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JadeRabbitEmperor

High-functioning Garbage

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PostPosted: Wed Jul 21, 2010 6:09 pm


Job idea's
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User Image
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User Image HP
User Image Mana
User Image Stamina


User Image Body, Mind, Soul magic

User Image Light magic

User Image Dark magic  
PostPosted: Wed Jul 21, 2010 6:16 pm


NPC-MOB creation

User Image - Blocked by "Display Image" Settings. Click to show.

NPC-MOB encounter ranting every 5 posts regardless of the rank/level of OC

EXP Gain Based on OC rank
Grunt = 2
Apprentice =2
Mega =4
Immortal =4
Demi-God = 5
God =5
Avatar =6

NPC-MOB Hp, Stmina, Mana according to OC' Rank. Each will need to be custom built but none can be stronger then what a Grunt could handle solo.

Some NPC's might have items drops. Roll a d6. Select 1 number for the drop.

NPC should have prebuilt attacks. Max of 6 total attack other then weapons attacks.

NPC's should have 1 weapon with a base damage output no ability to increase this damage.

Coin earned Gain Based on OC rank
Grunt = 2
Apprentice =4
Mega =6
Immortal =8
Demi-God = 10
God =12
Avatar =14  

JadeRabbitEmperor

High-functioning Garbage

19,525 Points
  • Bookworm 100
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JadeRabbitEmperor

High-functioning Garbage

19,525 Points
  • Bookworm 100
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PostPosted: Wed Jul 21, 2010 6:46 pm


█ Destruction [ Attacks ] █
Spells whose sole purpose is to deal damage.

For every 2 points of damage out put the spell most cost 1 mana.
Each side effect has its own added cost to any spell though some are free.
No more then 1 side effects pure spell.
Most side effects have a dice roll to see weather or not the effect takes place.
The odds of each side effect may very from element to element even though the effect is the same.
Some side effects take place automatically. These effects wont have a success rating.
Spells with no side effects auto gain +3 point in damage out put.


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Fire
Burn:
-1 HP every turn. Casting a water element spell auto cures this condition.
Success rating: 2/6

Blind:
Each turn roll a D10. Rolling a 5 or 10 results in a hit that does 1/2 damage. All other rolls auto miss regardless of all other factors. If the afflicted has any skill points in Mind magic disregard this effect. ( This is a permanent effect. It lasts until removed )
Cost: +2Mana
Success rating: 3/10

Mana Burn:
Target losses 2 Mana.
Cost: +10Mana

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Water
Froze:
Cannot attack with weapons for 3 turns. Casting a Fire element spell auto cures this condition.
Cost:+2Mana
Success rating:2/8

Numb:
The afflicted can not regain stamina through RP posts. Casting a Thunder element spell auto removed this effect.( This is a permanent effect. It lasts until removed )
Success rating: 5/10

Suffocation:
Each turn the target takes -1 damage. On turn 5th turn target passes out and the battle ends.
Cost: +1Mana
Success rating: 3/8
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Earth
Flinching:
The opposing OC flinches and is unable to attack for that turn. It may continue attacking the next turn.
Success rating: 2/6

Mineralization:
Can only be used with a weapon. Doubles the weight any thing it hits or allows the user redirect heat or electricity or turns a target's body part to stone prevent escape. Any body part turned to stone most be cured by a medic only.
Cost: +2Mana

Suffocation:
Each turn the target takes -1 damage. On turn 5th turn target passes out and the battle ends.
Cost:+2Mana
Success rating: 3/8
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Thunder
Paralysis:
Roll a d4, even numbers mean successful attacks. Odd numbers means the OC is paralyzed and cannot move. Mine / Body Magic may still be cast.
Success rating: 4/10

Deaf:
The affected Can not hear other OC's. Casting an Earth element spell auto removed this effect. ( This is a permanent effect. It lasts until removed )
Success rating: 2/8

Numb:
The afflicted can not regain stamina through RP posts. Casting a Thunder element spell auto removed this effect.( This is a permanent effect. It lasts until removed )
Cost: +1Mana
Success rating: 2/10
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Wind
Sleep
Roll a d6. The result is the number of turns this effects lasts for. You may roll a d6 each turn. If you roll a 5, the sleep ends early. Mind / Soul magic may still be cast.
Cost: +2Mana
Success rating: 3/12

Flinching:
The opposing OC flinches and is unable to attack for that turn. It may continue attacking the next turn.
Cost: +1Mana
Success rating: 2/6

