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Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Mon Apr 03, 2006 10:44 am
Table of Contents

1. Opening FMV and Credits
2. Game Mechanics: Stats and AP
3. Game Mechanics: Advantages and Disadvantages
4 & 5. Game Mechanics: Classes, Class Abilities, and Class List
6. Bio Form and Posted Bios
7. OPTIONAL: Developing Advanced Characters (How Many HP Do I Have?)
 
PostPosted: Mon Apr 03, 2006 10:45 am
Opening FMV and Credits


(Click above for FMV. We recommend setting replay speed to Fast.)

The story...

The privateer vessel Stonefish has recently filled its hold with captured cargo from pirates in the region and is heading back to Levee for trade and payment. The captain, a grim-jawed woman with a penchant for profanity, has called everyone to the deck - even the captives and the passengers (rescued captives from pirate vessels). She is detailing the plan for landfall to the captives. The passengers will be repatriated by the Leveein government, so long as the cost does not exceed two hundred gil per head. The pirates will be tried.

Suddenly, the crowd of crew bursts into turmoil. Weapons are drawn, shouts are raised, blades are held to throats and chests. One woman stands above the crowd, flanked by several crewmen. "This is a mutiny!" she cries. "The vessel Stonefish is now under the control of a new captain! Those who side with me are invited to offer their services now by moving toward the bow; the rest may move toward the points of our blades or the ocean floor, whichever strikes your fancy!"

  • Who are you? Pirate captive? Merchant captive? Noble captive? Mutineer? Privateer?
  • What role will you play in the events unfolding?
  • Why, O why did Kevin Costner have to think of "Waterworld" first? crying


A map of the Threan Sea can be found here. Skip to end; there's no easter egg hidden in the painting process.

The towns:

Each town in the Threan Sea has a patriarch entity which corresponds to a summon monster. These patrons were once deeply involved in their cities' development, but a long-ago war which lasted centuries left them disgusted. The patrons left this plane, leaving behind their bodies, which turned into stone and now stand sentinel over their cities. Old orders, especially magic guilds (which occasionally produce summoners still) and some monasteries, still venerate the patrons and pray for their return.

Please pardon the cheesiness of many of the following names:
  • Levee (Leviathan), a bay port. Levee is best known for once being a thriving capital from which the entire Threan region was administered. Now, in the post-war era where each city tends to its own matters, Levee is like an old man who tells his grandkids annoying stories with no real end or point.
  • Mineral Springs (Carbuncle), a former shield volcano turned resort. The wealthy often take long vacations here; some even have had summer homes built on the volcano's leeward face. When Carbuncle left, its seven-meter-tall body was enjoying a hot springs bath, and its stone statue is unique for its contented expression.
  • Hollen (Titan), a valley city cut into an extinct cone volcano's lava field. This is primarily a rainforest-based agrarian collective built on principles of self-sufficiency... and xenophobia, to a large extent. Has it protected them? Well, they didn't get involved in the war, but then again, they have absolutely no defenses against the new technologies, either.
  • Gnusi (Ifrit), a large, open-faced island with a broad beach and an internal freshwater lake. There is a network of villages scattered about the island, but no central government. A strong principle of mutual assistance keeps the island together, but warlords once turned the island into a place of fear, and there's no guarantee that it couldn't happen again.
  • Abscero (Shiva), a fish-farming and rice-producing island with few inhabitants. Abscero provides much of the bulk rice trade for the mainland.
  • Hightown (Ixion), a former elf tree-city converted for human use; about a day's travel inland. Ramuh had originally wanted a hand in Hightown, but Ixion won the two-out-of-three jan-ken-pon match, despite the fact that he could only throw "rock".
  • Kudram (Bahamut), a Costa del Sol-style glizty resort town on the mainland. The city is the largest of all the individual towns, with a residency topping a hundred thousand. Kudram is the only city in which most residents can count on electricity, running water, and inorganic transportation with regularity. There is a low-level rivalry between Kudram and Levee; some believe this reflects a rivalry between Bahamut and Leviathan.
  • Alexander (Alexander), unique in that the entire town is the physical shell left behind by its patron. Alexander continues to float among the island chain. Is it a random path, subject to the currents? Is it governed by long-ago programming? Do the city's elders direct the huge stone castle's way? No one knows. Alexander has the strictest legal system of any of the Threan towns.
  • Dade (Phoenix), a long-extinct volcano which is rumored to come alive at the fulfillment of various prophecies (which hasn't happened since before the war, and anything before that period could easily be fiction). Dade's caldera is also rumored to have the power to revive anyone tossed into its depths. Of course, since the caldera is full of nasty buggers, it's usually too much of a hassle to test the rumor once and for all.
  • Corusc (Tritoch/Valefor), a cosmopolitan burg on the largest island of the chain. Corusc vies with Kudram and Levee for the title of "Most Urban Decay in the Post-War Era". Corusc's great pride is in its patron's orders, all of which have survived to the modern era.
  • Shelo (Hades), a swamp on the mainland which has been drained and converted to a gorgeous artisan's paradise. It's a sort of commune dedicated to perfection and beauty in craftsmanship, and just about anything coming out of Shelo is expensive - but worth it.
  • And the rumors persist that there's another island out there, one of the small, innocuous ones, that secretly hosts organized armies of monsters beneath its tranquil surface. Further, the rumors suggest that one of the summons stayed behind, trapped by its fellow patrons after it attempted to start a war for its own gain. Rumors are rumors, of course...


Kelwyn's Depiction of the Elemental Mandala  

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Mon Apr 03, 2006 10:46 am
Game Mechanics: Stat System and AP


Quick description of this step
  • Assign 32 stat points among your six stats.
  • These points may also be spent on advantages - or increased by taking disadvantages - from the list in the next post.
  • You have 5 AP to purchase class abilities.


Every character has six stats, as follows:

STRength governs physical power, attacks with melee weapons and unarmed attacks, and related abilities.
VITality governs health, bodily integrity, HP, ability to take punishment, and related abilities.
AGIlity governs gross motor fluidity, ability to dodge, attacks with ranged weapons and certain unique weapons, and related abilities.
SPeeD governs combat initiative, reaction time, some aspects of manual dexterity, almost all movement abilities, and related abilities.
MAGic governs mental acumen and acuity, logical ability, spellcasting, and related abilities.
WILlpower governs mental and spiritual fortitude, force of personality, ability to resist magical attack, and related abilities.

These statistics are primarily for comparison purposes; however, they do have some measure of in-game impact.

  • Statistics may be damaged or drained by certain attacks:
    If STR is drained to 0, you are rendered unconscious.
    If VIT is drained to 0, you are dead.
    If AGI is drained to 0, you cannot move and are considered paralyzed.
    If SPD is drained to 0, you cannot move and fall limp.
    If MAG is drained to 0, you are unable to interact with the world; any stimulus provokes response akin to Confuse status.
    If WIL is drained to 0, you are completely open to psychological suggestion; also, magical effects directed at you have 100% chance of success, despite any inherent immunities you may have.
  • You must have MAG [(spell level x 2) + 1] to cast a spell - for instance, Fira requires MAG 5.
  • Many other class abilities have statistical minimums. All listed minimums must be met before the ability may be purchased.


