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Transform into RPG club/ pseudo organization
Topic Started: Aug 21 2012, 02:25 AM (417 Views)
sebsman
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Beware The Penguin Emperor
Currently, I am making a club, but before actually posting anything, I need to make sure that people are actually interested, so, I'll just post a very basic version of the idea (if the club is actually made, it will be more detailed on every area, this are just the most essential bits of information.

The RPG club devotes itself to protect Hyakuji from the menace of a video game reality attempting to fuse itself with the real world. In order to counter this, a few students of Hyakuji have hijacked this reality, creating player characters with access to the place.

Everything that follows would only affect missions related to the club, outside of them, this does not matter.

The characters who join the club will be given an instant transmissor, allowing them to return to the real world in case things get far too dangerous, and they-ll be able to choose a "Class", defined by fairly basic RPG "Classes". It would be either a Mage, Knight, Rogue, Healer. The class is defined by what the character would choose IC, not their actual powers.

Though members of the group will retain all of their powers upon entering the game area, the "Class" that they chose will modify their usual skills, adapting them for in-game purposes. Members should post the changes on their skills according to the standards of the class that they chose for further reference

Knight: Aside from the boosts previously mentioned, Knights get a custom armor based on their ability, with specific characteristics pertaining it (Examples: a lightning armor might do slight damage to enemies that touch it, and is more efficient at repelling magic), and a knightly weapon (you choose, longsword, spear, morning star, and so on. for class fairness, it should be a regular knight weapon, and , if it is one handed, it might be accompanied by a shield. ) that utilizes their powers (Example, a water morning star might make the enemy feel as if he was hit by the force of a stream concentrated in a small area). Knights receive an increase in strength and defense.

Mage: Mages get a staff that allows them for better, or even more abstract control of their powers (Examples, a fire user might make a flame dragon when attacking, someone that controls bugs might get a power to affect the "bugs" in enemies minds, confusing them, or making them attack their allies.), and a robe that allows them a defensive or evasive skill (Psychics might shove enemies away with force, summoners could "summon" themselves at a location close to where they are in order to avoid attacks.) useable within restricted lapses. This class does not increase physical attricbutes beyond what already exists, but their 5 senses heighten slightly.

Rogue: Rogues get a set of boots that allow them for increasingly fast and complex maneuvers (Someone that manipulates energy such as Ki could safely "explode" that part of their body in order to move at great speeds, while a wind user might surf through the air much like a skater would) and two hidden weapons (Must be relatively small, the distance from the wrist to the elbow at best) that aid in pin pointing and attacking weaknesses (A character with absolute sight within a range would see lights in defensively weak zones). Aside from this, rogues get a slight boost to their usual, non empowered speed, aside from becoming more agile/flexible.

Healer: If the character that chooses healer already has a healing skill, this will grow further. if not, this character will be able to use the skills that he or she already possesses to heal others (example, a fire user might make purple healing flames that ignite a portion of the battle field, slowly aiding his allies.) those that fall into the latter category should write their interpretation of their skill, and it may be approved within the club. The defense and endurance of healers will increase greatly.

This classes will further increase their specific power upon growing in level. growth in level is attained by acquiring exp, to get exp, the character requires going into missions, every mission will be assigned a specific amount of exp dependng on its difficulty, and every 10 exp, the character will level up. ( In case the club is actually created, you will be able to PM me with details of the bonus you want from the level, it will have to be related to your class, this is still work in progress, suggestions welcome.)

Example of changes in a character:

Kaizo- Knight

Bit armor: An armor without helmet, it is layered. it reduces physical damage slightly more than steel, and it cannot be destroyed if it is not hit either by a continuous attack, or three times by powerful strikes.

Bit longsword: Despite looking as an 8-bit sword, its regular functions are the same as those of a typical sword. However, its special skill sets it apart, every time Kaizo swings the sword, a 1 foot time 1 foot pixel is shot 8 feet in the direction of the swing, causing 10 times the amount of damage that a normal sword would.
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Thank you for reading, I hope that there is enough interest for this club to become a reality.

This is still a work in progress, any suggestions are more than welcome!
Edited by sebsman, Aug 22 2012, 12:45 AM.
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Shattered Serenity
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When you play the Orlesian game of intrigue, you win or you die. There is no middle ground.
This actually looks pretty interesting. You can count me as one of the supporters then.
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Hiro_Tsukasa
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NICE DRIVE!
I am ambivalent on this idea, but I will say this. I think it'd be far more interesting if characters didn't keep their powers in fully normal function per say, but rather they were adapted through their class. Damon joins and picks Mage so he becomes DARK MAGICIAN. Could lead to neat combinations such as Nickle + Knight resulting in some sort of LIGHTNING BLADE.

The HP system is entirely too game-ish and could bog things down, but then that's a comment from my own personal tastes; to each their own and all that.
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Asagi_Kasai
of Cosmic Love and Brutality
I'm in!
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sebsman
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Beware The Penguin Emperor
I forgot to say a few things, this is still very much a work in progress, so suggestions are welcome.

Also, the idea of making each class more unique seems not only excellent, but highly necessary, otherwise they seem lackluster.

Also, expanding on the HP system, I think I'll keep it, but only for enemy characters, just to keep in line with the idea that this is a game, and also to simplify things (for the person, not always me, playing the enemy).

