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Posted: Fri Jan 20, 2006 5:26 pm
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Posted: Fri Jan 20, 2006 5:30 pm
Time Gates
Following are my ideas on Time Gates, the main time travel system in Chrono Trigger. I've included solutions for every problem I can think of, which mainly goes to show just how limited my imagination is. smile Shred, edit, and comment as desired.
What are Time Gates?
Time Gates are simple ways of traveling in time. Each gate is effectively a 'hole' in the timestream, existing in the same place but in two different times. A person with the proper equipment and mindset can locate and enter Time Gates, moving no distance in space but hundreds or thousands of years in time.
How Do Time Gates Work?
Fortunately, not everyone can use Time Gates. If they could, history would be replete with instances of strange appearances, disappearances, paradoxical occurrences, and general trouble. Time Gates only work for people who possess special objects, such as Gate Keys. For a person who lacks a Gate Key, a Time Gate is nothing more than a strange, multicolored sphere.
When people enter a Time Gate, they enter a state of 'Null Time'. A person in Null Time is effectively outside reality, and cannot touch or be touched by anything. Null Time appears to be a strange landscape of undulating wave energy, speeding by a time traveler at an incredibly fast rate. Although no actual time passes in Null Time, a person who has entered this state will always have a few seconds of memories of the event.
How Are Time Gates Created?
All Time Gates are centered around a Nexus - a being or group with an exceptionally strong will, capable of piercing time. When a Nexus creates a Time Gate, he or she remembers a pivotal event in his or her life, with an intensity that creates a Time Gate back to that era. The Nexus for almost all the Gates in the Chrono Trigger e-game was the Lavos Entity; its memories created Gates that allowed Crono and his companions to transcend time. After the death of the Lavos Entity, Crono and his companions jointly assumed the position of Nexus for the Lavos Gates, keeping them functioning.
For a brief time, Lucca became the Nexus for a single Gate, one leading back to a pivotal time in her own life. Using this Gate, Lucca had the opportinity to go back in time and change history.
What About Paradox?
The very concept of time travel allows for apparent paradox - a person goes back in time and prevents a disaster that would otherwise cause major destruction. Time has now been changed and the disaster never happened, so how would anybody know about the disaster in order to change it? However, the nature of Nexuses and Time Gates provides a solution. Each Nexus has an exceptionally strong mind and will - the requirement to be a Nexus - and is capable of comprehending *both* possible outcomes of a pivotal event. Because of this, a Nexus *is* capable of understanding a disaster that might have occurred, and influencing others to prevent it.
Time Machines
Time machines, like Epoch in Chrono Trigger, can be constructed. These machines are capable of forming Time Gates at any place, and travveling to other times. However, no machine can be a nexus on its own. Each machine must be attuned to an existing Nexus - as Epoch was to the Lavos Entity - and the machine can only form Time Gates to eras that the Nexus has existing Time Gates to. This is why Epoch could travel in time to 600 AD and 1000 AD, but not to 800 AD. Since Epoch was attuned to the Lavos Entity, and not Lucca, it could not travel to 990 AD, either.
Appearance of Time Gates
All Time Gates look alike when not in use - a black sphere, about a foot across, floating in thin air. However, activated Time Gates are different colors, according to the personality and nature of the Nexus. The standard Time Gate in Chrono Trigger was blue and purple when activated, its colors were blue and purple - the colors of teh Lavos Entity. When Lucca entered her Time Gate, its colors were gold and red.
Creating Time Gates - A Practical Example
Rob decides to start a Chrono Trigger campaign. (Hey, rob, if you *do* do this, can I play?) He decides taht the campaign will start at the End of Time - the players have been brought there by Gaspar, the Guru of Time, who needs champions to face off against an Ultimate Evil. Rob doesn't want to use the existing Chrono Trigger eras, so he decides that something has destroyed the existing Gates. In order to travel in time, the players will have to seek out and find other Nexuses. The first - Gaspar.
Rob's 'Gaspar' series of Gates will span three eras. The first age is the End of Time, an obvious starting point, and convenient for the characters too. Rob decides that tbe second age is sometime around 12000 BC - not contiguous with the 12000 BC Gate in the e-game (that could get the characters into fights with Lavos, or worse, Crono and his friends), but close. For the third age, Rob makes up some background for the Chrono Trigger. This item, Gaspar's masterwork, required many items, including one provided by a time traveler from 4500 AD - the third age
Rob sits down and does some writing on the eras covered by the Gaspar Gates. This includes not only basic worldbook information, but also connections to other ages and information on other Nexuses available in those ages. For example, both Melchior and Balthasar, the other two Gurus, can both be found in 12000 BC. Either of those could serve as Nexuses for other Time Gates.