Statistics operate on a 1-10 scale. These are global absolutes: nothing in the universe will have a statistic higher than 10. Certain abilities, traits, and features of unique monsters or monster races may increase their capabilities beyond what the statistics alone might indicate, however, so just because you have STR 10 doesn't mean that you'll never lose an arm-wrestling match!

Each starting character has 32 stat points to assign to his stats. These points are spent on a one-to-one basis. If the stat points were divided evenly, every stat would have a 5, and 2 points would be left over. No statistic may start with a value higher than 9.

Advantages and disadvantages also draw from the same point pool as the six statistics. Up to 6 points of advantages may be purchased with stat points, and disadvantages may be taken which add up to 3 points to the stat point pool. Therefore, the lowest amount of points available for statistics will be 26 (6 pts adv, 0 pts dis), and the highest will be 35 (0 pts adv, 3 pts dis).

Over the course of the game, statistics may be increased by spending 3 AP per step of increase - for example, STR 4 to STR 5 costs 3 AP. The 5 AP each character starts with cannot be used for this purpose; only AP awarded in-game may be used to increase stats.

AP are the points which purchase class abilities, both at the beginning of the game and during play. Each character starts with a mere 5 AP - but those 5 AP can be spent on abilities from any class. All prerequisites must be observed when purchasing class abilities.

-------------------

Character advancement takes place by spending AP, which are awarded in-game through two means: Threadmaster awards, where I give you one or two AP to show my random favor (well, really, to reward good writing, good RPing, and good story/game development... and my random favor), and nominations.

I'm not the only one who awards AP. All of you as players get to award AP, too. Whenever you like what another player has done - perhaps a well-written post, or a particularly nice tactic in battle, or anything that would prompt you to award the player AP if you were the threadmaster - just PM me with the subject "Nomination for ". In the body of the PM, tell me why you're nomming the character. When a character receives two nominations, one AP is awarded to that player. The two nominations need not be for the same post or purpose. Conversely, multiple noms for a single reason will only spawn one AP - if all thirty-six players nom Bobberick for urinating on the dragon's corpse, he still only gets one AP for the action.

AP may be used to purchase abilities at any time; however, for the abilities to manifest themselves, the character must have a little downtime. Making camp and sleeping through the night is usually enough. Certain abilities are very powerful, however, and it is strongly encouraged that players therefore RP a certain amount of training, tutelage, or other rationalization for the ability's sudden appearance if it's not something that would naturally arise from the minimal self-teaching an adventurer has the opportunity to indulge in. (A note on spells: Characters who are primarily spellcasters are constantly working magic and thinking about its nature; gaining new spells is more a matter of mental research, usually, and doesn't require a lot of RP. However, if you'd like to say that your character learned Sleep from studying that Sprite's Spear the party found in the last battle, that's just another enhancement of the experience for everyone.)

AP may also be used to force circumstances. Those familiar with DnD's point systems (2e's Skills and Powers character points; 3e's Eberron action points) and Mechwarrior's Edge ability will find this similar. Basically, to ensure the success of an action, you may OOCly note that you are spending one of your accumulated AP to force the circumstance, so long as the success would not ordinarily be blocked by immunities or other protections. Since we're not rolling dice for each attack or ability, this basically is a cover-your-a** method if you want to indulge in a little munchiness. For instance, the thief's Steal ability can be assumed to work the majority of the time on minor enemies; however, a boss-level enemy might not be so inattentive. Spending an AP would guarantee that your Steal attempt succeeds, despite the eyes on the back of the boss's head.

It should be noted that major NPCs - and only major NPCs - can almost-sorta force circumstances, too. They won't actually be able to automatically succeed; since, unlike the PCs, they're not sacrificing experience which could be used to purchase class abilities, they don't get the same benefits the PCs do. Instead, they merely add 50% to their chance of success. Further, they cannot declare this after the fact, as the PCs can. NPCs can only attempt to force circumstances before the determination of success or failure is made. Also, the NPC may only perform this action once in any given encounter. Finally, when an NPC forces circumstances, this results in an automatic award of 1 AP to all PCs participating in the encounter.  
PostPosted: Mon Apr 03, 2006 10:47 am
Game Mechanics: Advantages and Disadvantages


Advantages

Elemental Affinity (1-3): The character is aligned with a particular true element, giving him an edge in combat. Choose one or more of the following:

  • Ward (1). All damage directly resulting from the chosen element is reduced by 50%.
  • Proof (2). All damage directly resulting from the chosen element is completely eliminated.
  • Eater (3). All damage directly resulting from the chosen element is absorbed and heals the character for a like amount.
  • Master (1). When the character uses the chosen element in combat, all damage directly resulting from the element is increased by 50%. This includes effects inherent to weapons or other devices which the character does not directly empower.


Animal Companion (1): The character has a faithful comrade of a non-humanoid variety. This companion is not necessarily a normal animal, but unless the Monster Companion option is chosen, the companion has no extraordinary abilities above and beyond those of any "normal" trained companion such as a dog, falcon, ferret, or other reasonable category. The companion has 1/5 of the character's maximum HP and MP. Choose one of the following:

  • Counter Fang. Whenever a physical attack is aimed at the character, the companion has a 10% chance of leaping into the way to "take one for the team". The animal and master split the damage between them - the master chooses the amount of the damage total which is soaked by his companion - and, if the attack was within range for the animal to do so, the animal immediately counterattacks for an amount equal to the normal weapon damage that would be dealt by the master's equipped weapon (but without STR bonus, magical bonuses or effects, or any other enhancement - in other words, just the raw damage output of the weapon itself). This counterattack automatically hits (barring some form of extraordinary protection) and incurs any penalties which a normal attack would incur (such as fire damage from biting a fire elemental).
  • Monster Companion. The companion is a monster type, of a type equal in power or lesser to its average cousin in the wild. One of the monster type's extraordinary abilities may be chosen as a special ability of the companion, so long as it does not exceed the power of the average 1-point class ability. If applicable, this ability may be applied to the master. For instance, a Cactuar companion would not be able to use 1,000 Needles, but its superior Flee ability could be bestowed upon its master. A Vampire Bat could perform a minor bite attack which drains a small amount of HP and adds that amount to the Bat's HP total. If the monster type would normally have class abilities (above and beyond this one special ability allowed above), these may be purchased for the animal for the sum total of the cost of the ability, plus the cost of the prerequisites, plus 10% of the total of the ability and prereqs (at least 1 point). This does not actually purchase any prerequisites; it only grants access to the monster's class abilities.