EDIT: Ok, here are some bases for more specialization for each class, constructive criticism and feedback are accepted. Also, with this addition, characters won't need to weaken the skills not pertaining to their classes that much, though now knights are not faster, and rogues are not stronger.

Knight: Aside from the boosts previously mentioned, Knights get a custom armor based on their ability, with specific characteristics pertaining it (Examples: a lightning armor might do slight damage to enemies that touch it, and is more efficient at repelling magic), and a weapon (Sword, spear, or morning star) that utilizes their powers (Example, a water morning star might make the enemy feel as if he was hit byt he force of a stream concentrated in a small area)

Mage: Mages get a staff that allows them for better, or even more abstract control of their powers (Examples, a fire user might make a flame dragon when attacking, someone that controls bugs might get a power to affect the "bugs" in enemies minds, confusing them, or making them attack their allies.), and a robe that allows them a defensive or evasive skill (Psychics might shove enemies away with force, summoners could "summon" themselves at a location close to where they are in order to avoid attacks.) useable within restricted lapses. This class does not increase physical attricbutes beyond what already exists.

Rogue: Rogues get a set of boots that allow them for increasingly fast and complex maneuvers (Someone that manipulates energy such as Ki could safely "explode" that part of their body in order to move at great speeds) and two daggers that aid in pin pointing and attacking weaknesses (A character with absolute sight within a range would see lights in defensively weak zones)

Everyone of this would be accompanied by a fitting title for the class, (Examples, Lightning blade x for a knight, The unseeable flame for a knight) it should be short and concise if possible.

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Good, bad?, I hope you like it. I think I will take away the paladin, mostly because it could not do anything other class does not do already, but if anyone has a good idea, please post it :P.
Edited by sebsman, Aug 21 2012, 11:08 AM.
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Kayo
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~Sugar-Coated Insanity of HYPERNESS~
Sounds good! Kayo's probably on the road to this, anyway. XD
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Chizu
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I like the idea, but Hiro has a point. Drop the HP system, it makes things a little complicated. Most of us are good/fairly experienced at writing fights, so we can pretty much gauge how weakened our characters are getting and can say things in the text like "he/she noticed their HP was in the red" without actually having a numerical tally.

I like the idea of your character choosing a base class (knight, rogue...etc) and then having their powers modify the class (like what Hiro was saying about MAGE + DAMON = DARK MAGICIAN). It allows for unique and interesting combinations and keeps everyone from choosing Specialist. Maybe have people fill out a "character sheet" of sorts when they sign up, so that they can say what class they are and what weapon they have and what skills/powers they have and so on and so on.
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sebsman
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Erased the HP, and expanded on skills a little bit. Also, i was wondering if anyone wants to play the NPC enemies (I'll play a few, but different people roleplaying enemies always make things interesting.)
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Super Hurricane
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The Middleman (stubborn, yet relaxed)
I don't know...I tried something like this but it got tossed. Mainly because the armors I wanted were SSBB skins that gave the users their powers and abilities, and could travel throughout a corrupted version of Nintendo and other game worlds. Is this reality in a way similar to the 'Wreck-It Ralph' movie, or some normal fantasy game with regular monsters?
Edited by Super Hurricane, Aug 22 2012, 12:55 AM.
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sebsman
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Beware The Penguin Emperor
@SH: Unfortunately, no, it would not be like the Wreck it Ralph Movie (though there might be a few events with some VG franchises). The reason is because since all of this is still happening within Hyakuji, anything confirmed as a VG would not be useable in canon as a real thing, (and I don't want to mess with continuity.). The monsters won't be regular monsters, instead something like the one found here http://hyakujihigh.net/topic/4878034/1/#new

Now for the next post, I am thinkin of makngclasses more free this way, what do you think (Note, I'll just post the new possible changes, and edit the main description until there is something that works well)

Knight: Knights get a "Knightly weapon", and an Armor, both of them adapted to the users powers, as the author sees fit (and is approved within the club). Afterwards they get a knightly title (Lightning Blade, Stormsword, Cyberspear). Their powers change to adapt to the knight form, with offense and defense increased.

Mage: Mages get an abstract interpretation of their powers (the fire of one's soul for a fire user for example), and a magical artifact to control them (staff, wand, and so on). Being such a specialized class, completely physical powers cannot adapt to it (Super speed and super strength for example.) unless they are derived from something else (Super speed because of a movement seal on the ground or something of the sort),they get a defensive/evasive magic object (seal robe, etc) with limited use, (however, their speed will go down slightly) As every class, they also get a title (Dark Magician, Soundcaster)

Rogues: Rogues get something that enables better/faster movement (a cape, boots, magic gloves) and a weapon that aids in targeting weaknesses, but is otherwise not as strong as a knight's ( Better left to author's interpretation). Because of their reliance on speed and evasive techniques, they get increased speed and agility. (Titles, Unseeable flame, for example)

Healers: Healers' powers transform from their usual state, into a variant that can heal their allies (A summoner may make a beast that follows friends around, healing them). They do not get combat boosts, but their defense and stamina increase. (titles, light of healing)

This is the current (mostly unchanged version), I may have a hard time understanding suggestions, but I'll do my best to fulfill them.
Edited by sebsman, Aug 23 2012, 01:13 PM.
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Maneki

Sounds awesome.
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