Post by Golurkcanfly on Jul 25, 2014 12:40:24 GMT -6
The World was once a peaceful place. Angels walked among the Enlightened, spreading knowledge and goodwill. Gradually, they slowly disappeared until their existence was thought of as a myth. They were all but forgotten until the Church of the Creator. Founded upon once lost teachings, the Church instilled knowledge into the World, the belief in Angels and Demons born anew in the minds of the Enlightened. Many things, including the name of the Creator, were truly lost
Now, though, Demons are pourin forth from the Wellspring of Souls, an island between the domains of the Enlightened thought to be the place where souls are birthed unto the World. The Demon King who rules them has yet to make an assault, but attacks on small villages and the presence of Demons in cities have been confirmed. Now, the only question that remains is, who are you?
Enlightened Races:
Humes:
Of fairly tall build but still shorter than both Elvaan and Galks, they represent the element of Fire. The leader in empire building, their approach is direct and efficient use of manpower.
Average Height: 5'11" (Male)/5'7" (Female)
Average Lifespan: 80 years
Elvaan:
Slender and tall, these forest fighters are both quiet and calm. Representing the Wind, they care very little for matters outside of their home. They prefer a defensive and smart approach.
Average Height: 6'4"/6'2"
Average Lifespan: 115 years
Notes: They do not physically appear to age until a few years before death, in which they rapidly deteriorate.
Galka:
Bulky and strong, these towering titans represent the Element of Earth. Most are mechanics or smiths, but many are miners to provide materials for the others. They prefer the use of machines and heavily armored fortifications.
Average Height: 8'4"/8'6"
Average Lifespan: 190 years
Notes: Unlike their Vana'diel counterparts, these reproduce sexually. They mature to adulthood very quickly.
Tarutaru:
Short and chubby, these creatures have incredibly long lifespans compared to the other races. Representing Water, they are the leaders in magical development and science. Tarutarunia is home to multiple magical colleges. They prefer the use of the arcane and scientific forces to manipulate the battlefield.
Average Height: 3'2"/2'9"
Average Lifespan: 320 years
Notes: They reach adulthood at around age 70.
Continents:
Balka: The Southern continent comprised mostly of plains and rivers, magical beasts and such tend to roam here.
Nirma: The Western continent made mostly of forests with a few marshes, the wildlife is very colorful and tend to use poisons or paralytics to debilitate foes.
Ghira: The Eastern continent. The southern half is dominated by mountains and caves, allowing many monsters to make their home here. The northern half use to be marshland, but since then it has been paved over so that the countryside feels like one gigantic city.
Mal & Mar: The twin Northern continents, Mal sits just south of Mar, though the climates are very different. Mal is mostly a vast desert, while Mar is a frigid tundra. The King of Dragons is said to reside on one of the islands.
Capital Cities:
Castle Mercurio: Home to the current king of Humes and many markets, this is the capital of the nation-continent of Balka
Narshe, Golcine, and Vinna: The three capitals of the Elvaan forests, they house the majority of the population. Not much is sold here, but it's always top quality.
Timhan: Not an actual capital, due to the lack of a Galkan country, but it is the center of trade and mechanical development on the Eastern Continent.
Tarutarutopolis: The capital of Tarutarunia and home to the Taru House, home of President Shantotto, the two largest magical academies compete for glory in a number of contests here.
Important Figures:
King Gregory Thomas Mercurio IX
King of the hume nation and southern continent of Balka, he is generally fair to his subjects but is a poor judge of character. Was the first to take action against the Demon Forces appearing from the Wellspring of Knowledge that comprises the small island directly north of Balka, and supposedly slew one of the Demon King's generals himself. An excellent warrior and good tactician, most people consider him a good king.
Belkaar of Woodsname
High Priest of the Elvaan on the forested western continent of Nirma, he is seen as the highest authority on domestic affairs. He doesn't see the Demons as much of a threat, and he generally lets them enter Elvann territory unless the venture to close to the three cities within the nation.
Lorham Dorshe
The most well-known Galka within the southern half of the eastern continent here his kind resides, he has no tangible power. Due to the lack of a government, or need of one, he is seen as the authority for no reason other than being an excellent blacksmith and founder of the industrial town of Timhan.
Shantotto
Named after a great Tarutaru hero of old, he is the current president of the Tarutaru democracy of Tarutarunia on the northern half of the eastern continent of Ghira.
Stats:
Strength: Determines the power of physical attacks/skills.
Dexterity: Determines hit and critical rates and damage for bows and boomerangs
Vitality: Determines HP and Defense.
Agility: Determines turn order and dodge ratio.
Willpower: Determines the power of magic attacks/skills along with the effectiveness/duration of buffs/debuffs.
Wisdom: Determines MP and Magic Defense.
Awareness: Decreases chances of back attacks. Also increases trap detection and item finding.
Stealth: Increases chance of pre-emptive strikes and lowers encounter rate. Also increases Flee success rate.