Goddess's Mark (1): Effects which recover HP, such as Cure spells or Potions, are 150% effective on the character.

Specialized (4): The character is adept at learning abilities from a particular class's ability list, resulting in a deduction of 10% from the AP cost of all abilities of that class (round all fractions up). However, this cannot result in an ability costing 0 AP or negative AP.

Natural Magic (4): The character has magic essence running through his bloodline. At every 10 AP, the character learns a 1-point spell of the threadmaster's choosing. The AP are not actually spent and remain available for normal use. However, the magic has a homeostatic effect on the character, resulting in difficulty raising stats - raising any stat costs 5 AP rather than 3.

Antivenin (1-2): The character is immune to certain Poison-elemental effects. Choose one or more of the following:

  • Poison immunity (1). The character is immune to Poison status, and Bio damage is reduced by 50%.
  • Berserk immunity (1). The character is immune to Berserk status.
  • Charm immunity (2). The character is immune to Charm status.
  • Confuse immunity (2). The character is immune to Confuse status.


Disadvantages

Elemental Weakness (+2): The character is particularly susceptible to a particular true element, making that element a greater threat than normal. All damage directly resulting from the chosen element dealt to the character is increased to 150% of normal, and all damage the character deals with that element is decreased by 50%. Equipment or magical effects which grant resistance to elements are treated as follows: Ward reduces damage dealt to the character to 100% normal; Proof reduces damage to 50% normal, and Eater reduces damage to 0.

Devil's Brand (+1): Effects which recover HP, such as Cure spells or Potions, are only 50% effective on the character.

Viperprey (+1-2): The character is particularly susceptible to certain Poison-elemental effects. Choose one or more of the following:

  • Poison weakness (1). All poison effects targeting the character are half again as likely to hit - a 50% success chance on the attack becomes a 75% success chance. Bio damage is increased by 50%.
  • Berserk weakness (1). Berserk effects targeting the character are half again as likely to hit.
  • Charm weakness (2). Charm effects targeting the character are half again as likely to hit.
  • Confuse weakness (2). Confuse effects targeting the character are half again as likely to hit.


Defenseless (+2): The character is skilled at getting hit in combat. Practice makes perfect! The character's Evasion is 1/4 normal, resulting in a steeper accuracy curve for enemy attacks.

Disabled (+2-4): The character has one or more physical disabilities which cannot be healed by magical means. If the character begins play with some sort of compensation which effectively negates the status, such as a prosthetic limb, then no points are gained. Choose from the following:

  • Damaged sense (2). The character's vision or hearing is seriously hindered by an injury or condition, reducing her effectiveness in the field and possibly in combat.
  • Deaf (3). The character's hearing is so seriously damaged that she is unable to rely on it. Normal conversation may or may not be possible outside of combat, at the player's choice, but whenever quiet is necessary, the character is likely to ruin the silence, and when trying to discern specifics out of multiple sound sources, the character is hopelessly lost.
  • Blind (4). The character's vision is so seriously damaged that she is unable to rely on it. Some measure of stunted vision may or may not be possible, at the player's choice, but any hope of discerning detail is lost. If some measure of vision is retained, the character might be able to find her way around town alone, with effort, and probably won't run into stationary obstacles, but is otherwise clueless as to her surroundings. In combat or other situations requiring even minor precision, this is treated as the Blind status condition.
  • Lost limb, hand or foot (2). The character has an injury or condition resulting in the loss of use of a hand or foot. A useless hand would render two-handed weapons unfeasible and would make fast or tricky riding difficult, for instance, and would reduce the STR attribute of anything using that limb by 50%. A useless foot would reduce movement by a great deal without a crutch or cane, and would preclude all rapid movement whatsoever.
  • Lost limb, arm or leg (3). The character has an injury or condition resulting in the loss of use of an arm or leg. All of the penalties above are incurred, as well as further issues - the use of a wheelchair or other motive device might become necessary, and certain tasks would be impossible.
 

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Mon Apr 03, 2006 10:50 am
[ Message temporarily off-line ]  
PostPosted: Mon Apr 03, 2006 10:50 am
[ Message temporarily off-line ]  

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Mon Apr 03, 2006 10:28 pm
Bio Form


The bio format is as follows (all prettiness is stolen shamelessly from Kelwyn):

[color=darkred][b]Name:[/b]
[b]Age:[/b]
[b]General Description:[/b]
[list][*][i]Height:[/i]
[*][i]Weight:[/i]
[*][i]Hair:[/i]
[*][i]Eyes:[/i]
[*][i]Skin:[/i]
[*][i]Build:[/i]
[*][i]Misc:[/i][/list][/color]

[color=red][b]Equipment:[/b]
[list][*][i]Clothing:[/i]
[*][i]Weapons:[/i]
[*][i]Equipment:[/i][/list][/color]

[color=orange][b]Statistics:[/b]
[list][*]STR -
[*]VIT -
[*]AGI -
[*]SPD -
[*]MAG -
[*]WIL - [/list]

[b]Advantages:[/b]
[list][*][/list]
[b]Disadvantages:[/b]
[list][*][/list][/color]
[color=green][b]Class Abilities:[/b] (total AP = 5)
[list][*][/list][/color]

[color=blue][b]Skills:[/b]
[list][*][u][/u]:
[*][u][/u]:
[*][u][/u]:
[*][u][/u]:[/list][/color]

[color=darkblue][b]Brief History:[/b][/color]
[color=indigo]
[b]Goals:[/b]
[list][*][u]Short Term[/u]:
[*][u]Long Term[/u]:
[/list][/color]


See the bios posted below for examples.


Posted Bios



Kelwyn
Kelwyn
Name: Morgan Aquill
Age: 26
General Description:
  • Height: 5' 6"
  • Weight: 127 lbs.
  • Hair: Auburn, curly, mid-back length
  • Eyes: Dark aqua, tend to squint
  • Skin: Tanned, rough
  • Build: Lean and muscular (not bulky)
  • Misc: Compass rose tattoo in black ink on left shoulder. Ferret named Jewel generally found somewhere on/nearby her.

Equipment:
  • Clothing: Standard sailors' garb. Loose trousers tucked into knee-high leather boots; loose unbleached muslin shirt; faded, dark blue bandana tied around the top of her head; long leather vest/sleeveless jacket (thigh-length); weatherproof cape, knee-length. No obvious jewelry or trinkets. Very utilitarian.
  • Weapons: Boot knife (concealed in right boot); set of 5 throwing knives (concealed in various places); 1 long, straight dagger belted at the waist on the right side; 1 shorter, curved dagger sheathed under her left arm, beneath her vest.
  • Equipment: Coil of 10' of hemp rope, belted at waist on left side; LOTS of pockets, hidden or otherwise; decoy moneybag holding trinkets of no consequential value, tied next to the rope.