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Posted: Fri Jan 20, 2006 5:31 pm
I've been thinking a bit over the last few weeks about how we might handle classes in Chrono Trigger. The problem with CT is that the characters aren't very powerful in FFRPG terms; Crono, Marle, Lucca, and the rest are basically cut-down versions of FF archetype classes (Knight, White Mage, Engineer, Paladin, and so on) with a little magic added in. Trying to create all - new classes for them is pointless (who'd play them, when they can be REAL Knights and White Mages?) and pointless, when the real classes already exist. What we need to do is revamp the FFRPG magic system to fit Chrono Trigger, and I think I've managed to do that. Presenting Version 0.1 of Magic Suites.
Magic Suites
Magic Suites are an alternate style of magic for the FFRPG, created to allow for campaigns such as Chrono Trigger, in which many characters are a type of 'quasi-mage' - not focused on magic exclusively, but able to use a limited repetoire of spells.
Characters are created as normal, but characters with magical abilities don't gain any spells at this time. (MP are rolled for as normal, however, and added to the character's normal total). Instead, all characters choose a Magic Suite - a specific series of spells, detailing a character's focus - is chosen. The chosen Suite should fit with the character's personality and history - a calm, patient Paladin might choose the Earth suite, while a hot-tempered Berserker could take the Fire suite.
Characters with Magic Suites gain spells at certain levels. The progression is as follows:
New 1st Order Spell: Level 8 New 2nd Order Spell: Levels 13, 23 New 3rd Order Spell: Levels 18, 33 New 4th Order Spell: Levels 28, 43 New 5th Order Spell: Level 38 New 6th Order Spell: Level 48 New Spell (any Order): Levels 53, 58, 63, 68
Characters start with MP equal to the average of their Magery and Will, +1d6. They gain +1d6 MP each level.
Sample Magic Suites
Earth
Level 1: Earth 1 Level 2: Soft, Antidote, Heal 1 Level 3: Earth 2, Protection from Poison, Anti-Fire Level 4: Anti-Ice, Anti-Lightning, Stop Level 5: Earth 3, Stone Level 6: Meteor
Wind
Level 1: Wind 1 Level 2: Scan, Sight, Etherealize Level 3: Wind 2, Haste, Legend Lore Level 4: Exit, Float, Divine Level 5: Wind 3, Haste 2 Level 6: Quick
Fire
Level 1: Fire 1 Level 2: Safe, Sleep, Eyes of Flame Level 3: Fire 2, Barrier, Psych Level 4: Rasp, Barrier 2, Drain Level 5: Fire 3, Reflect Level 6: Flare
Water
Level 1: Water 1 Level 2: Cure 2, Bless, Courage Level 3: Water 2, Heal 2, Toad Level 4: Heal 3, Remedy, Revitalize Level 5: Water 3, Heal X Level 6: Life 3
Lightning
Level 1: Lightning 1 Level 2: Courage, Bless, Protection from Evil Level 3: Lightning 2, Bravery, Protection from Doom Level 4: Life 1, Revitalize, Regen Level 5: Enhance, Lightning 3 Level 6: Ultima
Ice
Level 1: Ice 1 Level 2: Cure 2, Protection from Evil, Tongues Level 3: Ice 2, Muddle, Life 1 Level 4: Cure 3, Haste, Dispel Level 5: Ice 3, Life 2 Level 6: Life X
Mud
Level 1: Mud 1 Level 2: Lock, Slow, Web Level 3: Mud 2, Hold, Pig Level 4: Muddle, Magic Lock, Vanish Level 5: Mud 3, Slow 2 Level 6: Invisibility
Lava
Level 1: Lava 1 Level 2: Scare, Blink, Protection from Good Level 3: Lava 2, Warp, Demi Level 4: Barrier, Magic Barrier, Wall of Fire Level 5: Lava 3, Quarter Level 6: Merton
Darkness
Level 1: Dark 1 Level 2: Shell, Scare, Scan Level 3: Dark 2, Doom, Magic Barrier Level 4: Magic Barrier 2, Dispel, Reflect Level 5: Dark 3, X-Zone Level 6: Doom X
Creating Suites - General Guidelines
There's room for many other types of Magic Suites, based on such elements as Poison/Nature, Light, Smoke, Cosmos, Metal, and Mind. In general, each suite should have a total of twelve spells, including (for those elements that have them) each of the three basic attack spells - for example, Light 1, 2, and 3 for a Light suite. The other spells may be taken from either the White or Black magic lists, and should be chosen to fit an overall theme - the Wind sphere, for instance, is composed of spells that allow for quick movement and easy gathering of information.
