23-2004, 11:44 PM
Most mountain regions host the Dwarven population, Desierto and other arid regions host the Ingmarian population, forests and possibly the rainforest in Karlin host the Elven population, and nations like Aura, Atlantica, Mulletopia, and other wet regions, like coastal regions, host the Luscervan population. Humans are pretty much adaptable to each and every region.

It is possible to see each race in every region, but it's not common to see a Dwarven in a forest area, an Elven in the mountains or the desert, an Ingmarian at a place like the beach, and a Luscervan in a dry place with little water intact.

Behold the Void
11-24-2004, 01:12 AM
Raise the Forbidden Warrior's speed or toughness by one point.

Khaeos Drao-Kin
11-24-2004, 02:13 AM
Also, if a dragon can be used by a Dragoon, I would suggest that it is considered equal with any other creature of it's size/nature, ie an eagle, so as to not give Dragoons too obvious an advantage. Other creatures that could possibly be used by jobs...

Pirate - Parrots
Wizard - Crows/Cats/Familiars
Deser Rider - Camels/Kapoleto
Seamaster - Dolphins
Boatmasters - Seabirds
Ranger - Ocelots/Panthers
Bard - Songbirds
Black Mage - Crows/Cats
Thief - Small birds/Cats
Paladin/Knight/Hunter - Dogs/Hawks/Horses/Chocobos - End Quote

Ummm...

Oooook. I can both agree and disagree. One, a dragon is different then an eagle. Its also a small bit larger (see the pic I attached. Its about 6 feet from nose to the tip of the tail, about the size of a human), which means it would be a little bit more powerful then a eagle. I do however understand what you meant somewhat. But there is also somebad to that, because you would be taking a unique trait from some specific jobs (Hunter/Dragoon/Summoner), and making it a mainstream ability. Or maybe not, it depends on the animals you allow the jobs to control.

Void, I'll have to send you some pm's on some ideas I have.

Also, on the stat bonuses. How would you get them? Consuming items? Using objects? This is the sort of thing that would delve into job specific abilities. Like a Berserker would be able to use "Berserk" (off many FF games), where attack is enhanced but defense lessened. And the Paladin would be able to use Stalwart/Sentinel....raises def but cuts down on offense. To give bonuses you have to take away from something so its evened out. Otherwise people will abuse it by always using certain items or eating certain foods.

Just my two cents anyway. Void, I'll send those pm's soon.

Behold the Void
11-24-2004, 04:05 AM
Stat bonuses in-game are a bit different from those conferred right off the bat with one's race.

As far as the berserker (which is the only job I have currently given any type of stat boost) they gain one martial, speed, and toughness (as a berserker moves faster, fights better, and can shrug off more wounds when berserk) but spells, items, and abilities can probably be made to further increase the stats. I haven't quite decided how it's going to work, especially since right now I am unsure whether or not MP will be used.

Just PM me with your ideas when you have a chance.

Cloud_Strider
11-24-2004, 05:17 AM
My nation (Sutamia) has an organisation called the SSO (Sutaimian Secret Operatives). They would be like berserker, but without the fury all of the time... They would be equivalent to the U.S. Navy Seals... Any idea what they would be considered? They would be sharpshooters, but also extremely strong in hand to hand... Turks anyone?

Behold the Void
11-24-2004, 05:35 AM
Well, for purposes of gameplay, I think I'll have to take away the berserking ability. For all intents and purposes, they're probably somewhat akin to a Ranger class so the stats would probably be about like this:

Martial: 5
Magic: 0
Speed: 4
Toughness: 3

Cloud_Strider
11-24-2004, 05:40 AM
Behold the Void, That is about EXACTLY what I meant. If you go in my nation profile, you'll see I described rangers, so that fits perfectly

Behold the Void
11-24-2004, 05:52 AM
All right, go ahead and pick a name for the class itself and they'll be tacked on to the class list.