Statistics:
  • STR - 4
  • VIT - 6
  • AGI - 8
  • SPD - 7
  • MAG - 4
  • WIL - 4

Advantages:
  • Water Proof (-2)
  • Animal Companion [ferret, Counter Fang] (-1)

Disadvantages:
  • Lightning Weakness (+2)
  • Charm Weakness (+2)

Class Abilities: (total AP = 5)
  • Steal (1)
  • Silent Step (1)
  • Lockpick (1)
  • Dagger Proficiency (2)
  • Sneak Attack (3)
  • Hide (2)
  • Flee (2)
  • Pickpocket (2)

Skills:
  • Knowledge Ships: You know how to sail a ship from one port to another, including how the various parts work to make the ship.... well, go. Don't mean you can pull into Tortuga by your lonesome though, savvy?
  • Nautical Know-How: You've been sailing the seas for quite a while. While at sea, you know where north lies, how to read a map and compass, as well as the location of the major ports in your area... plus a few choice hidey-holes. You know the best sea monster stories by heart, as well as more practical things such as which ports have the best rum, and in which you're likely to be arrested or shot on sight.
  • Water Baby: You learned how to swim before you could walk, and are as comfortable in and under the water as on land or a ship. Swimming through rough or stormy waters is still difficult, but not impossible.
  • Rope Trick: You are adept at playing with and using rope and similar materials. You can make and untie difficult knots, meaning you are more likely to tie something (or someone) up securely, and more likely to free yourself if bound by rope or other similar materials.


Brief History: Morgan's mother, Ermina, died in childbirth when Morgan was born, so she was raised by her father, Rin Aquill. Since her father was a the captain of a privateer vessel, the "Ermina" after her late mother, he raised his daughter on the high seas. She was taught everything about sailing and privateering, from the holds to the crows nest (cleaning, maintaining, working ropes, fighting, etc.), and she could swim before she could walk. Her father's ship was caught in a hurricane and shipwrecked when she was 19; her father and approximately half the crew drowned. Since then she has worked ships as crew, making her way from one port to another as she pleases on about any boat that will have her, from merchant vessels to pirate ships.

Goals:
  • Short Term: Acquire treasure, chase horizons, stay free.
  • Long Term: Save enough gold to purchase, outfit, and crew her own ship, captaining it either as a privateer like her father, or a pirate. Whichever seems more interesting.



Saoszuc
Saoszuc
Name: Sao Kolo
Age: 24
General Description:
  • Height: 5' 7"
  • Weight: 135 lbs.
  • Hair: Scarlet, spiked like a palm frond, medium-length
  • Eyes: Bright green
  • Skin: Very dark - coffee, no cream
  • Build: More muscular and less wiry than your average seafaring woman
  • Misc: Keeps a water flan hatchling on her, usually around her wrist.

Equipment:
  • Clothing: A compromise between light sailing wear and combat padding. Thick, quilted cloth vest of the variety often underlying chainmail; canvas pants - light, but not terribly mobile; thick boiled-leather boots; thick leather bracers. (Leather Wrist - Evasion +1; Padded Mail - Evasion +1)
  • Weapons: A basket-hilted epee in a scabbard at her left hip. Oddly, no secondary weapon. (Epee - 1d cool
  • Equipment: A first-aid kit with poultices, herbs, bandages, and ties; a small vellum-leaved book with an attached pencil; an ornate silverwrought pendant with what looks like a small ruby at its center.


Statistics:
  • STR - 8
  • VIT - 8
  • AGI - 5
  • SPD - 3
  • MAG - 5
  • WIL - 3

Advantages:
  • Lightning Master (-1)
  • Animal Companion [water flan hatchling, Monster Companion, casts Water](-2)

Disadvantages:
  • Devil's Brand (+1)
  • Ice Weakness (+2)

Class Abilities: (total AP = 5)
  • Sword Proficiency (2)
  • Lightning Sword (2)
  • Equip Polearm (1)
  • Haste (2)
  • Demi (1)

Skills:
  • Knowledge Ships: General seamanship; proficiency at each post on board a sailing vessel.
  • Orienteering: While you're not unerring out on the open seas, when you're on land, you're pretty much guaranteed to find your way. You can tell the cardinal directions, estimate distance traveled, and triangulate with a map.
  • Well-Traveled: Between all the journeys you've taken and the things you've learned from others, you're quite the globetrotter. In any area with which you're familiar, you can be counted on to know the ins and outs that others haven't been exposed to.
  • Riding: Most folks can ride a mount. You take it to another level. Hard riding and controlling recalcitrant mounts is simple for you, and you're a lot more likely than not to succeed when attempting acts of foolishness like leaping from horse to horse.


Brief History: Sao was born in Corusc. Her parents separated when she was four, and they reached an equanaminous decision regarding her care: she would spend her early years with her mother, who had just joined a shipping company as an appraiser, with visits to her father for the summers; at age ten, the roles would reverse, and she would spend most of her time in Corusc with her mason father, spending summers on the sea. Her early years taught her to love the slap of waves on a ship, but an even greater influence came at age eleven, when she was scouted for induction into an order of magic knights after a blundered attempt to join the local magic guild. Once she turned 16, she went out on her own, selling herself as a mercenary to privateers along the Great Bay.

Goals:
  • Short Term: Work out her wild oats so that she can return to her order as a full member.
  • Long Term: She's thought little about the long term... she just assumes that she'll live a long, boring, celibate life in her order after she's done with the seas.


The numbers:
  • HP - 54
  • MP - 16
  • EVA - 8(+2)
  • M.EVA - 8



Tahpenes
CharGen v1.1
Name: Sahlana
Age: 21
General Description:
  • Height: 5' 3"
  • Weight: 170 lbs.
  • Hair: Pale blonde
  • Eyes: Gray
  • Skin: "Would you like coffee with your cream?" XD
  • Build: "Chubby" or "plump" would both do nicely; it's almost evenly distributed, as if all her muscle had just chosen to relax and grow an extra centimeter of cushioning
  • Misc: Sahlana prefers to wear her hair up in some form of knot, but she keeps it loose so strands tend to fall out, and by the end of the day it's inevitably in tatters.


Equipment:
  • Clothing: A ruffly, white linen shirt cut a bit low in the front; a long, somewhat fancy off-black skirt with a high slit and too much embroidery; black leather boots - all new
  • Weapons: A hooked, white oak staff (functions as a rod/wand)
  • Equipment: Three tonics, one of which is close to its expiration date; dagger with an approx. 5% chance of proc-ing Fire


Statistics:
  • STR - 7
  • VIT - 5
  • AGI - 3
  • SPD - 3
  • MAG - 9
  • WIL - 6


Advantages:
  • None

Disadvantages:
  • None

Class Abilities: (total AP = 5)
  • Rod/wand proficiency (2)
  • Novice attack (1)
  • Multitarget (2)
  • Cure (1)
  • Pray (1)


Skills:
  • Etiquette: You know what to say and how to act to get along in high (or at least, decent) society; whether or not you choose to is another matter.
  • Asset Management: As a child, your favorite book was Berenstein Bears Diversify their Stock Portfolio.
  • Research/Scholarship: You know your way around a library and various reference materials.
  • Management: Time spent managing the servants assigned to you and training to manage a household can translate into other areas of personnel management. Whether you have the charisma to pull it off is a separate issue entirely.