Evolve:
Remove all stat increased/ decrease from target onto your self.
Cost: +3 Mana
Success rating: 2/6
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Plant
Poison:
loses -1 HP per turn. Casting a plant element spell auto cures this condition.
Cost: +1Mana
Success rating: 1/4

Camouflage:
Increase your evasion by 2 and decrease target foe's accuracy by 2. Only work's once pure target unless the target then increases their accuracy or lowers your evasion.
Cost: +2Mana
Success rating:1/6

Evolve:
Remove all stat increased/ decrease from target onto your self.
Cost: +1Mana
Success rating: 3/6
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Body

Monstrosity:
Each time you hit target foe with a weapons based magic attack Increase damage with weapons by +10 but Lower your evasion by 1.
Cost: +2 Mana/Stamina
Success rating: 1/4

Enraged:
Pay X Mana to deal X damage to buff's. Use only with weapon based magic.
Cost: +1Mana

Calm:
Remove all weapons damage increases from your self. Deal that much as damage to target foe. Regardless of buff's. Can not be prevented or dodge by any means.
Success rating: 3/6

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Mind

Confusion:
Roll a d4. Even numbers mean successful attacks. Odd numbers mean the OC auto missing regardless of ALL other contributing factors .. Each turn roll a D6, rolling a 2 or 4 removes this condition.
Cost: +1Mana
Success rating: 3/8

Calm:
Remove all weapons damage increases from your self. Deal that much as damage to target foe. Regardless of buff's. Can not be prevented or dodge by any means.
Success rating: 2/6

Meditation:
Copy all stat increases from foe to your self once.. Remove all effects of Blindness, Deaf, Confusion, Numb, Paralysis and Mineralization.
Cost: +3Mana
Success rating: 2/16
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Soul

Meditation:
Copy all stat increases from foe to your self once. Remove all effects of Blindness, Deaf, Confusion, Numb, Paralysis and Mineralization.
Cost: +1Mana
Success rating: 2/8

Soul conversion: If this power is used to kill a summon restore ether HP or Mana of any one target by 5 points.
Success rating: 1/4

Balancing act: If this power is used to damage a summons deal +2 points of damage to target summons owner.
Success rating: 1/4
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Light
Calm:
Remove all weapons damage increases from your self. Deal that much as damage to target foe. Regardless of buff's. Can not be prevented or dodge by any means.
Cost: +1Mana
Success rating: 2/6

Blind:
Each turn roll a D10. Rolling a 5 or 10 results in a hit that does 1/2 damage. All other rolls auto miss regardless of all other factors. If the afflicted has any skill points in Mind magic disregard this effect. ( This is a permanent effect. It lasts until removed )
Cost: +2Mana
Success rating: 3/6

Balancing act: If this power is used to damage a summons deal 2 points of damage to target summons owner.
Cost: +1
Success rating: 3/8
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Dark
Enraged:
Pay X Mana to deal X damage to buff's. Use only with weapon based magic.
Success rating: 2/6

Deaf:
The affected Can not hear other OC's. Casting an Earth element spell auto removed this effect. ( This is a permanent effect. It lasts until removed )
Success rating: 1/4

Soul conversion: If this power is used to kill a summon restore ether HP or Mana of any one target by 5 points.
Cost: +1Mana
Success rating: 3/8
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Gravity

Meditation:
Copy all stat increases from foe to your self. Remove all effects of Blindness, Deaf, Confusion, Numb, Paralysis and Mineralization.
Cost: +4

Evolve:
Remove all stat increased/ decrease from target onto your self.
Cost: +4

Annie-gravity: T
arget is unable to attack or cast magic the next turn.
Success rating: 3/4

 
PostPosted: Wed Jul 21, 2010 6:58 pm


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█ Restoration [ Restore ] █
Heal your self or others.

Every element has its own restoration cost compared to the amount it can restore.
Each element restores points in its own way and draws energy from its own source. Plant spells draw on Mana to restore HP but Fire spells draw on HP in order to restore Mana. This means while fire magic can restore Mana you need to spend your HP to do so.


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Fire
Able to restore Mana only, Draws on HP.

Cost: 1
Max Restore: 3
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Water
Able to restore HP only, Draws on Stamina

Cost: 1
Max Restore: 4
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Earth
Able to restore Mana only, Draws on HP Stamina

Cost: 1
Max Restore: 5
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Thunder
Able to restore Stamina only, Draws HP.