Cloud_Strider
11-24-2004, 06:09 AM
Sabres:

Strong warriors sworn into a government or monarchy for either protection, martial law, or as militia. They do not use magic, but instead use powerful projectile weapons, bows or swords. They also carry many potions and have the option of mixing items into effective mixes. They are dutiful and do not turn on their superiors. Like the samurai, they thrive on loyalty and honor and would not hesitate to take a life if ordered to do so.
Martial: 5
Magic: 0
Speed: 4
Toughness: 4

Behold the Void
11-24-2004, 06:33 AM
Take toughness down by one point.

Loony BoB
11-24-2004, 02:03 PM
I adjusted the stats of the race-specific jobs a little so that they matched the advantage of race-specific bonus-points for stats a bit better.

I had a play around to find out what kind of stats the race-job mixes were likely to end up with, and for the most part, it makes a lot of sense. Only one job/race ends up with stats higher than 14 - the Elven Ranger (Assassin), who has stats of 4/3/6/3 in the images attached - however we can easily take that down a notch, possibly taking down toughness, magic or speed by one to set it at 15 - still and advantage, but there has to be one out there. The disadvantage of the assassin is that he has no powerful magic, no special ability of any kind aside from going and killing.

Luscervans notably have a high of 12 in a few stats but none hit 13 (aside from Seamaster), let alone 14 - however if they enter water, those '12' stats move to '15' as their speed increases by three points. Dwarves and Ingmarians have very low speed, which is to be expected - Ingmarians rely on steeds to increase their speed and Dwarves are just bloody short folk who don't care for speed at all, really. Humans are, as always, the "jack of all trade" race and never exceed 13 points but generally do well in a variety of areas. The Desert Rider has 13, but realistically the steed of a Desert Rider would boost his speed above the 3 listed.

Humans: 13 with Dark Knight, Paladin, Monk, Samurai, Geomancer.
Elves: 14 with Monk, Ninja. 13 with Dark Knight, Paladin, Samurai, Geomancer, Bard, Dancer. 16 (possibly to be changed) as Assassin.
Dwarves: 14 with Miner, Dark Knight, Paladin, Samurai.
Ingmarians: 14 with Dark Knight, Paladin. 13 with Desert Rider (+steed)
Luscervans: 12 with Dark Knight, Paladin, Monk, Ninja, Samurai, Geomancer. 13 for Seamaster. +2 for all jobs in water.

Notable stats include:

Elves: Black Mage, White Mage, Summoner all have Magic at 6. Ranger/Assassin, Ninja and Thief have speed at 6.
Dwarves: Dragoon, Samurai, Sabre all have Martial at 6. Miner, Dark Knight, Paladin, Dragoon, Bezerker and Boatmaster all have toughness at 6.
Ingmarian: Dark Knight, Paladin, Dragoon, Bezerker and Boatmaster all have toughness at 6.
Luscervan: Black Mage, White Mage, Summoner all have Magic at 6.

Highest Martial+Magic stat: Wizard, with 2+7. Notably also with 2+1 for Speed+Toughness. :p
Lowest Martial+Magic stat: Chemist, with 2 in all races but Dwarf.

Highest Martial+Speed stat: Elves - Ninja (4+6), Samurai (5+5), Sabre (5+5) and Assassin (4+6)
Lowest Martial+Speed stat: Ingmarian Summoner (1+1)

Highest Martial+Toughness stat: Dwarven Dragoon, 12 (6+6)
Lowest Martial+Toughness stat: Human Summoner, 2 (1+1)

Highest Magic+Speed stat: Elven Black Mage, 10 (6+4) and Elven Bard & Dancer, both with 10 (5+5).
Lowest Magic+Speed stat: Dwarven Dragoon, 1 (0+1)

Hightest Magic+Toughness stat: Ingmarian White Mage, 10 (5+5)
Lowest Magic+Toughness stat: Elven Thief, Chemist, Hunter and Sabre, all with 1 (0+1)

Highest Speed+Toughness stat: Miner (3+6) & Ranger/Assassin (6+3).
Lowest Speed+Toughness stat: Luscervan Summoner, with 2 (1+1). That could change to 3+1 in water, though, and that would mean that 3 would be the lowest, including the Wizard and the Human Summoner, each with 2+1.

In the water, Luscervans would likely out-do any most races/jobs when it comes to speed.

