Welcome Guest [Log In] [Register]

Sin is starting a new RP!
Welcome to Espada of Alexandria. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Are you interested in this RP?
Yes 8 (50%)
No 5 (31.3%)
Maybe 3 (18.8%)
Total Votes: 16
The Chrono Chamber interest poll; A Final Fantasy before all is lost
Topic Started: August 2, 2013, 1:11 pm (1,208 Views)
NTNP
Member Avatar
Admin
The Chrono Chamber: A Final Fantasy before all is lost
Once I believed that anything was possible, that a single life could alter the entire path of fate. I believed that my actions could change the world. I thought with a single, wonderful and terrible moment that I could change my stars and alter the very course of history. I was so foolish, so arrogant and idealistic, but worst of all, I was right.

The setting:
Our story begins in a glowing city of light amid an endless darkness. The city of Aeros, the former capital of the world, stands as one of the last bastions of humanity after the rest of the world has fallen into the void of death and entropy. This grand metropolis is surrounded by giant walls of stone, illuminated by glowing symbols of wind and the image of dragons racing across the sky, an old reminder of the kingdom that has stood here for well over two thousand years. Every hundred feet, a large tower with a great spotlight shines out into the shadows every minute of every day. Hundreds of soldiers, wearing skintight suits and armored jackets patrol the outer walls carrying rifles and shining weapons. On the ground, there are large machines, almost humanoid-looking but standing nearly 100 feet tall and carrying massive cannons on their back; these great magitech armors are the finest weapons ever to be created by mankind. In the center of the town, there is a great tower, rising up well over 200 stories into the sky. From every point on the plains, from the highest mountaintop to the seashore, it could be seen by the illuminating glow and the height of the mighty obelisk happily named the “Lighthouse” by the people of Aeros. Everything in this city glows, from the houses and the walls to the streetlights that shine with the palest green light giving everything a beautiful tint of vert amid the bright light. High above the city there is a constant buzz of airships that come from the darkness back into the great city, often burned and battered from whatever existed from within that terrifying, never-ending night.

The story begins with our characters taking the role of the last defenders of Aeros. They stand defiantly against the greatest threat that humanity has ever known; an endless night that has persisted for almost three years now and deadly abominations known as Shades who can take on the form of any being living or dead. While overwhelmed and on their last legs, our combatants are not alone in their challenge. It has been a long time since the days of swords and sorcery. Once perhaps there was magic in this world, there were gods that walked upon mortal ground and monsters that ruled over the outer regions like tyrants, but those days have been gone for centuries. It was only in the last fifty years that our people began to regain this power through crystals known as ‘magicite’ when the void erupted from the southwest and enveloped almost a fourth of the world overnight. Our leader, the mysterious being known as the “Guardian” produced the mystical shards that have since become the cornerstone of our military forces. Most of our infantry make use of magitech armor that create small fields of energy that protect the owner from harm along with enchantments that allow the physical body to exceed the limits of what most people can achieve. Armed with the finest pieces of technology that the world has ever known, our characters fight against the void and the Shades using glowing blades, plasma rifles, runic gauntlets and mana engines that can mimic the "magics" of old.

The story:
Our characters will soon learn that their last “stand” in Aeros is coming very soon. Chosen by the “Guardian” they will be called together during the final climatic battle between the Shades and Humanity. Racing away from the front lines for their lives, they will eventually converge at the base of the “Lighthouse” that stands in the middle of the city like a beacon of illumination amid the shadows. As perhaps one of the last 100,000 people still living in Aeros, our characters represents what might potentially be the last generation that will call the world "Xenon". Then the final battle will begin. In the middle of the fight, they will then receive a terrified message on their comms, telling our characters (and others) to fall back to the central spire, the "Lighthouse." The “Guardian”, the protector of Aeros since the Shades first appeared in our world, is summoning the party. Rushing through the city, they will see the Shades break through the walls and start decimating the population. Some characters will stay behind, trying to save the population and do what they can to defend those here and now. Others will go toward the Lighthouse, toward destiny. Upon reaching the tower, they will encounter the commander of our forces, who will tell us to head up and that "we will hold them as long as we can; you are our last hope" before forcing them into the building and sealing up the doors. Rushing up the building on an elevator, the characters will see images of what is happening in the city along with a glimpse at the four harbingers of mankind's devastation. One is a giant lizard, nearly resembling Godzilla, that rampages through the city with reckless abandon. Another is a humanoid sized being, almost unnoticeable except for the glowing aura of purple and red swirling around him and unimaginable Shades far greater than we could ever imagine appearing around him, decimating the soldiers desperately protecting their home. The next is a small little puff that seems to essentially float upon the wind effortlessly. While unassuming at first, the wake of lightning, fire, ice, wind and water that follows says otherwise. This assault brings the living district to ruin within seconds, decimating the town even further. The last is a hulking giant of stone, steel and fur that storms through the city straight toward the party. Standing easily as tall as the great lizard but moving forward without a seconds pause as he smashes through wall after wall, building after building and pelted by dozens of airships this, juggernaut seems undaunted. All the while, a great orb of sickening purple light swirls above them and the clouds themselves spark with unnatural lightning that rushes through the elevations like a laser powering up. When the party reaches the top of the tower, they meet the "Guardian."