Brief History: Sahlana is the second eldest daughter of a wealthy merchant household, and consequently she was more or less destined to marry well (preferably "up" into the minor aristocracy to secure her family some good contacts) and spend the rest of her days being primarily concerned with dress colors, sitting room arrangement, and discerning how much her husband was spending on his "secret" mistress by how much of a discrepancy there was in the account records each month. When a daughter of a sea-based merchant spends her teens becoming more and more convinced that the entire system is corrupt and exploitative and anti-woman and that she's not going to be limited by her classist upbringing, and finally works up the balls to really rebel, where else would she go but to hang out with pirates? It didn't take too many days of standing out like a sore thumb at a local dive before she caught the eye of a curious pirate captain. She was hopeless as far as the ship's duties went, but Sahlana was enamored with the idea (more than she was with the man) and she proved to be more than competent in the bedroom. Whether or not the crew would have grown disgusted enough with her to make her life a living hell never became an issue, since the privateers took them all captive before it got to that point.

Goals:
  • Short Term: Not be killed by pirates, privateers, mutineers, or any other type of person with sharp blades and too much alcohol in their system.
  • Long Term: Find a niche for herself; rediscover the same sense of place/purpose she had with her family, but without the accompanying social bullshit.


Chibicid
Chibicid

Name: Locke Karn
Age: 19 1/2
General Description:
  • Height: 5'8
  • Weight: 155
  • Hair: Light brown, natural blonde highlights, spiked in the front
  • Eyes: Blue-grey
  • Skin: Slightly tanned
  • Build: Fairly tall and mostly slender, starting to build a little muscle from the deck work that has been required of him.
  • Misc:Has a small burn mark on the right side of his neck from an accident with poison; carries a tiny snow-white avian hatchling in his coat pocket that he found on the deck one day while at port.


Equipment:
  • Clothing: A light blue loose-fitting long-sleeved shirt, tightish brown breeches, and leather boots. Wears a sort of cargo vest with lots of pockets over the shirt and, on occasion, a slightly lopsided brown cap from time to time.
  • Weapons: A dark cedar staff that semi-spirals at the top
  • Equipment: A thin, leather-bound booklet of homemade remedies and short incantations; a fisherman's knife; a golden pocketwatch (a gift from the pirate captain...lol); and a small sapphire attached to a thin silver chain that hangs around the neck.


Statistics:
  • STR - 3
  • VIT - 4
  • AGI - 5
  • SPD - 4
  • MAG - 8
  • WIL - 7


Advantages:
  • Ice Proof (-1)
  • Natural Magic (-4)
  • Animal Companion [avian hatchling, Counter Fang] (-1)

Disadvantages:
  • Fire Weakness (+2)
  • Poison Weakness (+1)
  • Confuse Weakness (+2)

Class Abilities: (total AP = 14)
  • Rod/Wand (2)
  • Focus (1)
  • Blizzard (1)
  • Blizarra (2)
  • Fire (1)
  • Aero (1)
  • Poison (1)
  • Blind (1)
  • Drain (1)
  • Stone (1)
  • Thunder (1)
  • Water (1)
  • Disguise (NM)


Skills:
  • Cooking: Being raised on a farm, you know how to use vegetables and other produce to whip something up for the hard working members of the family. You've also been taught a few things on herbal preparation for remedies and the like.
  • Research/Scholarship: You've been known to skip out on an afternoon of work to read a good book. Way to go, nerd. At least you can beat up those who pick on you with that new spell you read up on.
  • Water Baby: Growing up on an island made you accustomed to the water. Good thing, too, else you'd be totally useless onboard a ship.
  • Pretty Boy Charm: You're cute as a button and you use that to your advantage. It seems like everyone loves you. Heck, you can even get a burly, masculine pirate to reconsider his sexuality. Way to go! Just make sure you watch your back...and don't drop the soap. Ever.


Brief History:Locke hails from Abscero, a small fishing community. His family comes from an ancient line of magicians, though they have become disconnected from those roots for unknown reasons. Locke himself only knows what his mother taught him. He grew up praising the statue of Shiva, and seems to have taken on some of her "icy" qualities. However, his demeanor is easily melted by kind words or a smile, and he quickly becomes a genial and over-friendly character. He was picked on in the past for his effiminate demeanor and lack of skill in fishing; he thus helped his mother around the house and at the gardening while his older brother fished with his father. One day, Locke was picked up from his island by a group of pirates. Although the pirates found him rather useless onboard, the captain took a special liking to him and, as a reward for his services, kept him in his highest esteem and prevented too much harrassment. That is, until, the ship was captured by the privateers of the Stonefish.

Goals:
  • Short Term: To survive on the ship without getting beaten up again...and perhaps to not get hit on by a certain shipman anymore...
  • Long Term: To return home for a more quiet life, or to settle down in a coastal city to increase his studies



Tanasha
Tanasha
Name: Sepia
Age:19
General Description: Of average appearance, although a touch more attractive. She blends in well with a crowd.
  • Height: 164cm
  • Weight: 63kg
  • Hair: Black
  • Eyes: Sea green
  • Skin: Decently tanned
  • Build: Athletic
  • Misc: Has no visable identifying marks, and seems content to be a traveling preformer who isn't very memorable


Equipment:
  • Clothing: A cheap and thin rip-off of a karate gi which is of low enough quality that it would tear if grabbed with moderate force, although that's probably why she chose it. A discharged amulet of wallwalk.
  • Weapons: She has an assassin's dagger which is designed so that a vial of poison can be screwed into the hilt, with a simple button at the upper edge of the hilt shifting a plate with a hole in it into alignment with a thin channel so that when pressed capillary action would result in the poison flowing upwards to the tip and then down along a notch just behind the blade. She's run out of poison. It has run out of poison and has yet to be refilled. She also wears a thin, flexible blade which is disguised as a leg-band.
  • Equipment: She travels light; a coinpurse, her weapons, a change of clothes, and a book of strange non-magical runes which appear to be unintelligible but is really an encoded assassin's guide.


Statistics:
  • STR - 5
  • VIT - 3
  • AGI - 8
  • SPD - 7
  • MAG - 4
  • WIL - 5


Advantages:
  • None

Disadvantages:
  • None

Class Abilities: (total AP = 5)
  • Love Sonata (Dances.)
  • Lockpick


Skills:
  • Coldblooded murder: If somebody is incapacitated, they can be killed silently with any bladed weapon.
  • Mask creation: Almost anything can be made into a mask if you have a sharp enough blade and the time for it.
  • Poison usage: With practice, it's not hard to learn how to use premade poisons to great effect, such as sneaking it into food and poisoning objects.
  • Information scrounge: If you know where to go and how to act, you can overhear almost anything you want to know.