Anyway, it's just some stuff to give you a brief idea of where this is headed at the moment, should you go with the minimum of 1, no maximum (but it's effectively 7, since no stat goes above 5+2). Let me know if you'd like those adjusted in any way and I'll have a play around.

Behold the Void
11-24-2004, 06:01 PM
It makes sense that the Luscervans outstrip everyone in water, though we may want to think about confering some minor penalties on land if they end up being too good.

I'm going to start working on abilities right now. The way I am kind of thinking of doing it is having each ability have a certain rank by it and people get a number to distribute into abilities. As they progress in the RP they can be awarded more points to take more abilities. The problem this presents, however, is how we can keep track of someone's rank, generally I would do it by post count but since we cannot access that...

I'll play around with it a bit and see what can be done.

Loony BoB
11-24-2004, 09:07 PM
It makes sense that the Luscervans outstrip everyone in water, though we may want to think about confering some minor penalties on land if they end up being too good.
The fact that on land their stats are one point weaker than all others should make up for it. I'd imagine they'd be on land more often than in water, too, as they still need to breathe. They're the only race that, on land, has a -1 difference with stats-adjustments.


I'm going to start working on abilities right now. The way I am kind of thinking of doing it is having each ability have a certain rank by it and people get a number to distribute into abilities. As they progress in the RP they can be awarded more points to take more abilities. The problem this presents, however, is how we can keep track of someone's rank, generally I would do it by post count but since we cannot access that...

I'll play around with it a bit and see what can be done.
Postcount would be a really bad way to go about it anyway. Nobody would ever beat me. :p I think I'm still 2000 ahead of the next person down. ;)

escobert
11-25-2004, 12:24 AM
wtf I have like 2000 how do you have like 5000 you spammer >: p

Behold the Void
11-25-2004, 12:33 AM
Is there a way to tally just posts in certain threads (i.e. the RP threads)?

All right, a basic ranking of spells and abilities will be much like that of the statistics, numbering 1-5. Abilities are divided into two types, Passive, and Active. Active abilities must be used manually, and Passive abilities are always in effect once learned. Passive abilities may not take effect until certain circumstances are met.

I'll be tinkering around with the abilities a bit. A basic scale to go off of would be Fire as a 1st rank spell, Fira as a second rank spell, Firaga as a third rank spell, Flare as a fourth rank spell, and Ultima as a fifth rank spell. Anyone who wants to come up with some abilities is welcome to do so, your help is much appreciated.

FightClubFan#47
11-25-2004, 12:53 AM
Since Aura is mostly a vacation spot, I'm guessing the main jobs threre would be Bards, Dancers, and Mimes.

And also

Beaster:Almost like a ranger, but relies more on the animals around. They can usually ask for assistance, but sometimes are just granted not being attacked. They can usually also talk and summon a few creatures.

Martial:2
Magic:3
Speed:2
Toughness:3

Anyone, anyone?

Behold the Void
11-25-2004, 01:44 AM
I don't really see what the point of the Beaster is, it's basically a Hunter.

If you want it though, it can have at least two more points in the stats. The average is somewhere between 11 and 13 for most classes.

Now then, let's start with some abilities. Oh yes, for the black magic opposing elements, its fire and ice, water and lightning, earth and wind, light and dark.

Black Mage
Active:
Fire (1)
Fira (2)
Firaga (3)
Blizzard (1)
Blizzara (2)
Blizzaga (3)
Thunder (1)
Thundara (2)
Thundaga (3)
Water (1)
Watera (2)
Wateraga (3)
Quake (1)
Quakera (2)
Quakega (3)
Aero (1)
Aera (2)
Aeraga (3)
Drain (3)
Osmose (2)
Flare (4)
Sleep (3)
Blind (1)
Poison (1)
Bio (2)
Paralyze (3)
Petrify (4)
Berserk (3)
Zombie (4)
Confuse (4)
Meteor (5)
Ultima (5)

Passive:
Counter Magic (4)
Absorb MP (3)
Enhanced Magic (3)
MP Recover (4)

I think I will be using an MP system, something really easy along the lines of "each spell costs as much MP as its rank." Players are certainly capable of keeping track of it themselves.