Sitting in a large chair with massive hoses attached to him and the glowing batteries in the area, he seems more machine than man. At least half of his body has been replaced by machinery and the remaining parts that are human are old and wrinkled. He only has one eye and the other half of his face is hidden behind a steel plate. Rolling forward with a massive cane, covered in feathers, rings, charms and all sorts of items that most of the party have never seen before. He is in a large, almost unnatural room that seems entirely different than the place they were in before. Large crystals make up the floor, huge gateways are built into the walls, and there is a large altar in the middle of the room with technology unlike anything the group has ever seen built up around it. This is the Chrono Chamber, the instrument of their salvation. The old man bids them welcome and starts to offer up this monologue to explain what he intends to do…

“This is the dying world of Xenon, all that remains of humanity. This tower, the “Lighthouse” as you now call it, contains the last of the old ways, the last breath of the old gods who once called this world their ward. Magic, do you know what it really is? The mighty airships that race upon the horizon, defending the city of Aeroes are not magic. The rifles that you wield, burning bright with their blue, yellow and red hues are not magic. Not even the surge of chemicals from your gauntlets that let you strike through stone or jump over walls, none of them are true magic. They are mere shades, born from the dead corpses of our gods broken into shards and placed in your childish hands as a miracle of science and wisdom. But these aren’t magic, not really. Just faint illusions of what once was.“

“Years before the skies turned yellow, when the northern mountains still shined at night and the great fields of grain still flowed as far as you could see from the top of the royal tower, there was true magic in this world. Creatures far beyond what you could ever imagine roamed the world and the gods, the creatures that you now call “myths” ruled over the heavens, the earth, and the waves. They were aeons, espers, guardians, they were the last vestiges of our grand creator, left here to ensure that we would never falter, never die out as long as we remained in their care. But then the Void came and the magic, the blessing of our creator vanished. In the deepest crags of the earth, where red embers filled the air and steel poured out of the mountains like dew from the forests, the Void awakened. In little more than a generation, the land was lost to an endless night, one that stretched out as far as the eye could see. Great bellows of smoke poured from the ground and everything began to wither up and die. On the eastern continent, the land of fiendslayers and the quellers of the undead, they rose up against the surge of evils pouring out of the southlands. A great war, one that rivaled that of the Vermillion Empire and the Theocracy of Lumination, embroiled the world in an endless war against the Shades. In less than fifty years, even with the technology you now call magitech, we stand at the edge of devastation. There are only two cities left in this world where humans still draw breath. In our home the city of winds, Aeroes, we make our last stand behind our great walls and tall towers. To the far north, over the mountains on the holy island of Valhalla, our comrades in arms stand as a glowing beacon across the sea. It is only our two cities that grant light now, that shine amid the sea of darkness that surrounds us. We are truly the last of humanity, the shades of our great creator. As we speak, the sin of humanity comes to end our lives, to snuff out the light and bring all to the eternal solitude of stillness and night. This is how we are fated to die, this is the image I saw all those years ago when I first entered into this place. No matter what I have done, this is always the ending. Tell me, can you accept this? Can you accept that this is how humanity must fall? Do you believe that we are unworthy of survival, that we deserve this fate?”

“What if there was a way to save humanity? What lengths would you go to save us? Would you make any journey to save the people of this city? To save the lives of everyone you ever knew? Would you kill to protect your loved ones, even if you knew that you would never be able to be with them again? Would you die for your family and friends, even if your sacrifice would never be remembered? Is there someone, something that is so important to you that you would lose everything else to protect it? I said before: there might be a way to save humanity, but it is not without sacrifices. This is the Chrono Chamber. It has existed since the dawn of creation. Since the beginning of time, this has been the seat of the city of Aeroes and all the civilizations that called it home have protected it. For those whom destiny has chosen, you can call upon the ancient energies here and create a passageway through time. But those who step through these gates cease to exist as they are now, they become unbound to creation. Their destinies, for better or worse, are irrecorably changed. Will you go through the streams of time? Will you cast away your current destinies for a chance to save mankind?”

When the party accepts, a gate will appear in swirling blue and green hue. The guardian will roll forward and touch the device for a few seconds, as his remaining good eye starts glowing and the entire room becomes illuminated (thus the name "Lighthouse" makes a little more sense) and causes the outside world to shine for just a few seconds. Then as the party steps through the chamber, they are yanked and pulled around, thus ending the first "chapter" of the story.