Stat and Level mechanics.
Each Class has a stat prerequisite. A character's highest stat cannot be more than 20+Level than the lowest stat. At the start of the adventure, each character has twenty points in each stat and fifty points to allocate how they see fit. Classes can be changed in Inns, but points cannot be reallocated once set. Upon Level Up, a character gains one point in each stat and three points to allocate as they see fit. Level Up is achieved by reaching a certain threshold of XP. Similar to a character, a class can level up to a maximum of rank five, and classes are leveled using AP, which is given for every action the character took. Classes, starting at class level two, give stat bonuses that ignore the standard stat limits, but are only in effect while the class is in use. Now, at one point in the story, each character can enhance one, I repeat, ONE class. This resets the level of the class, but also grants a new ability to said class and 10 to every stat while the class is equipped. A maxed enhanced class also grants a third skill in addition to new weapon and armor choices. Skills can only be used by the class that learns them. Now, let's see a sample character.
Bartz
Lvl 10
HP: 2350
MP: 232
Strength: 59
Vitality: 47
Dexterity: 43
Agility: 29
Willpower: 29
Wisdom: 29
Stealth: 37
Awareness: 36
This is a legal character. However, if I lowered his Agility, Willpower, or Wisdom by a point, he'd be illegal, since the difference between his highest and lowest stat is greater than his level plus 20. If I raised one stat by any number, he'd be illegal due to having too many points for a character his level. Now to add his class.
Bartz
Knight 4
Level 10
HP: 2350 (+200)
MP: 232 (+24)
Strength: 59 (+2)
Vitality: 47 (+4)
Dexterity: 43 (+1)
Agility: 29
Willpower: 29
Wisdom: 29 (+3)
Stealth: 37
Awareness: 36
This also checks out, since his Rank 4 Knight gives him a boost in stats that ignores standard rules. Each class has standard stat increases. Here is the standard format:
Rank 1
+1 to Stat A
Rank 2
+2 to Stat A
+1 to Stat B
Rank 3
+3 to Stat A
+2 to Stat B
+1 to Stat C
Rank 4
+4 to Stat A
+3 to Stat B
+2 to Stat C
+1 to Stat D
Rank 5
+10 to Stat A
+5 to Stat B
+4 to Stat C
+2 to Stat D
Now, as you see, maxing a class has great advantages, even if you are not using an enhanced class. Remember, these bonuses are also in addition to the +10 boost to all stats if you are using an enhanced class.
Sign-up Sheet:
Name:
Gender:
Race:
Age:
Physical Description:
Stats (Class will be decided after stat allocation):
Hometown (You can make your own):
Starting Area:
Other Notes:
Its finally here!
Now, though, Demons are pourin forth from the Wellspring of Souls, an island between the domains of the Enlightened thought to be the place where souls are birthed unto the World. The Demon King who rules them has yet to make an assault, but attacks on small villages and the presence of Demons in cities have been confirmed. Now, the only question that remains is, who are you?
Enlightened Races:
Humes:
Of fairly tall build but still shorter than both Elvaan and Galks, they represent the element of Fire. The leader in empire building, their approach is direct and efficient use of manpower.
Average Height: 5'11" (Male)/5'7" (Female)
Average Lifespan: 80 years
Elvaan:
Slender and tall, these forest fighters are both quiet and calm. Representing the Wind, they care very little for matters outside of their home. They prefer a defensive and smart approach.
Average Height: 6'4"/6'2"
Average Lifespan: 115 years
Notes: They do not physically appear to age until a few years before death, in which they rapidly deteriorate.
Galka:
Bulky and strong, these towering titans represent the Element of Earth. Most are mechanics or smiths, but many are miners to provide materials for the others. They prefer the use of machines and heavily armored fortifications.
Average Height: 8'4"/8'6"
Average Lifespan: 190 years
Notes: Unlike their Vana'diel counterparts, these reproduce sexually. They mature to adulthood very quickly.
Tarutaru:
Short and chubby, these creatures have incredibly long lifespans compared to the other races. Representing Water, they are the leaders in magical development and science. Tarutarunia is home to multiple magical colleges. They prefer the use of the arcane and scientific forces to manipulate the battlefield.
Average Height: 3'2"/2'9"
Average Lifespan: 320 years
Notes: They reach adulthood at around age 70.
Continents:
Balka: The Southern continent comprised mostly of plains and rivers, magical beasts and such tend to roam here.
Nirma: The Western continent made mostly of forests with a few marshes, the wildlife is very colorful and tend to use poisons or paralytics to debilitate foes.
Ghira: The Eastern continent. The southern half is dominated by mountains and caves, allowing many monsters to make their home here. The northern half use to be marshland, but since then it has been paved over so that the countryside feels like one gigantic city.
Mal & Mar: The twin Northern continents, Mal sits just south of Mar, though the climates are very different. Mal is mostly a vast desert, while Mar is a frigid tundra. The King of Dragons is said to reside on one of the islands.