The Triumphant Hero
11-25-2004, 02:05 AM
Forbidden Warrior
Passive
Heavy Armor: Can equip heavy armor without penalty
Weapon Proficiency: Melee: Can use all melee weapons without penalty
Dual Wield- Allows dual wielding/ wielding a weapon and shield without penalty Magic cannot be cast while dual wielding
Silent Spell: Does not need to shout incoherent words to cast spells
Spell Channel: Allows spells to be cast from any type of magic through a channeler( ex glove or sword)
Dark Power: Draws upon the dark arts of magic to become very powerful in damaging spells. Cannot choose this and Light Force
Light Power: Draws upon holy power to improve the power of curative and support spells. Cannot choose this and Dark Power
Black Soul: Improves Dark Power's effect. Must have chosen Dark Power
Holy Soul: Improves Light Power's effect. Must have chosen Light Power
Demon Strength: Maximizes Black Soul's effect. Must have chosen Black Soul
Angel Strength: Maximizes Holy Soul's effect. Must have chosen Holy Soul
Shadow Fire: Adds extra damage to attack which can go up to damage dealt. Must have chosen Dark Power
Spirit Guardian: Reduces damage taken by up to 3/4. Must have chosen Light Power.
Mystic Strength: Adds 1 to Martial
Mystic Aura: Adds 1 to Toughness
Magic Specialization: Allows specialization in one of the following types of magic: Healing, Fire, Ice, Lightning, Illusion, or Support
Combat Specialization: Adds efficiency in all aspects of battle
Active
Fire
Lv 1: Fiery Soul- Does small fire damage
Lv 2: Fiery Rage- Does average fire damage
Lv 3: Fiery Vengeance- Does good fire damage
Ice
Lv 1: Icy Wind- Does small ice damage
Lv 2: Frozen Heart- Does average ice damage
Lv 3: Icy Glacier- Does good ice damage
Lightning
Lv 1: Shock Strike- Does small lightning damage
Lv 2: Shock Blade- Does average lightning damage
Lv 3: Shock Storm- Does good lightning average
Healing
Lv 1: Bless- Cures very small damage
Lv 2: Cure- Cures small damage
Lv 3: Regen- Regenerates damage over time
Support
Lv 1: Shell- Protects 25% Magic damage
Lv 2: Protect- Protects 25% Physical damage
Lv 3: Wall- Both shell and protect
Illusion
Lv 1: Shadow- Makes 1 weak shadow
Lv 2: Illusion Copy- Makes 1 weak copy of caster
Lv 3: Shadow Strike- Makes 4 weak shadows
Flurry- Does 2 attacks per turn but lower damage
Power Strike- Does extra damage but hits less
Aiming Blow- Always hits but low critical
Strategic Strike- Has 75% chance critical hit but is slow
Mage Blow- Fuses a spell with a physical attack
Hilt Blow- Puts opponent off guard
Impale- Does good damage but no critical
Overzealous- Berserk, haste, critical plus, and wall on user, user must attack all opponents to the death
________________________________________________________
Magic cost is:
Lv 1: 2
Lv 2: 4
Lv 3: 6

Behold the Void
11-25-2004, 03:01 AM
I really hate to do this because you did a good job there, but that's not really in keeping with the system.

There are five ability ranks, not nine, as you used.

The high level spells like Ultima and Holy are reserved only for a few certain classes. A fighter/mage class like the one you just did would have a mix of both but would excel at neither. General rule of thumb to follow is the stat base. A class should not be able to cast spells or use physical abilites above their base Martial and Magic, so thus a rank 5 spell (Ultima) should ONLY be accessible to those whose class has a base of 5 in Magical ability.

So, for your Forbidden Warrior, the best he can hope for Magic-Wise is a third rank spell such as Firaga or Thundaga, and the best he could get for Martial would be a forth rank ability, which would be a really strong physical attack but not devastatingly so.

FightClubFan#47
11-25-2004, 04:47 AM
I don't really see what the point of the Beaster is, it's basically a Hunter.

If you want it though, it can have at least two more points in the stats. The average is somewhere between 11 and 13 for most classes.