In the second chapter, the party will emerge back into the Chrono Chamber. They will learn that it is nearly 20 years in the past, when the Shade Army has just destroyed the eastern continent and the refugees are flooding the city. For the first time, they see sunlight and grain fields that extend as far as the eye can see. And they meet the protector again but he looks different now. His body is in better condition; he looks visibly younger (perhaps 60's instead of looking near 100) and he welcomes the party and explains that they are in fact in the past. He explains the basics of time travel, what happened, and clears up any questions to the best of his ability. He then explains that today is a very important moment, the one that set the stage for the events that took place in the past. The revealing of the greatest piece of magicite (magical crystal) ever found and what will eventually power all of Aeroes during the final battle, the crystalized remains of our former head god, Bahamaut. He bids the party to go see the magicite crystal and, if they are old enough, to perhaps meet their parents or their younger selves, but asks them not to tell anyone about being time travelers, mostly because they will likely think that they are crazy or it might insight panic. Moving through the city, I will present opportunities to meet some of the former NPCs who might have died and try to get the party to meet with their family/themselves to remember what is worth fighting and dying for. Then the group will see the crystalized remains of Bahamut, but instead of seeing a giant crystal, they instead see a glowing light within. If looked at closely enough, they can even see an image of a great dragon encased. This is meant to help them to start understanding the nature of magitech and what powers it foreshadows. After the party returns, the Guardian from before will explain that this is in fact the past and not an illusion of some kind (again) and then ask the party if their resolve has been strengthened now that they see what will be lost in the future if nothing is done. He will talk about how mankind could always be like this, happy and healthy, if our party is successful in a single thing: killing the man that unleashed the Void into the world in the first place almost 100 years ago. This will set the stage for the party to make their biggest jump back in time, almost 100 years into the days before magitech and when magic still existed naturally in the world; this is where the story will truly begin, as they go to kill the Time Weaver, the instrument that caused all of this pain and torment in a time period closer to the 1900's than the post-modern realm that they knew today.

After completing the one “required” objective, the party will eventually be allowed to have full reign over the time traveling Chrono Chamber and become capable of traveling through time on their own. There are 15 “eras” which exist in the timeline of Xenon and after completing the first objective, the party can choose to go to any of them. However, certain periods are more dangerous than others. In particular, the further back in time we go the more dangerous they become. Our party (and the allies they meet along the way) can now travel through the eras attempting to find a way to change the destiny of mankind and avert the eventual destruction born from the darkness. It is only through the actions of the party that the future can be assured, but at any point. The group can choose to go to the “final battle” in the last era and attempt to save humanity with what they have now.

The mechanics:
This narrative will be based on Final Fantasy, which means that physics has been relaxed moderately and most individuals are much stronger, more durable, and are capable of performing tasks significantly more challenging than what we mere humans can do. We will be using predetermined classes (to be provided later in detail) from Final Fantasy, including Black Mages, White Mages, Geomancers, Dragoons, Warriors, Time Mages, Thieves, Ninjas, Monks, Gamblers, Entertainers, Engineers, Blue Mages, Rangers, Samurais, Dark Knights, Paladins and Red Mages. Each of these classes represent access to powerful magics such as Black (destructive), White (restorative) and Time (utility). Additionally each class has an innate ability like the Thief’s ability to Steal, the Dragoons ability to Jump, or the Samurai’s ability to use Bushido to bring out the spirit of their blades. Lastly, each of these classes also possess a pool of 20 unique abilities that can be used as the character levels up along with three unique limit breaks each. There will also be all accessible abilities that can be taken instead. This story will include some stats, where the players will choose to place 24 stats into 4 categories (POWER, RESOLVE *think defensive stats*, DEXTERITY and MIND) which will be used to determine a character’s base combat stats like Health, Mana, Attack, etc. All characters will begin the game with access to equipment, which is bought using a starting pool of resources and grants bonuses as well. As we travel through time, our characters will access weapon and armor types from across the eras ranging from katana blades made from a glowing beam of energy and a crystal-covered handle to a classical-looking steel katana with a dragon engraved in the blade that glows bright red. It will be a unique narrative that is both challenging and rewarding.

Another thing that makes this narrative unique is that it will only be played twice per week. On Friday and Saturday, from 7PM to 11PM we will try to do all our adventuring. These will be defined as “sessions” and each session, I hope to have it where we can complete our objective (or at least part of it) so every week or two we can have the option of changing time periods or choosing to alter our current aims narrative wise. I will also provide a synopsis post detailing what happened last week for anyone who misses those sessions. This means that with each new chapter we could completely revamp our setting going from a modern fantasy to the middle ages and then to almost a world war 1 era conflict. During each of these “sessions”, I will grant EXP for our characters not only for the actions that they took during that session, but also present awards and points for even participating at the time to keep up involvement. Overall, I believe that this limited scheduled game that is highly episodic in nature, could help make a unique, entertaining story unlike what we have done before.
Edited by NTNP, August 2, 2013, 1:11 pm.
PM Offline Member Profile Quote Post Goto Top
 
Garm0099
Member Avatar
Marksman
Sounds fun. I'd probably join if it starts up
Posted Image
Posted Image
PM Offline Member Profile Quote Post Goto Top
 
Matttheman89
Member Avatar
Assassin
Sounds good to me.
PM Offline Member Profile Quote Post Goto Top
 
Primera Espada Yggdra
Member Avatar
The Kitty Cat, Mew!~
Well NTNP, taking a look at the poll, we have a majority in favour of this roleplay.
Posted ImagePosted ImagePosted ImagePosted Image
Because...