Guidelines
Level 1 - (element) 1 Level 2 - 3 spells, 1st to 3rd level Level 3 - (element) 2 and 2 other spells, 3rd to 5th level Level 4 - 3 spells, 5th to 7th level Level 5 - (element) 3 and 1 other spell, 7th to 9th level Level 6 - 1 'Ultimate' spell (9th or 10th level, unique to that suite)
I've got some ideas for Shadow Magic, and non-Magic based Techs (such as those possessed by Robo and Ayla); I'll be posting those soon. Until then, using my Earth Suite to cast Anti-Fire...
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Posted: Fri Jan 20, 2006 5:32 pm
Shadow Mage
Example: Magus (CT) Commonly Found on: Chrono Trigger world (unnamed so far)
The Shadow Mage is a master of the elemental magic found in the world of Chrono Trigger. Magic, in the Chrono Trigger world, draws upon the power and nature of the user's own spirit, and reflects that spirit. Some characters have strong, confrontational natures, and draw upon those traits to cast Fire or Lightning magics, while other characters are guardians or healers at heart, and use Earth or Water spells. Each, however, is limited to a single type of magic, the one that best suits their personality - all save the Shadow Mage. This wizard has truly mastered himself, and has learned to draw upon not only the guiding force of his spirit but also the secondary ones. This gives a Shadow Mage great power and versatility at magic.
Base Class: Red Mage. Uses Red Mage stat requirements and XP tables.
Benefits: +2 Mag, +2 Wil, access to Magic Suites. Hindrances: -1 Str, -1 Agi, -1 Vit, -1 Spd, no standard magic ability.
Skills
* Magic Lore at 80% * One Weapon Skill at 40% * History at 30% * 160 Points for others
Shadow Magic Shadow Magic allows the Shadow Mage to access spells from up to four different Magic Suites. At first level, the Shadow Mage selects one primary magic suite, the core of his or her personality, and three other secondary suites, ones that mirror other facets of his or her nature. Spells are then selected from these suites, and these suites only, as the character gains levels.
Primary Suite New 1st Order Spell: Level 1 New 2nd Order Spell: Level 5, 11, 21 New 3rd Order Spell: Level 9, 19, 25 New 4th Order Spell: Level 15, 31, 41 New 5th Order Spell: Level 29, 37 New 6th Order Spell: Level 42
Secondary Suites New 1st Order Spell: Level 3, 13 New 2nd Order Spell: Level 7, 17, 27, 35 New 3rd Order Spell: Level 23, 33, 45, 54 New 4th Order Spell: Level 40, 51, 60 New 5th Order Spell: Level 48, 57
Starting HP: 10 Starting MP: 10 Level up: +1d6 HP, +1d8 MP
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Posted: Fri Jan 20, 2006 5:49 pm
playable jobs: Archer, Fighter, Monk, Knight, Swordmaster, Dragoon, Dancer, Thief, Engineer, Black Mage, Sage, Time Mage, White Mage, Dark Knight, Paladin
Unique Jobs: Robot, Gunner
Playable Races: Human, Creimire, Qu Unique Races: Cursed, Robot, Ancient, Reptite, Mu, Caveperson
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Posted: Fri Feb 17, 2006 7:49 pm
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Posted: Sat Feb 18, 2006 10:12 pm
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Posted: Sat Feb 18, 2006 11:18 pm
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Posted: Sun Feb 26, 2006 2:46 pm
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Posted: Sun Feb 26, 2006 2:49 pm
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Posted: Sun Feb 26, 2006 2:50 pm
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Posted: Sun Feb 26, 2006 2:56 pm
Cursed
The cursed are not actually a race per se, they are people who have had their form altered by magic. They have been cursed with animalistic forms, and had everything about their past appearance taken from them. They do not use their base races stats for they have been altered with their new appearance. (Note: if you want we can discuss stats, I'm fairly lenient when it comes to cursed, just make sure it adds up to 60 total.)
Feline These are people who have taken on feline appearances to at least a minor degree. They are extremely fast and agile, being able to strike out with power. They are not very strong with magic however.
STR VIT AGI SPD MAG SPR 12/8/12/12/6/10
VITAL DATA
Representatives: Typical Height: about the same as the race they came from, will vary with the species of feline though, ie. housecats would be smaller and tigers would be bigger Typical Weight: about the same as the race they came from, will vary with the species of feline though, ie. housecats would be smaller and tigers would be bigger Hair Colors: varies from the species of cat Eye Colors: varies witht he species of cat Habitats: Any, generally woodlands or towns, depending on species Lifespan: lifespan of the original race Typical Jobs: Mostly warriors, there are a few that are specialized or wizards but they are weak in magic for the most part.
Small Mammals
Small mammals - dogs, rabbits, and minks have been seen so far. They tend to use projectile weapons since they have a small stature, but some enjoy the thrill of close combat.