Nah, I was juss bored

Bahumat
11-30-2004, 05:50 AM
What about mercenaries? they could be useful in the actual game. just so people know, i have pretty much every race in my country :p go me.

Also, I am probably going to be (personally) a Black Mage and Ruby will most likely be a Dragoon.

Behold the Void
11-30-2004, 06:13 AM
Mercenaries are a big part of such a society, actually, I may be personally be playing a mercenary band.

Oh yes, I'm thinking of adding a Machinist class, they'll be able to use guns and other machinery. I'll do up the preliminary statistics soon.

The Triumphant Hero
11-30-2004, 12:29 PM
Forbidden Warrior
Passive
Lv 1-Heavy Armor: Can equip heavy armor without penalty
Lv 1-Weapon Proficiency: Melee: Can use all melee weapons without penalty
Lv 2-Dual Wield- Allows dual wielding/ wielding a weapon and shield without penalty Magic cannot be cast while dual wielding
Lv 3-Silent Spell: Does not need to shout incoherent words to cast spells
Lv 3-Spell Channel: Allows spells to be cast from any type of magic through a channeler( ex glove or sword)
Lv 1-Dark Power: Draws upon the dark arts of magic to become very powerful in damaging spells. Cannot choose this and Light Force
Lv 1-Light Power: Draws upon holy power to improve the power of curative and support spells. Cannot choose this and Dark Power
Lv 2-Black Soul: Improves Dark Power's effect. Must have chosen Dark Power
Lv 2-Holy Soul: Improves Light Power's effect. Must have chosen Light Power
Lv 3-Demon Strength: Maximizes Black Soul's effect. Must have chosen Black Soul
Lv 3-Angel Strength: Maximizes Holy Soul's effect. Must have chosen Holy Soul
Lv 4-Shadow Fire: Adds extra damage to attack which can go up to damage dealt. Must have chosen Dark Power
Lv 4-Spirit Guardian: Reduces damage taken by up to 3/4. Must have chosen Light Power.
Lv 4-Mystic Strength: Adds 1 to Martial
Lv 4-Mystic Aura: Adds 1 to Toughness
Lv 3-Magic Specialization: Allows specialization in one of the following types of magic: Healing, Fire, Ice, Lightning, Illusion, or Support
Lv 3-Combat Specialization: Adds efficiency in all aspects of battle
Active
Fire
Lv 1: Fiery Soul- Does small fire damage
Lv 2: Fiery Rage- Does average fire damage
Lv 3: Fiery Vengeance- Does good fire damage
Ice
Lv 1: Icy Wind- Does small ice damage
Lv 2: Frozen Heart- Does average ice damage
Lv 3: Icy Glacier- Does good ice damage
Lightning
Lv 1: Shock Strike- Does small lightning damage
Lv 2: Shock Blade- Does average lightning damage
Lv 3: Shock Storm- Does good lightning average
Healing
Lv 1: Bless- Cures very small damage
Lv 2: Cure- Cures small damage
Lv 3: Regen- Regenerates damage over time
Support
Lv 1: Shell- Protects 25% Magic damage
Lv 2: Protect- Protects 25% Physical damage
Lv 3: Wall- Both shell and protect
Illusion
Lv 1: Shadow- Makes 1 weak shadow
Lv 2: Illusion Copy- Makes 1 weak copy of caster
Lv 3: Shadow Strike- Makes 4 weak shadows
Lv 2: Flurry- Does 2 attacks per turn but lower damage
Lv 2: Power Strike- Does extra damage but hits less
Lv 2: Aiming Blow- Always hits but low critical
Lv 2: Strategic Strike- Has 75% chance critical hit but must charge 1 turn
Lv 3: Mage Blow- Fuses a spell with a physical attack
Lv 2: Hilt Blow- Puts opponent off guard
Lv 3: Impale- Does good damage but no critical
Lv 4: Overzealous- Berserk, haste, critical plus, and wall on user, user must attack all opponents to the death
________________________________________________________
Magic cost is:
Lv 1: 2
Lv 2: 4
Lv 3: 6
Is this good?