My Imagination When talking with you. - Person A

PM Offline Member Profile Quote Post Goto Top
 
Keith
Member Avatar
Mage
tl;dr

stop voting in your own polls

bets on how long this goes until it dies because the admin leaves due to rl obligations
MAP OF HYRULE

BESTIARY

WORLD NOTES
PM Offline Member Profile Quote Post Goto Top
 
NTNP
Member Avatar
Admin
@Burnt: That's why we are just going for 2 days per week for a limited amount of time instead of trying to post every day 24/7. I can handle 8-10 hours of active posting on the weekend obligation wise.
Edited by NTNP, August 2, 2013, 3:05 pm.
PM Offline Member Profile Quote Post Goto Top
 
Reikakou
Member Avatar
"Alcohol is humanity's friend. Can I abandon a friend? "
Hmmm... Very interesting.
PM Offline Member Profile Quote Post Goto Top
 
NTNP
Member Avatar
Admin
Here is an example of the "classes" that we will be using:
Black Mage:
Spoiler: click to toggle


Blue Mage:
Spoiler: click to toggle


Dark Knight:
Spoiler: click to toggle
PM Offline Member Profile Quote Post Goto Top
 
Sin
Member Avatar
Slow and steady...
I don't care for the complexity of it. As Burnt said, it's a lot to read and that "Class" example was insanely confusing.
PM Offline Member Profile Quote Post Goto Top
 
DVD Player
Member Avatar
Mdl. No. 00X "Burrito"
Yeah, can't say I was expecting that level of complexity in the character sheets :S
Posted Image
PM Offline Member Profile Quote Post Goto Top
 
NTNP
Member Avatar
Admin
Actually that's just a class sample that I copy pasted around. The character sheet itself shouldn't be too hard. The class see just tells you what "abilities" that you can have if you belong to that class along with making up part of your stats. This is the character creation sheet:

Final Fantasy Character Sheet:
Name: Obvious
Job: Choose one of the below
Black Mage, White Mage, Time Mage, Geomancer, Dragoon, Warrior, Thief, Ninja, Monk, Gambler, Entertainer, Engineer, Blue Mage, Dark Knight, Paladin, Red Mage, Ranger, Samurai
EXP: 0/10
Gil:
Destiny: A magical, semi renewable resource that let you do amazing things ranging from inflicting critical hits, acing a skill check, summoning aeons, using certain awe inspiring abilities and performing limit breaks. It can even let you change your base class, cheat death or go out in a blaze of glory!

Gender: Male or Female
Age:
Race: All humanoids possess a weakness (50% shadow damage), at start only humes are still alive. Any other unique race from the setting will have to be discussed via PM
Appearance: This is Final Fantasy, so hammer space is available as necessary

Quote: “-” Worth 1 Destiny Point
Goals: 3 Short Term Goal (worth 1 Destiny point upon completion) and 1 Lifetime Goal (worth 5 Destiny points upon completion)

Back Story: How did you end up here? While I usually like some detail for this given we are all forced together in Aeros because it is one of the two remaining cities in the world I understand some briefness. However, do consider if your character has a loved one in the city, if they have a child or perhaps a parent who is still alive in Aeros, something like that might make for a better story early on.

Personal Attributes: 25/25 to spend at lv.1
Power: This score represents how much energy and strength you bring to the battle, whether it comes in the form of physical strength or magical might.
Resolve: This score represents endurance, determination, drive and the willingness to withstand any assault. Characters with high resolve find themselves standing firm when his or her companions have already fallen to their knees.
Dexterity: This attribute represents speed, physical agility and hand-eye coordination. Individuals with high dexterity really shine with quick weapons or in actions that require a last second dodge.
Mind: This score represents your openneness to the flow of energy. Be it in a time where magic flows like the rivers or in a distant future where it is machines that empower the world, individuals with high mind can sense this power and use it to their fullest.

Secondary Attributes:
Spoiler: click to toggle


Combat Statistics:
Spoiler: click to toggle


Abilities:
Innate Ability: This is determined by your starting class

1. Ability: Available at Lv.1: This ability can be chosen from your starting class or a list of general abilities
2. Ability: Available at Lv.1: This ability can be chosen from your starting class or a list of general abilities

1. Spell Slot: Magic Type: MP Cost: Available to all magical classes. The “color” magic you possess is determined by what schools your base class has access to.
2. Spell Slot: Magic Type: MP Cost: Available to Red Mages, Time Mages, Black Mages, White Mages. The “color” magic you possess is determined by what schools your base class has access to.
3. Spell Slot: Magic Type: MP Cost: Available to Black Mages and White Mages. The “color” magic you possess is determined by what schools your base class has access to.