Cost: 1
Max Restore: 5
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Wind
Able to restore Stamina only, Draws on Mana

Cost: 1
Max Restore: 4
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Plant
Able to restore HP only, Draws on Mana

Cost: 1
Max Restore: 6
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Body
Able to restore Stamina and HP only, Draws on Mana

Cost: 1
Max Restore: 5
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Mind
Able to restore HP and Mana only, Draws on Stamina

Cost: 1
Max Restore: 5
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Soul
Able to restore Mana and Stamina only, Draws on HP


Cost: 1
Max Restore: 5
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Light
Able to restore HP only, Draws on Stamina or Mana

Cost: 1
Max Restore: 4
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Dark
Able to restore Stamina only, Draws on Mana or HP

Cost: 1
Max Restore: 4
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Gravity
Can heal HP, Stamina or Mana.
No more then 10 of each at a time, Can draw on any source but the source/s its restoring.

Cost: 1
Max Restore: 10
 

JadeRabbitEmperor

High-functioning Garbage

19,525 Points
  • Bookworm 100
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JadeRabbitEmperor

High-functioning Garbage

19,525 Points
  • Bookworm 100
  • Married 100
  • Risky Lifestyle 100
PostPosted: Wed Jul 21, 2010 7:05 pm


█ Conjuration [ Defense & Summon ] █
Conjuring defensive objects or infrastructures to take the brunt of attacks and creatures of magic to assist in battle.


This is the most complicated type of spell build one can undertake.
Buff's are the easier of the two with a direct damage reduction ability and a set duration of turns it can stay active for. Each element is also strong to and weak to another element and buff take advantage of this weakness or strength.

Summons however can be VERY complicated to get right.
Your summons Hp, Mana, Stamina, Ability and even its size all play a factor in its spell creation.
Each has its own calculated Mana cost that your required to figure out.
Each summons is also broken into types, Offensive support and defensive . This also plays a roll in its casting cost. This is why scrolls summons will be so very common through out the guild and spell summons will be far more powerful.
It should also be noted that NO powerful spell summon will ever be mono elemental. This however is not true of scroll summons, with their more powerful summons always being mono elemental. The weaker spell summons however may or may not be mono elemental.
You can not use Stamina or HP for a spell summon.
Spell summons NEVER use Stamina nor are they able to correct in any way to the energy source. Scroll summons may how ever differ from this ruling.

Here are a few tips for creating a spell summons.
Offensive
Have low HP but high damage out puts.
Are normally about the same size as the caster and their speed differs based on the element's used to summon them.
Most never have an ability, though those that do cost much more to cast.
They how ever almost always are able to use a spell of them own. These spell don't have side effect.

Support
Have NO damage out put but high HP and or Mana.
Are normally quite small and fast
ALWAYS have an ability of some sort.
Most are unable to protect them selves but can heal others.
They never have a spell of their own only an ability.

Defensive
Have low Damage out put but high HP and about mid level Mana.
Are normally quite large and slow.
Most have an ability able to protect the caster or are able to auto buff damage from a single elemental source to its self or someone else.
They almost always use spells known by the caster. Side effects from these spell including.
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Fire

Buff's:
Cost: 1
Weapons Damage buff: 3
Spell damage buff: 3
Duraction of turns: 1
Side effect: Can inflect the burn condition so long as they attacked using a weapon.
Weak to: Water & Earth / takes x2 damage
Strong to: Plant & Wind / prevents x2 damage
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Water
Buff's:
Cost: 1
Weapons Damage buff: 2
Spell damage buff: 4
Duraction of turns:
Side effect: Can inflict the freeze condition so long as they attacked using a weapon.
Weak to: Thunder & Plant / takes x2 damage
Strong to: Fire & Earth / Prevents x2 damage
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Earth
Buff's:
Cost: 1
Weapons Damage buff: 4
Spell damage buff: 2
Duraction of turns: 1
Side effect: Can inflict the Mineralization ( Doubles the wieght of any object to touch it ) condition so long as they attacked using a weapon.
Weak to: Plant & Water / takes x2 damage
Strong to: Thunder & Wind / prevent x2 damage
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Thunder
Buff's:
Cost: 1
Weapons Damage buff: 3
Spell damage buff: 3
Duraction of turns: 1
Side effect:Can inflict the paralysis condition so long as they attacked using a weapon.
Weak to: Earth & fire / takes x2 damage
Strong to: Wind & Water / prevents x2 damage
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Wind
Buff's:
Cost: 1
Weapons Damage buff: 2
Spell damage buff: 4
Duraction of turns: 1
Side effect: Can inflict the Confused condition so long as they attacked using a weapon.
Weak to: Thunder & Fire / takes x2 damage
Strong to: Plant & Water/ Prevents x2 damage
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Plant
Buff's:
Cost: 1
Weapons Damage buff: 3
Spell damage buff: 3
Duraction of turns: 1
Side effect: Can inflict the Poison condition so long as they attacked using a weapon.
Weak to: Fire & Wind / Takes x 2 damage
Strong to: Earth & Water / Prevents x2 damage.
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Body
Buff's:
Cost: 1
Weapons Damage buff: 5
Spell damage buff: 1
Duraction of turns: 1
Side effect:
Weak to: Mind / Takes x2 damage
Strong to: Soul / Prevents x2 damage
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Mind
Buff's:
Cost: 1
Weapons Damage buff: 1
Spell damage buff: 5
Duraction of turns: 1
Side effect:
Weak to: Soul / Takes x2 damage
Strong to: Body / Prevents x2 damage
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Soul
Buff's:
Cost: 1
Weapons Damage buff: 3
Spell damage buff: 3
Duraction of turns: 1
Side effect:
Weak to: Body / Takes x2 damage
Strong to: Mind / Prevents x2 damage
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Light
Buff's:
Cost: 1
Weapons Damage buff: 1
Spell damage buff: 5
Duraction of turns: 1
Side effect:
Weak to: Mind, Soul, Fire, Water & Thunder / Takes x2 damage
Strong to: Body, Earth, Wind & plant / Prevents x2 damage
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Dark
Buff's:
Cost: 1
Weapons Damage buff: 1
Spell damage buff: 5
Duraction of turns: 1
Side effect:
Weak to: Body, Earth, Wind & plant / Takes x2 damage
Strong to: Mind, Soul, Fire, Water & Thunder / Prevents x2 damage