Brief History: Many years ago, Sepia's father was a successful merchant. They lived a quiet life in Kudram, and she spent her days attending school to become a dancer. Unfortunately, one day pirates captured her father's ship, and while he returned alive his livelyhood did not. While they weren't left completely destitute, it was a horrible blow to her family. While it irritated her that she could no longer attend school, the state of depressed helplessness which her family was left in was the true blow. After about a month of watching her father, mother, and older brother struggle to find jobs to make ends meet as the money from pawning their possessions dwindeled away, she left home promising to 'make things right'.
Her quest for vengence and cash resulted in her falling into a dark crowd, where she learned things which are antithetical to any system of morals. She formulated a impractical, illogical, and outright stupid plan to achieve her ends: She took up the guise of a wandering preformer working the seediest of bars of the coastal towns, giving her a means of picking up some spare gil, a cover story, and an easy way to overhear both sailors discussing their cargo and drunken pirates discussing where they'll be in a few days. With the information gathered at the bar, she would then ride the ship she expected to be most likely victim of an attacked, get caputred, and then cut her bonds in the middle of the night, create a facemask out of whatever's handy, steal an outfit, and start silently killing-off the ship's crew. When the crew was dead, she would sail the ship towards land, kick the surviving captives into a landing boat, and sail the ship along the coast until out of sight, search the ship for the most valuable things she could carry, and then setting the ship to sail back out to sea while she rows for land. Amazingly, the plan has actually worked a few times. As a result of this, there are a few 'ghost ships' adrift on the ocean, corpses festering onboard without any signs of struggle or looting. She's built up a decent ammout of gold, of which she gives her family some whenever she visits.
She used to use an amulet of wallwalk to get to places of the ships which were magically protected, but it ran out of charge a little while ago and it would cost more than a high-end merchant ship to get it recharged.


Goals:
  • Short Term: To figure out how to kill-off the pirates on board without leaving anybody alive who knows it was her.
  • Long Term: To gather enough money so that she can revive her father's old buisness and restore her family's position, and to find and kill "Captain Octarine-eye"


Kohki
Kohki
Name: Enieffac
Age: 25
General Description:
  • Height: 5'11"
  • Weight: 150 lbs
  • Hair: Black, long, always in a braid.
  • Eyes: gray
  • Skin: So pale it's almost gray.
  • Build: Medium
  • Misc: Has mild burn scars on hands, Always wears a hat of some kind, and has a metal clasp at the end of his braid.


Equipment:
  • Clothing: A grease-stained button-down long-sleeved shirt, underwear, brown pants
  • Weapons: Sledge Hammer
  • Equipment: Alchemy kit


Statistics:
  • STR -6
  • VIT - 4
  • AGI - 4
  • SPD - 5
  • MAG - 7
  • WIL - 6


Advantages:
  • None

Disadvantages:
  • None

Class Abilities: (total AP = 5)
  • Repair [2 AP]
  • Use explosives[3 AP]


Skills:
  • : Demolitions: Has a decent understanding on where to place explosives for the most effective detonation. / 'I blows it up real good.'
  • : Adept at swimming
  • : Scientifically minded
  • : Has a decent understanding on how various vehicles work, but not to the extent to know any way of improving them, short of a few interesting ideas.


Brief History:
His story isn't really all that special. He was born and raised in Hightown, where he gained his technological expertise. He later moved to Levee for additional study and work, and had lived in the ever since. Only recently he has been sent on a business trip back to Hightown to order more supplies from a parts manufacturer: The garage owner distrustes the mail service immensely and paid x1.5 overtime to whoever volunteered for taking the job. So he boarded a boat that was supposedly going back to Hightown, and became a captive on the Nautica by accident.
Goals:
  • Short Term: To not die.
  • Long Term: To eventually get his own airship, and then start a business with a mage and a blacksmith to create the ultimate mode of transportation.




NPC Bios


Dmietr Ayn, Captain of the Privateer Vessel Stonefish
DECEASED



Nell Rquin, first mate of the Stonefish
Name: Nell Rquin
Age: 28
General Description:
  • Height: 5'9"
  • Weight: 145 lb.
  • Hair: Dark brown, done up in dreadlocks (the "shitlocks" variety)
  • Eyes: Dark brown
  • Skin: Dark brown
  • Build: Dark br-- er, rather, a bit thick, with a healthy combination of muscle and fat. Built for conning a wheel, or better yet, brawling, rather than clambering rigging.
  • Misc: She's never been known to have a period. On a ship with a full 50% female crew, that starts rumors and superstitions.


Equipment:
  • Clothing: Simple tank-style shirts, straight-cut breeches, boiled hide boots.
  • Weapons: Greatsword, added effect Aerostrike, 2d10 damage (air) +8 damage (STR).
  • Equipment: Boiled leather armor, with runic designs burned around the neck and arm holes. Star pendant (poisonproof).


Statistics:
  • STR - 8
  • VIT - 8
  • AGI - 5
  • SPD - 4
  • MAG - 4
  • WIL - 4


Advantages:
  • Air Master (1)

Disadvantages:
  • Ice Weakness (+2)

Class Abilities: (total AP = 7)
  • Equip Greatsword (2)
  • Magic Break (2)
  • Power Break (2)
  • Sleep (1)


Skills:
  • Knowledge Ships: Break out the grog an' I'll tell ye a tale / Of forty brave men who got ate by a whale o/~
  • Administration: Hanging around Cap'n Ayn all these years would teach anyone a thing or two.
  • Gaming: It's usually handy to be able to cheat and not get caught... *whistle*
  • Strategy, Naval: Cannon combat canniness.


Brief History: Nobody's really heard much about Nell's time before she joined up with the Stonefish. It's not like it's a mystery; she just lets everyone else talk about themselves first. She's been willing to answer direct questions, so if you're wondering, no, she doesn't have a boyfriend. Or a girlfriend.

Goals:
  • Short Term: If the first post of the RP is to be believed, she wants a ship of her own.
  • Long Term: Hasn't talked about this much. She's a very in-the-moment kinda gal.



The collective bio of the other 10 crewmen of the Stonefish
Name: Seamen (and -women)
Age: 18 - 33
General Description:
  • Height: Around 54', end-to-end
  • Weight: About 1400 lb.
  • Hair: Yes, mostly
  • Eyes: 18 operational
  • Skin: And lots of it!
  • Build: No; mostly they sail
  • Misc: Not a single parrot. Don't believe everything you see in the FMV, kids.