Skills:
The total number of “trained” skills equals your Mind score/2 + Job Skill number. When you become “trained” in an area, it increases your character’s ability to successfully do these actions based on their total level. Trained skills are considered Lv. X 2, while untrained skills are treated as merely Lv. X 1. Additionally, when put into situations where applicable, an individual’s skills may provide additional options for RPing, EXP and items as well. When leveling up, you can increase the total number of skills a character is trained in OR increase the amount of training they have in that skill. If a skill is improved upon, the overall effectiveness of it increases up one level. So a trained “athletics” skill that gets leveled up again goes from Lv.x2 to Lv.x3 instead.
Spoiler: click to toggle


Equipment:
Primary Weapon Slot: Weapon Type = Arcane (uses power), Blade (uses power), Brawl (uses power), Concealed (uses dexterity), Huge (uses power), Ranged (uses dexterity), Reach (uses dexterity)
Secondary Weapon Slot: From above list
Supportive Item Slot: Shields/Backpackets/Ammo Cases etc
Armor Slot:
Head Slot:
Feet Slot:
Accessory Slot 1:
Accessory Slot 2:
Consumable 1:
Consumable 2:
Consumable 3:
Consumable 4:
Consumable 5:
Consumable 6:
Usable Item 1:
Usable Item 2:
Usable Item 3:
Usable Item 4:

So yeah, the only thing you really need to know about the "base classes" is what abilities that they can give and your innate ability. Everything else is just simple addition/multiplication/division that the system (aka me) can do for you in about 6 seconds.
Edited by NTNP, August 4, 2013, 7:10 am.
PM Offline Member Profile Quote Post Goto Top
 
NTNP
Member Avatar
Admin
So how about we see how this would look if we made say… a Black Mage using the information from above and we get a glimpse into what sort of characters can be made using this system?
Final Fantasy Character Sheet:
Name: Sargent Andria Black
Job: Black Mage
EXP: 0/10
Gil: 500
Destiny: 1

Gender: Female
Age: 29
Race: Hume
Appearance: Andria is the one on the far right
Spoiler: click to toggle


Quote: “I will make this world worthy of my daughter!”

Goals:
1. Short Term: Save Aeros
2. Short Term: Save the life of one of her squad mates
3. Short Term: See her parent’s house again in what remains of the Machina Empire, if it still exists
1. Long Term: Create a world where Lilly, Andria’s daughter, can grow up without fearing the Void.

Back Story: Andria is a soldier who was originally born in the Machina Empire before it fell. She was trained in the military academy in the “paramagic” studies and became a specialist in elemental casting before the order to withdraw from the Machina Empire and fall back to Aeros. She has been in Aeros for almost 7 years now. During that time she fell in love with a member of the Dragoons, an order formerly of the United Lands of Terra and gave birth to a little girl named Lilly who is now 5. Her lover died last year during one of the Shade attacks, since then it has just been Andria and Lilly. While heartbroken, Andria is resolute that she WILL make a world that is good enough for her little girl and as such has thrown herself into the service of Aeros.

Personal Attributes: 25/25 to spend at lv.1
Power: 8/10
Resolve: 5/10
Dexterity: 4/10
Mind: 8/10

Secondary Attributes:
Force: (8 + 5)/4=3
Finesse: (4 + 8)/4=3

Combat Statistics:
Health Points (HP): (5 + Job HP: 14)xLevel 1=19
Magic Points (MP): (8 + Job MP: 08)xLevel 1 = 16
Attack: (8 x 1) + 1 = 9
Accuracy: (4/2 + Job Accuracy: 0) + Level 1= 3
Avoidance: ((4/4) +Job Avoidance: 8) + Level 1= 10
Physical Armor: (5/2)+Armor 2 + Head 1 + Feet 1= 7
Magical Armor: (8/2)+Armor 6 + Head 2 + Feet 2 = 14

Abilities:
Innate Ability: Arcane Soul: All Black Magic spells inflict an additional damage step. If a spell usually causes POWER x 3, it becomes POWER x4 instead. This power is constantly active and stackable with specialization.

1. Specialization: Black Mage Ability: Lightning: You can now inflict an extra damage step when using a spell or enchantment of that element. That means that both Fire and Fire Strike would gain the extra damage step. After using a lightning spell and it hitting correctly, a bolt can race into an injured ally restoring their HP equal to 1/4th the damage inflicted.
2. Obliterate: Black Mage Ability: Once per session, this Black Mage may trigger Obliterate as an instant ability allowing him or her to inflict +4 damage steps to an inanimate object such as a wall, a ship etc. If the target is gigantic or higher, this ability can also be triggered resulting in significant damage.

1. Thunder: Black Magic: 5 MP: Target: Single: A brilliant bolt of lightning races from Andria’s fingertips after her ether charger activates, striking it’s mark with barely contained energy. Inflicts PWRx3 damage to enemy normally. Due to class and specialization, Andria’s Thunder spell inflicts 8x5=40 points of lightning damage to the enemy.
2. Fire: Black Magic: 5 MP: Target: Single: A burning sphere appears in Andria’s hand after her ether charger activates. With a flick of the wrists the crimson ball goes flying toward a single target before exploding. Inflicts 8x3= 24 fire damage to enemy.
3. Blizzard: Black Magic: 5 MP: Target: Single: An icy aura appears around Andria as the ether charger on her back activates. Then dozens of small, icy projectiles come flying toward a target from above piercing and exploding around the target. Inflicts 8x3= 24 ice damage to enemy.