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Gravity
Buff's:
Cost: 1
Weapons Damage buff: 6
Spell damage buff: 6
Duraction of turns: 1
Side effect:
Weak to: N/A
Strong to: Fire, Water, Thunder, Earth, Wind, Plant, Body, Mind, Soul, Light, Dark & Gravity.







Summons Construction
Each part has a Cost you need to add together for the total cost of the summon spell.

Summons type: Offensive, Support or Defensive ( Pick only 1 )


Offensive
Summons size:
Summons HP: 2
Cost: 1

Summons Mana: 3
Cost: 1

Summons damage out put: 5
Cost: 1

Summons ability:
Cost: 3

Summons spell's:
Cost: 2


Support
Summons size:
Summons HP: 6
Cost: 1

Summons Mana: 5
Cost: 1

Summons ability:
Cost: 0

Defensive
Summons size:
Summons HP: 1
Cost: 1

Summons Mana: 3
Cost:1

Summons damage out put: 1
Cost: 2

Summons ability:
Cost: 3

Summons spell's:
Cost: 3  
PostPosted: Wed Jul 21, 2010 8:16 pm


█ Alteration [ Support & Gate ] █
Buff, Debuff and Gates ( Gates are a release into another form that are more potent versions of Stat Boosters. Gates are restricted until further notice).

These types of spells don't allow you to deal damage now but rather increase the chances of victory though increasing your stat's in battle.

▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Fire
Accuracy
Evasion
Damage


▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Water
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Earth
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Thunder
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Wind
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Plant
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Body
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Mind
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Soul
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Light
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Dark
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Gravity
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂









Others-Locked for now

Quick feet - Increase evasion by 1/10th
Keen eye - Increase accuracy by 1/10th
Dead eye - Decrease target's evasion by 1/10th
Dirty fighter - Decrease target's accuracy by 1/10th
Stagger -Roll a d10. If the result is a 3,6 or 9 unable to attack next turn.
Trip - roll a d10, If If the result is a 3,6 or 9 unable to block next turn.
 

JadeRabbitEmperor

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JadeRabbitEmperor

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PostPosted: Mon Aug 19, 2013 6:41 pm


█ Illusion [ Mind tricks & Movements ] █
Creating the image of something. It is not material so it cannot attack or block but you can hurt you.


Fire
Blind: Each turn roll a D10. Rolling a 5 or 10 results in a hit that does 1/2 damage. All other rolls auto miss regardless of all other factors. If the afflicted has any skill points in Mind magic disregard this effect. ( This is a permanent effect. It lasts until removed )

Water
Confusion: Roll a d4. Even numbers mean successful attacks. Odd numbers mean the OC auto missing regardless of ALL other contributing factors .. Each turn roll a D6, rolling a 2 or 4 removes this condition.

Earth
Camouflage: Increase your evasion by 2 and decrease target foe's accuracy by 2.