Carnage
11-30-2004, 07:45 PM
Can diffrent militarys have diffrent strengths and stuff? Because iv created my GATAC units and there breed genetically superior to other humans.

Behold the Void
11-30-2004, 08:22 PM
That Forbidden Warrior looks good now, except I would like levels appended to all of the skills, not just the magic. The level of the skill or spell determines not only how much MP it costs but how much it takes to learn it.

And as far as Carnage's question is concerned, I do not see why that would not be viable at all, though generally all armies have strengths AND weaknesses.

The Triumphant Hero
11-30-2004, 08:27 PM
OK, can we multiclass? And, is there a max level, or do we keep growing? Lastly, After we get a skill, can we level it up and make it stronger?

Behold the Void
11-30-2004, 08:32 PM
Multi-classing is certainly a possibility, this game is already turning out to be somewhat Tactics-ish. I've always been unfond of a max level but I think it's going to be based more on abilities than anything else, so I'll have to tweak that system a bit. Skill upgrades I'm leaning towards no, you just have different level skills (Fire, Fira, Firaga for example) that you learn. I may do prerequisites though.

The Triumphant Hero
11-30-2004, 10:21 PM
And, as we go in the RP, will we be able to build a ship and give it new armor/weapons like cannons, iron armor, harpoons, etc?

Behold the Void
11-30-2004, 10:24 PM
I don't see why not.

Khaeos Drao-Kin
11-30-2004, 11:30 PM
Ummm...not to see bitchy or anything, but if you allow forbidden warrior then you better beef up all the other classes. Otherwise it will seem to be a monopoly. I.e. Its a warrior that can wear heavy armor, has the ninja ability to dual weild weapons, and can cast medium level magic. Yeah, from what I see of the other classes...its heavily one sided.

Though I am sure I can come up with some abilities for Dragoon and such to easily make it equal.

Just some comments...

Carnage
11-30-2004, 11:37 PM
What i was trying to say is that armies strengthes should differ. Hypothetical situation, If some odd reason sutamia was to attack myst(for anyone who dosent know myst has like 40 members) it would be stupid for their people to have the same base stats if they were attacking.

Behold the Void
11-30-2004, 11:52 PM
The way I think this is going to end up going is probably going to turn somewhat D&D-ish, which means that most fighter classes will be able to dual-wield at some point. Ninja aren't going to have their value solely based on the duel-wielding, and the heavy armor is going to effect one's speed and maneuverability. Also, I will probably be removing some abilities from the Forbidden Warrior at some point, right now I'm getting preliminary skill lists done, I can weed stuff out later on.

Army base stats will more than likely differ from country to country based on the focus of that country with regards the military might.

The Triumphant Hero
12-01-2004, 02:15 AM
Lv 1-Heavy Armor: Can equip heavy armor without penalty
Lv 1-Weapon Proficiency: Melee: Can use all melee weapons without penalty
Lv 2-Dual Wield- Allows dual wielding/ wielding a weapon and shield without penalty Magic cannot be cast while dual wielding
Lv 1-Dark Power: Draws upon the dark arts of magic to become very powerful in damaging spells. Cannot choose this and Light Force
Lv 1-Light Power: Draws upon holy power to improve the power of curative and support spells. Cannot choose this and Dark Power
Lv 2-Black Soul: Improves Dark Power's effect. Must have chosen Dark Power
Lv 2-Holy Soul: Improves Light Power's effect. Must have chosen Light Power
Lv 3-Demon Strength: Maximizes Black Soul's effect. Must have chosen Black Soul
Lv 3-Angel Strength: Maximizes Holy Soul's effect. Must have chosen Holy Soul
Lv 4-Shadow Fire: Adds extra damage to attack which can go up to damage dealt. Must have chosen Dark Power
Lv 4-Spirit Guardian: Reduces damage taken by up to 3/4. Must have chosen Light Power
Lv 4: Overzealous- Berserk, haste, critical plus, and wall on user, user must attack all opponents to the death or die himself for effect to end
_________________________________________________________
These are his main skills, so as long as he keeps these, I really don't care what you take away.