Skills:
(8/2=4) + Job Skills 6 = 10 Skills
Spoiler: click to toggle


Equipment:
Primary Weapon Slot: Machina Brand: Crimson Battle Rod: Tier 1: Arcane: A large metal staff with an ether drive attached to the base and a curved bell like structure at the top. When primed, it releases blast of energy toward enemies. It possesses Fire Strike. Inflicts 8x1+1=9 damage per shot + 1 for fire strike = 10 damage per shot.
Secondary Weapon Slot: NA
Supportive Item Slot: Ether Drive: Supports the use of magic
Armor Slot: Choco Brand Support Matrix: Tier 1: Light: A full body matrix attached directly to the flesh itself providing a thin layer of protect. When forced under half health, the matrix will work in combination with an internal ether drive to create SOS: Shell which reduces elemental damage by half. +2 ARMOR, +6 M.ARMOR
Head Slot: Support Visor: Tier 1: Light: Provides access to command along with the ability to see in the dark. +1 ARMOR, +2 M.ARMOR
Feet Slot: Serene Incorporated Dampening Boots: Tier 1: Light: A pair of light weight boots with a great deal of plastic on the sole and grips. There are small runic symbols of some sort on it. Ordered from the isle of Valhalla and designed for protection against thunderstorms, these boots Ward Lightning. +1 ARMOR, +2 M.ARMOR
Accessory Slot 1: NA
Accessory Slot 2: NA
Consumable 1: Ether Battery: A small booster battery that can be attached to the ether drive allowing for continued casting. Restores 25 MP.
Consumable 2: NA
Consumable 3: NA
Consumable 4: NA
Consumable 5: NA
Consumable 6: NA
Usable Item 1: Rope
Usable Item 2: Hand Held Computer
Usable Item 3: NA
Usable Item 4: NA
Edited by NTNP, August 4, 2013, 7:59 am.
PM Offline Member Profile Quote Post Goto Top
 
Primera Espada Yggdra
Member Avatar
The Kitty Cat, Mew!~
NTNP, would you like to elaborate on what Focus and Finesse is? Oh, and what exactly does each skill do? I think some people are still confused.
Posted ImagePosted ImagePosted ImagePosted Image
Because...


My Imagination When talking with you. - Person A

PM Offline Member Profile Quote Post Goto Top
 
NTNP
Member Avatar
Admin
Force: This secondary attribute represents how difficult it is to oppose this character physically. From resisting the a poison, withstanding the petrifying gaze of a basilisk, to withstanding a hail storm or even slicing iron bars in half using a butter knife, this score represents a character’s toughness and strengths.

Finesse: This secondary attribute represents how difficult it is to oppose this character mentally and intellectually. From recognizing the green drop of poison on an incoming knife, knowing how to reflect a basilisk’s gaze using a shiny piece of metal on the ground, to knowing where to hide in a hailstorm or being able to sweet talk or infuriate a guard into opening the door, this score represents a character’s insightfulness and guile.

Generally if you plan to "overpower" or "will through" an action that is considered an act of Force. If you plan to out think, out prepare or outdo an enemy it is an act of Finesse. Generally these are your two "what we will use in action" stats when it isn't time to beat something unconscious with a stick or catching someone on fire. Additionally, many of the skills are attributed to either Force or Finesse.

List of Skills and What they do:
Athletics: The ability to climb, run, tumble, jump, balance and take falls with grace and skill. A character with this skill possesses considerable coordination, balance and flexibility, which allows him or her to execute complex acrobatic maneuvers and acts of athleticism as if they were second nature.

Acting and Disguise: This character can lie, pretend, exaggerate, fake emotion and devise new personalities on the fly without a moment’s hesitation. This expert deceiver is usually well versed in the ways of deception and can often take on the role and appearance of a target with little difficulty.

Awareness: Individuals trained in this art are exceptionally aware of their surroundings and have keen senses. From listening, to spot checking, trap finding, tracking or even noticing the differences between a real elixir and that of blueberry flavored water in a potion container this individual excels in noticing what others might not.

Escape: Everyone gets caught up occasionally, but this character KNOWS how to get themselves free. From slipping a pair of handcuffs, crawling out of the wreckage of a destroyed airship, knowing which window to jump out of mid-fight to reach the ground in the least expedient way possible or even fleeing a fight that you cannot win. Individuals who are trained in how to escape also tend to live longer when things go from bad to worse.

Healing and Restoration: A character with this skill knows enough about the human body to treat illnesses, creating restoring salves, make medicine or even how to repair a torn ligament using the things around them. Generally, these individuals can help make the thrilling but dangerous world of adventuring a little easier with their presence.

Inquiry and Information: From learning about the location of an ancient temple lost to time from the royal library, finding out who is this strange “one eyed Jack” everyone keeps mentioning in hushed tones or just figuring out how to order a pizza on one of these stupid touch screen monitors in Aeros, being able to find out what you want to know painlessly and effectively is a remarkably good quality to possess.