Capital Cities:
Castle Mercurio: Home to the current king of Humes and many markets, this is the capital of the nation-continent of Balka
Narshe, Golcine, and Vinna: The three capitals of the Elvaan forests, they house the majority of the population. Not much is sold here, but it's always top quality.
Timhan: Not an actual capital, due to the lack of a Galkan country, but it is the center of trade and mechanical development on the Eastern Continent.
Tarutarutopolis: The capital of Tarutarunia and home to the Taru House, home of President Shantotto, the two largest magical academies compete for glory in a number of contests here.
Important Figures:
King Gregory Thomas Mercurio IX
King of the hume nation and southern continent of Balka, he is generally fair to his subjects but is a poor judge of character. Was the first to take action against the Demon Forces appearing from the Wellspring of Knowledge that comprises the small island directly north of Balka, and supposedly slew one of the Demon King's generals himself. An excellent warrior and good tactician, most people consider him a good king.
Belkaar of Woodsname
High Priest of the Elvaan on the forested western continent of Nirma, he is seen as the highest authority on domestic affairs. He doesn't see the Demons as much of a threat, and he generally lets them enter Elvann territory unless the venture to close to the three cities within the nation.
Lorham Dorshe
The most well-known Galka within the southern half of the eastern continent here his kind resides, he has no tangible power. Due to the lack of a government, or need of one, he is seen as the authority for no reason other than being an excellent blacksmith and founder of the industrial town of Timhan.
Shantotto
Named after a great Tarutaru hero of old, he is the current president of the Tarutaru democracy of Tarutarunia on the northern half of the eastern continent of Ghira.
Stats:
Strength: Determines the power of physical attacks/skills.
Dexterity: Determines hit and critical rates and damage for bows and boomerangs
Vitality: Determines HP and Defense.
Agility: Determines turn order and dodge ratio.
Willpower: Determines the power of magic attacks/skills along with the effectiveness/duration of buffs/debuffs.
Wisdom: Determines MP and Magic Defense.
Awareness: Decreases chances of back attacks. Also increases trap detection and item finding.
Stealth: Increases chance of pre-emptive strikes and lowers encounter rate. Also increases Flee success rate.
Stat and Level mechanics.
Each Class has a stat prerequisite. A character's highest stat cannot be more than 20+Level than the lowest stat. At the start of the adventure, each character has twenty points in each stat and fifty points to allocate how they see fit. Classes can be changed in Inns, but points cannot be reallocated once set. Upon Level Up, a character gains one point in each stat and three points to allocate as they see fit. Level Up is achieved by reaching a certain threshold of XP. Similar to a character, a class can level up to a maximum of rank five, and classes are leveled using AP, which is given for every action the character took. Classes, starting at class level two, give stat bonuses that ignore the standard stat limits, but are only in effect while the class is in use. Now, at one point in the story, each character can enhance one, I repeat, ONE class. This resets the level of the class, but also grants a new ability to said class and 10 to every stat while the class is equipped. A maxed enhanced class also grants a third skill in addition to new weapon and armor choices. Skills can only be used by the class that learns them. Now, let's see a sample character.
Bartz
Lvl 10
HP: 2350
MP: 232
Strength: 59
Vitality: 47
Dexterity: 43
Agility: 29
Willpower: 29
Wisdom: 29
Stealth: 37
Awareness: 36
This is a legal character. However, if I lowered his Agility, Willpower, or Wisdom by a point, he'd be illegal, since the difference between his highest and lowest stat is greater than his level plus 20. If I raised one stat by any number, he'd be illegal due to having too many points for a character his level. Now to add his class.
Bartz
Knight 4
Level 10
HP: 2350 (+200)
MP: 232 (+24)
Strength: 59 (+2)
Vitality: 47 (+4)
Dexterity: 43 (+1)
Agility: 29
Willpower: 29
Wisdom: 29 (+3)
Stealth: 37
Awareness: 36
This also checks out, since his Rank 4 Knight gives him a boost in stats that ignores standard rules. Each class has standard stat increases. Here is the standard format:
Rank 1
+1 to Stat A
Rank 2
+2 to Stat A
+1 to Stat B
Rank 3
+3 to Stat A
+2 to Stat B
+1 to Stat C
Rank 4
+4 to Stat A
+3 to Stat B
+2 to Stat C
+1 to Stat D
Rank 5
+10 to Stat A
+5 to Stat B
+4 to Stat C
+2 to Stat D
Now, as you see, maxing a class has great advantages, even if you are not using an enhanced class. Remember, these bonuses are also in addition to the +10 boost to all stats if you are using an enhanced class.
Sign-up Sheet:
Name:
Gender:
Race:
Age:
Physical Description:
Stats (Class will be decided after stat allocation):
Hometown (You can make your own):
Starting Area:
Other Notes:
Its finally here!