Equipment:
  • Clothing: Generally (thank goodness)
  • Weapons: Mostly light swords
  • Equipment: Where there's armor, it's very light - no better than EVA +1 for the most part


Statistics:
  • STR - 4-8
  • VIT - 4-7
  • AGI - 3-8
  • SPD - 3-7
  • MAG - 2-8
  • WIL - 2-7


Advantages:
  • Several

Disadvantages:
  • Even more

Class Abilities: (total AP = 67)
  • Mostly thief stuff, with a smattering of others


Skills:
  • Knowledge Ships: Need we say more?
  • Gaming: Take your pick; they can cheat at them all.
  • Varied: and lots of others.


Brief History: Most of them actually haven't contracted strange diseases at port!

Goals:
  • Short Term: Survival!
  • Long Term: Drunkenness!



NPCs for the Nautica:

Wilhelm Cairn, Captain of the 'Nautica'
Name: Captain Wilhelm Cairn
Age: 35
General Description:
  • Height: 6' 2"
  • Weight: 230 lbs
  • Hair: Black, tied in a queue
  • Eyes: Brown
  • Skin: Tanned and wrinkled
  • Build: Tall, muscular, and imposing


Equipment:
  • Clothing: Finely dressed in coat, breeches, and ruffled shirt. His clothing is usually a shade of red trimmed in gold.
  • Weapons: A single-bladed rapier sheathed at his waist
  • Equipment: Wears a thick leather vest under his clothing to help deflect damage from most bladed attacks.


Statistics:
  • STR - 8
  • VIT - 7
  • AGI - 5
  • SPD - 5
  • MAG - 3
  • WIL - 4


Advantages:
  • Specialized (-4)

Disadvantages:
  • Devil's Brand (+1)
  • Damaged Sense - One-eyed (+2)
  • Beserk Weakness (+1)

Class Abilities: (total AP = 13)
  • Sword Proficiency (2)
  • Power Break (2)
  • Magic Break (2)
  • Armor Break (3)
  • Stock Break (4)


Skills:
  • Knowledge Ships: Captain Cairn may be ruthless, but he knows his ship inside and out.
  • Natural Leader: Whether from terror, awe, or genuine respect, people find themselves obeying you. There's ne'er a mutiny on your ship!
  • Nautical Know-How: The open seas are your playground, and you make good use of that fact.
  • Appraisal: You have a knack for picking out the finest booty first. You certainly do know your treasure!


Brief History: Wilhelm Cairn was a mere boy of 13 when he was shanghaied from his home of Corusc and forced to serve as a cabin boy on a merchant vessel, the Relm, which secretly ran a very lucritive black market business among the scattered cities. He had been the son of a common laborer back home, and so he took to life at sea rather quickly, and in a mere 5 years he conducted a successful mutiny of the Relm, killing the man who shanghaied him in cold blood. Not trusting the crew that helped him mutiny the ship from his former captain, he switched crews entirely in the next port and renamed the ship the Nautica. Having grown cold from the hard life at seas, he became known to the authorities as a ruthless pirate and murderer by the officials of all the major ports by the end of that year. By the end of the next year he was famed for never leaving captives alive by just about everybody else.

Goals:
  • Short Term: Rape, pillage, plunder, murder, and generally enjoy life.
  • Long Term: Die in a blaze of glory



Thrain Pillock, First mate of the 'Nautica'
Name: Thrain Pillock
Age: 27
General Description:
  • Height: 5' 6"
  • Weight: 120 lbs
  • Hair: White
  • Eyes: Black
  • Skin: Pale and smooth
  • Build: Short and sleight


Equipment:
  • Clothing: Wears simply brown hooded robes and sturdy leather boots.
  • Weapons: a boot-dagger
  • Equipment: a short wooden, gnarled wand


Statistics: (total = 31)
  • STR - 3
  • VIT - 3
  • AGI - 5
  • SPD - 5
  • MAG - 8
  • WIL - 7


Advantages:
  • Natural Magic (-4)

Disadvantages:
  • Poison Weakness (+1)
  • Defenseless (+2)

Class Abilities: (total AP = 9)
  • Equip wand (2)
  • Fire (1)
  • Blizzard (1)
  • Aero (1)
  • Stone (1)
  • Thunder (1)
  • Water (1)
  • Drain (1)


Skills:
  • Arcane Knowledge: You have a deep understanding of magical tomes and artifacts. If it's an obscure black orb that could possibly destroy the planet, you've heard of it!
  • Self-preservation: You've studied, and in studying have learned that man is mortal. You've taken this lesson to heart! Appreciating your brief mortality, your entire goal in life is to expand it as long as possible.
  • Master of Magic: You understand the nature of magic. This enables you to identify the nature of spells being cast, even if you don't know them yet.
  • Second Sight: Whether you see, smell, taste, or hear it, you can sense the magical nature in people and objects.


Brief History:Thrain was the hired mage for a merchant's vessel when said vessel came in contact with the Nautica. Thrain's quick wits and knack for making himself useful earned him a spot on the pirate ship. He quickly proved to Captain Cairn how useful a ship's mage could be and earned his begrudging respect. After serving in various positions on the ship, he earned the title "First Mate", and is currently the crew member who has lasted the longest, serving the Nautica for a total of 6 years.

Goals:
  • Short Term: Help Captain Cairn capture the Stonefish
  • Long Term: Stay alive as long as possible, learn things he has no business knowing, and live as comfortably as he can.
 
PostPosted: Mon Apr 03, 2006 10:29 pm
OPTIONAL: Developing Advanced Characters (How Many HP Do I Have?)


These steps are completely optional, but they will give you a much better handle on how badly your character is hurt, how many more Blizzards she can cast, or how much of a chunk he just chopped out of that Rabite.

HP: Starting characters have [30 + (VIT x 3)] HP. HP is increased in the following ways:

  • Whenever VIT is increased, recalculate base HP accordingly.
  • For every two AP awarded your character, gain 5 HP. The AP may be spent on class abilities normally.
  • HP increases may be doled out by the Threadmaster to those who demonstrate bravery in the face of physical danger.

MP: Starting characters have [10 + (WIL x 2)] MP.
MP is increased in the following ways:

  • Whenever WIL is increased, recalculate base MP accordingly.
  • For every four AP awarded your character, gain 5 MP. The AP may be spent on class abilities normally.
  • MP increases may be doled out by the Threadmaster to those who demonstrate strength of will or who are subject to magical attack.

EVASION: Starting characters have [AGI + SPD] Evasion. Attack rolls must equal overcome a character's Evasion to hit.
Evasion is not increased except by statistical increase and by most armor.

M.EVASION: Starting characters have [MAG + WIL] M.Evasion. Magical attacks which do not have a flat percentage chance to succeed must perform a magic attack roll; if the number does not equal or exceed the target's M.Evasion, the target takes 1/2 damage, or the effect is otherwise halved or reduced significantly.
M.Evasion is not increased except by statistical increase and by some armor.

Attack rolls are 1d10, plus the amount of the statistic governing the selected weapon's use. For instance, a character with STR 8 wielding a sword would roll 1d10+8, whereas a character with AGI 4 wielding a bow would roll 1d10+4. This number must equal or overcome a defending character's Evasion rating for an attack to be successful.