Language and Deciphering: Just because Common is the most ‘common’ form of communication in the world, doesn’t mean it is the only one. From the various dozen different archaic langauges of the world like Moogle (kupo has over 5000 meanings, for the untrained), to the hissing tongue of the bangaa that the geomancers use in their rituals to even the runic symbols on our own walls in Aeros there are dozens of languages in the world. Learning them, being able to figure out what they say and how to use these languages could prove very useful…

Lore and History: It is important to know a little bit about the world around you. From understanding the basics of geography of a particular area, what are the major landmarks in a town, what festivals often take place here, who were the major kings, emperors and presidents in this nation, what are the gods of this country, what is a Malabroro’s major food source, how fast does a Chocobo actually run, what in the world is an esper, how does an ether drive work and why do some people still cling to ‘magic’ as natural function in the world are ALL things that can be answered by individuals trained in Lore and History.

Mercantile and Evaluating: Ever wonder what a mysterious necklace is worth? Ever try to figure out why certain people can go into a shop with 500 gil and get a sword, shield and armor while someone else can only come out with the same sword and shield? Individuals who are trained in Mercantile and Evaluation know how to make the best out of their resources and can get the best deals around if they put the effort into trying instead of just accepting the market price.

Nature and Survival: Do you know what a red mushroom with white dots does for you? Do you know what happens if you eat a blue flower with green thorns? If you see moss is growing on one side of a tree but not the other, what does that mean? Heck, if you are in town and there is the smell of cat pee and burning cider on the wind do you know what is probably being cooked in that house down the street? All of these facts come as second nature for individuals who are trained in nature and survival.

Negotiation and Diplomacy: This is the fine art of how to get your way. While often a requiring a bit of improvisation, planning and maybe a little coercion to adapt to the specifics, a character who has experience in this area can usually figure out a way to get his or her way, be it by intimidating a wimpy guard, dominating a weak willed servant, seducing a hapless farm hand or by persuading masses to join your cause with a rallying speech, all of these things require equal part intelligence and equal part negotiation and diplomacy.

Perform: This character can express him or herself in a variety of ways, including singing, dancing, playing almost every instrument under the sun, reciting speeches or even posing interesting challenges, this is an essential skill for Gamblers and Entertainers but can also be useful for a lot of other people who will be swaying the hearts and minds of others.

Scavenge: For anyone intending to become an avid user of synthesizing new armors, weapons and accessories will find this skill exceptionally useful. After most battles, when looking through overturned shops or just searching through the remains of a city an individual who is trained in scavenging can often obtain things that others could not.

Stealth and Secrecy: Understanding the basics of subterfuge, sneaking through dark corners or just strolling through a crowd while carrying the entirety of the royal family’s jewels on your person and there are a hundred guards around looking for you, being skilled in the areas of stealth and secrecy can mean the difference between life and death sometimes.

Swimming: We all know the importance of being able to swim if we have ever been pushed into a pool when we were not expecting it. However, considering the vast amount of equipment many of our characters will carry and that most of our pools are deeper than five feet the ability to swim is exceptionally important from time to time.

Synthesis: Alchemy: Synthesis is the act of creating something that is worth more than its collective parts. In the case of alchemy, this process involves the knowledge of what compounds can be combined together to make a considerable boon or boom depending on the interests of the alchemist.

Synthesis: Cooking: Synthesis is the act of creating something that is worth more than its collective parts. With cooking, the process is a normal and natural thing that everyone does but those who are trained in it can produce effects that are significantly better than your average fast food chain.

Synthesis: Tinkering: Synthesis is the act of creating something that is worth more than its collective parts. Often the domains of engineers and those who are ahead of their times, tinkering is a time honored tradition of making the improbable possible using the random belongs thrown around the garage or workshop.

Synthesis: Armor: Synthesis is the act of creating something that is worth more than its collective parts. Forging the newest shielding technology to an old school buckler or even a suit of platemail with mystical ruins that grant the user invincibility to fire are all within the purview of an individual who is skilled in armor making. Now all you need is the rare component to make your masterpiece.

Synthesis: Weapons: Synthesis is the act of creating something that is worth more than its collective parts. When creating masterpieces of war and destruction, there is something wonderful about knowing how to repair and create a sword with your own hands. With a little bit of training, most individuals can eventually master the process of constructing their own personalized death dealing instrument of pain.

Systems and Engineering: In a modern age (eras 13-15), there are quite a few examples of modern technology. Even before then, knowing the basics of engineering can prove exceptionally useful when it comes to figuring out the various demands of the different eras the party might find themselves in.

Thievery: A character trained in thievery can perform a gambit of illegal and illicit activities with speed, skill and grace. From opening locked doors and treasure chests, cheating at dice, forging documents or picking a pocket or two can all prove to be invaluable skills given that a lot of the time we won’t always be on the same side as the law as we try to tempt fate.