Thunder
Numb: The afflicted can not regain stamina through RP posts. Casting a Thunder element spell auto removed this effect.( This is a permanent effect. It lasts until removed )

Wind
Deaf: The affected Can not hear other OC's. Casting an Earth element spell auto removed this effect. ( This is a permanent effect. It lasts until removed )


Plant
Distortion : The afflicted can only attack with weapons. Casting a Wind element spell auto removed this effect.

Body


Mind


Soul


Light
Dark

Gravity
PostPosted: Fri Sep 06, 2013 10:07 am


empty

JadeRabbitEmperor

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Huuballawick

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PostPosted: Wed Sep 11, 2013 3:20 pm


Maybe an officer of some sort to keep the peace.
PostPosted: Wed Sep 11, 2013 3:22 pm


Huuballawick
Maybe an officer of some sort to keep the peace.
you know thats not a bad idea.
I think my main OC is going to become a necromancer XP

JadeRabbitEmperor

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PostPosted: Wed Sep 11, 2013 3:25 pm


Ohhmaru-Concoo-Tanoweichi
Huuballawick
Maybe an officer of some sort to keep the peace.
you know thats not a bad idea.
I think my main OC is going to become a necromancer XP

Also, I think a good idea is to have like a list of current bounty heads that you can view at an inn or something. Like it would list a bunch of people and the prices set for them, the crimes they committed or reason for capture. It could even give a picture. Have them put in shops or inns so everyone has an opportunity to see them.
PostPosted: Wed Sep 11, 2013 3:36 pm


Huuballawick
Ohhmaru-Concoo-Tanoweichi
Huuballawick
Maybe an officer of some sort to keep the peace.
you know thats not a bad idea.
I think my main OC is going to become a necromancer XP

Also, I think a good idea is to have like a list of current bounty heads that you can view at an inn or something. Like it would list a bunch of people and the prices set for them, the crimes they committed or reason for capture. It could even give a picture. Have them put in shops or inns so everyone has an opportunity to see them.

Its a nice idea and i like it but as it is right now its simply to much more work.
Bounty's for now will have to be placed by the members on the heads of those their after or a messenger could sent the bounty hunters a message with the details. But this again would have to be done by the members. Maybe later when things pick up ill be able tp list the bounty's out but for now its to much work.

JadeRabbitEmperor

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Kuro Ryuu Hime


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PostPosted: Wed Sep 11, 2013 3:51 pm


Perhaps a Ranger/Guide job? Someone who's familiar with the area who would be tasked with helping people who are lost and can be specifically tasked with search-and-rescue missions as well as being hired to safely guide a person/people from point A to point B through a forest/desert/mountain/other type of wilderness. 'Twould certainly be something my character would be good at...heh.
PostPosted: Wed Sep 11, 2013 4:09 pm


Kuro Ryuu Hime
Perhaps a Ranger/Guide job? Someone who's familiar with the area who would be tasked with helping people who are lost and can be specifically tasked with search-and-rescue missions as well as being hired to safely guide a person/people from point A to point B through a forest/desert/mountain/other type of wilderness. 'Twould certainly be something my character would be good at...heh.

Body guard would be a good match i think.
I can't think of a way to make a guide work in the guild.

JadeRabbitEmperor

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Huuballawick

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PostPosted: Wed Sep 11, 2013 4:20 pm


Ohhmaru-Concoo-Tanoweichi
Huuballawick
Ohhmaru-Concoo-Tanoweichi
Huuballawick
Maybe an officer of some sort to keep the peace.
you know thats not a bad idea.
I think my main OC is going to become a necromancer XP

Also, I think a good idea is to have like a list of current bounty heads that you can view at an inn or something. Like it would list a bunch of people and the prices set for them, the crimes they committed or reason for capture. It could even give a picture. Have them put in shops or inns so everyone has an opportunity to see them.

Its a nice idea and i like it but as it is right now its simply to much more work.
Bounty's for now will have to be placed by the members on the heads of those their after or a messenger could sent the bounty hunters a message with the details. But this again would have to be done by the members. Maybe later when things pick up ill be able tp list the bounty's out but for now its to much work.

Well I know of two ways it can work out easily, because Bounty Hunters don't usually just go up to people and ask them. They do things like looking up ads or lists of currently wanted people. The two ways we can work this out that I can think of:

1. A job where they take bounty requests from people and add them to a list in an inn or shop, and also make ads or other things like that.

2. (Easier for you) People go to the inns or shops themselves and put in a request and add them to a list themselves so everyone can see them.

If you think about it, it doesn't make much sense for a Bounty Hunter waiting for random people to come up to them and ask them. They would usually see wanted posters or lists of currently wanted people instead of just asking around. You know what I mean? In a more realistic sense, making a list would be better for everyone and give everyone a fair chance.
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