Carnage
12-01-2004, 03:11 AM
Army base stats will more than likely differ from country to country based on the focus of that country with regards the military might.

Thanks :)

Khaeos Drao-Kin
12-02-2004, 03:32 AM
Lv 1-Heavy Armor: Can equip heavy armor without penalty
Lv 1-Weapon Proficiency: Melee: Can use all melee weapons without penalty
Lv 2-Dual Wield- Allows dual wielding/ wielding a weapon and shield without penalty Magic cannot be cast while dual wielding
Lv 1-Dark Power: Draws upon the dark arts of magic to become very powerful in damaging spells. Cannot choose this and Light Force
Lv 1-Light Power: Draws upon holy power to improve the power of curative and support spells. Cannot choose this and Dark Power
Lv 2-Black Soul: Improves Dark Power's effect. Must have chosen Dark Power
Lv 2-Holy Soul: Improves Light Power's effect. Must have chosen Light Power
Lv 3-Demon Strength: Maximizes Black Soul's effect. Must have chosen Black Soul
Lv 3-Angel Strength: Maximizes Holy Soul's effect. Must have chosen Holy Soul
Lv 4-Shadow Fire: Adds extra damage to attack which can go up to damage dealt. Must have chosen Dark Power
Lv 4-Spirit Guardian: Reduces damage taken by up to 3/4. Must have chosen Light Power
Lv 4: Overzealous- Berserk, haste, critical plus, and wall on user, user must attack all opponents to the death or die himself for effect to end
_________________________________________________________


You can't equip heavy armor or use dual weapons without a penalty. Using all melee weapons is also sortof one sided. Thats like saying a thief can pick up a lance and use it well/perfectly.

The power ones there I see no problem with, because you have to pick either light or dark...can't have both.

Behold the Void
12-02-2004, 03:59 AM
I will be imposing penalties on using heavy armor and using two weapons. No matter how skilled you are, the amount of skill and concentration it takes to wield two weapons at once (I speak from experience here and I have the bruises to prove it) is enormous. Also, wearing heavy armor will slow you down, you can't avoid that. The ability to equip heavier armor or use two weapons in and of itself isn't bad, but there will be penalties attached to it.

Giga Guess
12-09-2004, 05:07 AM
I got an idea.

In addition to troops, each country can create 3 "hero" classes, that are an amalgamate of 2 or more classes....to clarify, there are no God classes, and they must be approved. Just an idea.

Behold the Void
12-09-2004, 06:10 AM
I could see us doing that. I'm actually considering reworking the existing classes since the Eizon technology is increasing so much. I may end up reworking them so that there are more technology-based classes.

Remnant
12-09-2004, 09:28 AM
It did strike me as an odd combination, what with the tech changes. But, on the other hand, the whole technology aspect is still kinda being worked out.

I mean, while we can't use magic, presumably because of strange uber-weapons, there's a point where tech will do the same practical thing.

A rose by any other name and all that...

So, you might want to use caution in putting a whole lot into anything involving tech in the rp stuff, as it is so volitile right now.

Behold the Void
12-09-2004, 09:35 AM
If the technology didn't advance so fast I'd be able to make this much easier.

However, there is much that can be done about integrating magic and technology, I've a few ideas knocking around, I just need to set them down on paper before the tech evolves yet AGAIN.

Remnant
12-09-2004, 05:28 PM
Yeah, we're towing the line of Shadowrun here... not that that is inherently a bad thing, I really liked shadowrun when I played it. I did kinda prefer the "industrial revolution" set up before it escalated, but, oh well...

Behold the Void
12-12-2004, 07:17 AM
Let's see here... I think I will, for the moment, be keeping all the classes that are already present. However, with the technologies we have, there can be several more classes added to the mix. A few ideas I'm playing around with:

Machinist: The Machinist is a master of machinery. As they increase in skill they can construct and command several different machines to acheive different results, be it in combat or otherwise. A Machinist is relatively weak, and commands no magic at all, but they are fairly good with guns and their machine allies more than make up for their weaknesses.
Martial: 3
Magic: 0
Speed: 3
Toughness: 2

Technomancer: A technomancer specializes in a special brand of magic that can animate different constructs to do their bidding. From a lowly candlestick to a golem wrought from pure adamantine, Technomancers rely on using their magic to bring things to life.
Martial: 1
Magic: 5
Speed: 2
Toughness: 1

Gun Mage: Gun Mage's use magic to enhance the power of their bullets. They are not extremely powerful, but the fact that they can use magic with their guns gives them a great advantage.
Martial: 4
Magic: 3
Speed: 2
Toughness: 2

I may add a few more if inspiration strikes.