Vehicles: It takes some skill to take the helm of any vehicle. From a smuggling ship, a sailboat, an airship, a motorized bike or a hand glider all take some skill. For individuals who have taken some time to learn how to use these wonderful creations to the best of their ability, it can make the world a lot easier to navigate.
Edited by NTNP, August 4, 2013, 6:34 pm.
PM Offline Member Profile Quote Post Goto Top
 
Reikakou
Member Avatar
"Alcohol is humanity's friend. Can I abandon a friend? "
Frankly... this is too complex...
PM Offline Member Profile Quote Post Goto Top
 
Garm0099
Member Avatar
Marksman
It seems fine to me honestly. It just takes a bit more work to get into than a normal rp and I'm fine with that. Although I do understand why other could think it's a bit much maybe...
Posted Image
Posted Image
PM Offline Member Profile Quote Post Goto Top
 
Reikakou
Member Avatar
"Alcohol is humanity's friend. Can I abandon a friend? "
For a casual RPer like me, it's kind of an issue. Well... let's see the final product of NTNP.
PM Offline Member Profile Quote Post Goto Top
 
NTNP
Member Avatar
Admin
I admit, I tend to make the character creation process to be more constrictive and complex than most but there is a reason for it. While going through the initial process is usually rather challenging, once everything is said and done, there are almost no complications that take place in the actual RPing process. Additionally, if you do have any trouble getting through the character creation process all you really need to do is send me a PM asking for help. About half the site at one point or another has needed to PM me about one process or another. If you have a good idea of what you want, within about an hour we can have you a character up and running.
PM Offline Member Profile Quote Post Goto Top
 
Primera Espada Yggdra
Member Avatar
The Kitty Cat, Mew!~
Okay, NTNP wants me to post the list of magic spells, so I will do so.



Black Magic
Spoiler: click to toggle
Edited by NTNP, August 5, 2013, 4:16 pm.
Posted ImagePosted ImagePosted ImagePosted Image
Because...


My Imagination When talking with you. - Person A

PM Offline Member Profile Quote Post Goto Top
 
Primera Espada Yggdra
Member Avatar
The Kitty Cat, Mew!~
White Magic

NOVICE
Spoiler: click to toggle
Edited by NTNP, August 5, 2013, 4:17 pm.
Posted ImagePosted ImagePosted ImagePosted Image
Because...


My Imagination When talking with you. - Person A

PM Offline Member Profile Quote Post Goto Top
 
Primera Espada Yggdra
Member Avatar
The Kitty Cat, Mew!~
Well, since copypasting takes too much work and it's frustrating, I'll just copy the link for you all. http://www.mediafire.com/download/yibrve1l1x65e3i/FFd6_v1.3.pdf
Posted ImagePosted ImagePosted ImagePosted Image
Because...


My Imagination When talking with you. - Person A

PM Offline Member Profile Quote Post Goto Top
 
yuna
Member Avatar
Goddess Of Executions
Primera Espada Yggdra
August 5, 2013, 3:15 pm
Well, since copypasting takes too much work and it's frustrating, I'll just copy the link for you all. http://www.mediafire.com/download/yibrve1l1x65e3i/FFd6_v1.3.pdf
Christ almighty 14MB of pure FF spells and job classes and pwitty pictures.
Posted Image
PM Offline Member Profile Quote Post Goto Top
 
NTNP
Member Avatar
Admin
Yeah, I am going through that and cherry picking the things that I want to include in our game. I'm also hoping to steal a bunch of the pictures, put it onto the class files (like what you saw previously in the topic) along with simplifying things a moderate amount to make it easier to digest. Overall I am using that as our "template" and making it more applicable to our interests.
PM Offline Member Profile Quote Post Goto Top
 
Reikakou
Member Avatar
"Alcohol is humanity's friend. Can I abandon a friend? "
Long way to go. In any case, I'm out for vacation in the 12th to the 22nd. So yeah. Hope everything goes smooth by then.

Is it possible that the playable character does not come from the Aeros defenders in the future or is it mandatory?
PM Offline Member Profile Quote Post Goto Top
 
NTNP
Member Avatar
Admin
Due to the fact that death may occur (due to the fact that, guess what, when we have HP and there are entire mechanics based around ways to die and cheat death) that means that occasional we may lose a character or two. Not to mention as we travel back and forth through time, our characters always have the option to say "you know what, I wanna stay here" instead of getting back into the Chrono Chamber and going on to next week's adventure. So as the game progresses and we travel to new time periods, I'm sure people can and will choose to create new characters to join the party and old ones to choose to stay or they will die.

As far as the immediate joiners though, Aeros will likely be the central point. You could potentially be from the Island of Vahalla (and representing the remnants of the other great superpower of the era) who risked life and limb to get to Aeros for some reason but otherwise... ehh, the options are kinda limited given that 99% of the world has been replaced by an endless void of death.
PM Offline Member Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Create your own social network with a free forum.
Learn More · Register Now
Go to Next Page
« Previous Topic · RP ideas · Next Topic »
Add Reply

Systematic made by Phaede of the SZ..