STR VIT AGI SPD MAG SPR 9/10/12/10/10/9
VITAL DATA
Representatives: Typical Height: generally the same as original race, though it will depend on species ie. a pug would be smaller, while a rotweiller would be bigger, or a rabbit or mink would be smaller Typical Weight: generally the same as original race, though it will depend on species ie. a pug would be smaller, while a rotweiller would be bigger, or a rabbit or mink would be smaller Hair Colors: Varies with species Eye Colors: Varies with species Habitats: Any Lifespan: lifespan of the original race Typical Jobs: they tend to like being archers, but they can be any class
Wolves
Wolves are large creatures with massive jaws. They appear to be vicious and scary but for the most part they are peaceful creatures.
STR VIT AGI SPD MAG SPR 10/11/11/11/8/9
VITAL DATA
Representatives: Typical Height: generally a bit larger than the original race, though size increase will vary from species of wolf Typical Weight: generally a bit larger than the original race, though size increase will vary from species of wolf Hair Colors: varies with species Eye Colors: varies with species Habitats: Any Lifespan: lifespan of the original race Typical Jobs: They favor archery since they are hunters, but they can be of any class.
Moles
Moles are very strong and hardy species, they can dig through anything.
STR VIT AGI SPD MAG SPR 11/11/8/9/9/12
VITAL DATA
Representatives: Typical Height: generally shorter than the original race Typical Weight: generally heavier and more broad than the original race Hair Colors: generally gray or dark colours, though others are acceptable Eye Colors: generally red, or brown but others are acceptable. Habitats: Any Lifespan: lifespan of the original race Typical Jobs: generally engineers or constructive people, though they can be anything
Armidillos
A race of very, very large armadillo people who, surprisingly, have some degree of magical talent
STR VIT AGI SPD MAG SPR 13/15/8/8/9/7
VITAL DATA
Representatives: Typical Height: much taller than the original species, they average about two and half meters tall Typical Weight: much heavier than the original species, they average over 150 kg Hair Colors: generally non existant, but they can have hair at the top of their head, colour can be any Eye Colors: any Habitats: Any Lifespan: the same as the original race Typical Jobs: they tend to be white mages and healers, dispite their impressive size and power, though they can be any class.
Oxen
Like the character's name suggests, this is a race of large ox-men and considerably smaller ox-women. Come to think of it, I believe that the women were also smarter than the men, so maybe I should come up with a second set of stats for female Oxen.
Male STR VIT AGI SPD MAG SPR 14/13/8/7/7/11
Female STR VIT AGI SPD MAG SPR 9/9/10/10/11/11
VITAL DATA
Representatives: Typical Height: over two and half meters average for a male /same as original race(Female) Typical Weight: at least 150 kg (Male) / same as original race(Female) Hair Colors: generally tan fur, but can come in many colors Eye Colors:generally brown but can be any Habitats: Any Lifespan: same as original race Typical Jobs: Male's tend to be engineers, or something more hands on while females are more inclined towards magical or other mentally challenging jobs.
Fish
The fish people, tend to be business inclined and can travel on land or underwater. They tend to make a lot of money and are good business people.
STR VIT AGI SPD MAG SPR 11/12/9/8/11/9
VITAL DATA
Representatives: Typical Height: same as original species for the normal Typical Weight: same as original species for the normal Hair Colors: no hair, but scales tend to be like a goldfish though there are abberations, ie. sharks etc. Eye Colors: any Habitats: Any Lifespan: same as original species Typical Jobs: they tend to be chemists though they love owning buisnesses and haggling with people
Frogs
A race of frog people who, while not physically strong, possess many other talents. They are very agile for their size..
STR VIT AGI SPD MAG SPR 7/12/13/8/11/9
VITAL DATA
Representatives: Frog, Glenn Typical Height: generally the same as the original race Typical Weight: slightly heavier than the original race Hair Colors: no hair, but tends to have green skin Eye Colors: any Habitats: Any Lifespan: same as original race Typical Jobs: lean towards fencer, though can be any job
Monkey's
The Monkey's tend to be very agile and quick, odds are they would make good ninja's. STR VIT AGI SPD MAG SPR 8/7/13/11/10/11
VITAL DATA
Representatives: Typical Height: same as original race Typical Weight: same as original race Hair Colors: mostly brown fur but can be any Eye Colors: any Habitats: Any Lifespan: same as original race Typical Jobs: they make good thieves and ninja's anything that requires sneaking.
Society
they do not have a society per se, but rather they try to fit in with others of their own kind, and if that fails they tend to wander aimlessly through life.
Roleplaying
They haven't changed much from their basic race other than their apperance which might affect their personality or not depends on the player.
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