The Triumphant Hero
12-12-2004, 01:42 PM
You could make technology less reliable. So guns will misfire and not shoot from time to time.

Behold the Void
12-12-2004, 08:37 PM
That might be hard to do but I was considering it. I'm still playing with the firearms system so I have yet to decide on how they will be operating.

Bahumat
12-14-2004, 05:18 AM
This is an old idea, but are there gonna be guilds? like war guilds and such.

Behold the Void
12-14-2004, 06:13 AM
Guilds can be worked out within the Eizon nations. I've made some decisions with regards to the skill system as well.

There will be four skill types:

Martial Skills: Martial skills are skills and techniques that employ martial prowess. Martial skills and techniques can be anything from learning to use two weapons at once to jumping into the air and landing on an opponent to slashing with such speed and force that a shockwave emerges from your blade and travels through the air.

Magic Skills: Magic skills are, in essence, the spells that a character can cast. Be they a potent fire spell, a spell that opens locked doors, or a spell that summons a massive dragon to torch your foes, Magic skills all deal with the channeling of mystic energy. While stronger than martial skills, Magic skills have a set MP cost (still in the works) and thus cannot be used as often.

Speed Skills: Speed skills have to do with movement and agility. Most of these skills will be defensive in nature, but some may have offensive application as well. Speed skills can include things such as jumping enhancement, running speed enhancement, and grasping a blade as it is about to strike you.

Toughness Skills: Toughness skills deal with increasing your ability to take a certain degree of punishment. They can run the gamut from resistance to magic, increased defense, or the ability to block better with a shield or with two swords.

Skill costs: While I could, in theory, use JP or AP for these skills, I'm FAR too lazy to come up with a viable system for it, so instead, you need to purchase training in a skill. By spending Eiz, you will be able to purchase a special attacks, or weapons, or armor, or whatever else you want. I'm thinking of some sort of rank system, where every day you get a stipent of x money depending on how high up on the pecking order you are, and your rank can increase depending on things you do. This will probably require some degree of DMing, so I'm thinking LoonyBoB and Agent Proto might like to help me in handing out promotions depending on how people act in the roleplay. It wouldn't necessarily have to be through combat that one's rank increases, good roleplaying in general, well-made plans, good ideas, all would contribute to one's rank.

With regards to the cost of skills, the system is pretty easy. Each skill has certain ranks in one (or more) of the four different stat types, depending on the nature of the skill. So, for example, Fire would be a 1 Magic skill, whereas Fire Sword would be a 1 Magic 1 Martial skill. For each rank a skill has, it costs 100 Eiz, so Fire would cost 100 Eiz and Fire Sword would cost 200 Eiz. The highest conceivable skill would be 2,000 Eiz, but that is a statistical impossiblity since it would require a five in all statistics. At the moment there are no plans for skills that go beyond the 5th rank (examples of 5th Rank skills would be things like Ultima, Bahamut, and Omnislash in Final Fantasy terms) but that may change.

At the moment, I am considering having a general skill pool, and any job can learn ANY skill so long as they meet the requirements. I may have certain jobs have an affinity for certain skills, which might make them cost less, or I may make a separate, smaller skill set for each individual job, signifying job-only skills.

With any skill, you MUST have the requisite stat rank in order to learn it. So, Firaga Blade would require a rank of 3 in both Martial and Magic in order to learn. If you do not have the requisite stat (for example, if you are a Dwarf Black Mage with lowered Magic ability), you cannot learn the skill. I do not plan to have any way to raise your stats, so think hard before creating your character.

I think this is the system I'll be using, but any imput is much appreciated. Also, anyone who wants to start making skills has my profound gratitude.