Magic attack rolls are 1d10, plus the character's MAG stat. For instance, a character with MAG 5 casting Fira would roll 1d10+5. This number must equal or overcome a defending character's M.Evasion rating for a magical attack to be successful.

Weapon damage: For a great listing of weapons and their damage rates, visit the Returners FFRPG equipment list. The majority of the equipment handed out in-game will derive from this list. Just remove the "<#> x " portion of the damage column, leaving you with the appropriate damage die. For example, the axes all use d12s, with higher-power axes using more d12s per hit. The governing statistic's value is added to damage rolls; for instance, a character with STR 8 wielding an axe of damage 2d12 would deliver 2d12+8 damage on a successful hit.

Magic damage: I'm not positive at this point how to handle this. The Returners system is built for higher HPs, as well as an M.Armor system that is eschewed in this RP in favor of simplicity. Perhaps we just assign power to the spells as we go? I'm in favor of level 1 elemental spells causing 1d8+(MAG) damage, with doubling damage beyond that (lv2 = 2d8+(MAG); lv3=4d8+(MAG); lv4=8d8+(MAG)+special effect). By the time we reach a place where the seriously high-level spells are being cast against the party with some measure of frequency, there'll be lots of Ward and Proof equipment around, as well as high M.Evasion armors and high MAG/WIL stats. Other spells can be interpreted individually (I'm in favor of Poison causing 10% current HP loss per round; perhaps a Venom status could be introduced which deals 10% maximum HP per round... that'd go well with Bio).  

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Mon Apr 03, 2006 11:24 pm
Okay, so here's how this thread's gonna work.

This is gonna be the equivalent of the OOC thread for RP#3. However, this thread will also be where the numbers happen, especially for those of you who want to go whole-hog and develop the full statistics of your characters. Those of you who prefer to stick to as few numbers as possible may or may not wish to bother paying attention to the sort of things I'm about to describe, but I hope they'll at least add a little to the experience. Who knows? You might change your mind halfway through the RP.

If you ever want to - or need to - make a roll to determine the success or failure of an attack, or figure out the damage of a spell, or see whether your character is really stupid enough to do what she's about to do, then make the roll in this thread. However, to keep you honest, you must post what you're rolling for. If you don't adhere to that roll - for example, if you're intending to attack, but your roll fails miserably and you instead decide to spend your post begging for your life - then you must spend an AP to force the circumstance. Thus, if you plan not to RP the results of a failed roll, you might as well use the AP to force the success anyway. This applies to NPCs, too - you'll be seeing their rolls, and if you're going to control any NPCs in your own posts, feel free to roll for them as well.

Whenever combat arises, I'll post a quick-and-dirty run of the numbers for the baddies; that way you'll know what your roll targets are. Be sure not to metagame, though - sure, it's reasonable to assume that the guy wearing heavy armor might be hard to hit, but his M.Evasion won't be known to your character unless he's using Peep/Scan. (Scan will break down the exact factors of a combat statistic; for example, it will tell how much of M.Evasion is due to MAG, how much is WIL, and how much is armor.) I was originally planning on just giving a "challenge rating" for enemies, but that winds up wasting your time with attempts at attacks, to which I respond with some from-up-on-high bullshit like "omg u fail!!!11 n den he shoot u n da face", which is just lame on top of being unfair.

And of course, there's plenty of room for all your non-numbers OOC spamminess, too!  
PostPosted: Fri Apr 14, 2006 2:02 am
Don't be afraid to use and abuse the NPCs.
  • I have no particular desired setup for the NPCs as far as personality and whatnot; rather, just have a vague template in mind, no more descriptive than what's in the bio. Beyond that, they're tools for your RP pleasure.
  • To that end, as there is no preset plot for this RP, you can have the NPCs do whatever you want. Think Captain Ayn might secretly burn with lusty desire for her mutineer first mate? Put it in. Adds spice for the rest of us. 3nodding So long as a general sense of continuity is maintained.
  • In other words, advance the action yourselves. I've got enough on my plate. sweatdrop
 

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Kelwyn

Gracious Gaian

9,150 Points
  • Befriended 100
  • Tipsy 100
  • Citizen 200
PostPosted: Fri Apr 14, 2006 7:10 am
Good to know. I'll control more action next time, but for now I kinda wanted everyone to get the chance to react to the situation and place themselves in the scene somewhere before I went ahead like a freight train...  
PostPosted: Fri Apr 14, 2006 3:01 pm
'Course. I was just reminded that I should have said that in the first place is all. sweatdrop  

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
PostPosted: Sat Apr 15, 2006 9:38 pm
Since Gaia doesn't want to let Safari roll dice right now, I rolled some IRL.

Sao, attack, 1d10+8: 15
Nell EVA: 11
Sao, damage, 1d8+8: 9
Nell HP: 49, now 40

Nell, attack, 1d10+8: 13
Sao EVA: 10
Nell, damage, 2d10+8: 16
Sao HP: 54, now 38


Plus, here's some statistics! biggrin

BOMB
STR - 6
VIT - 4
AGI - 4
SPD - 3
MAG - 5
WIL - 3

HP: 22
MP: 16
EVA: 7
MEVA: 8

Attack: Fire elemental, 1d4+6 damage
Fire: 6 MP, 1d8+5 fire damage
Fira: 10 MP, 2d8+5 fire damage
Self-Destruct: After three melee attacks, if the Bomb has any HP remaining, it explodes, dealing attack (fire) damage to everyone within a 15' radius.
Fire Eater
Aero Weakness

Spoils: 100g, Bomb Core (an ingredient useful to engineers and some mages)
 
PostPosted: Sun Apr 16, 2006 8:49 pm
Updated Bomb entry above - forgot a couple things. sweatdrop

Here are some more. Feel free to use them as you see fit. I'm not guaranteeing that I'll spring them on you right away... twisted

SAHUAGIN
STR - 5
VIT - 5
AGI - 3
SPD - 4
MAG - 4
WIL - 4

HP: 25
MP: 18
EVA: 7
MEVA: 8

Attack: Coral spear, 1d6+5 damage
Water Eater
Lightning Weakness

Spoils: 140g


WATER ELEMENT
STR - 3
VIT - 5
AGI - 4
SPD - 3
MAG - 5
WIL - 5

HP: 25
MP: 30
EVA: 7
MEVA: 10

Water: 6 MP, 1d8+5 water damage
Watera: 10 MP, 2d8+5 water damage
Water Eater
Lightning Weakness
Double WIL: for determining MP.

Spoils: 75g, Water Gem (attacks all enemies within a 10' radius of target as if by the Water spell, 1/2 damage - this has a 50% drop rate from this enemy)
 

Saoszuc
Crew

Original Gaian

9,100 Points
  • Pie For All! 300
  • Tycoon 200
  • Alchemy Level 3 100
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