█ 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.
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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
Posted: Wed Jul 21, 2010 6:58 pm
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ █ 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.
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Fire Able to restore Mana only, Draws on HP.
Cost: 1 Max Restore: 3 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Water Able to restore HP only, Draws on Stamina
Cost: 1 Max Restore: 4 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Earth Able to restore Mana only, Draws on HP Stamina
Cost: 1 Max Restore: 5 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Thunder Able to restore Stamina only, Draws HP.
Cost: 1 Max Restore: 5 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Wind Able to restore Stamina only, Draws on Mana
Cost: 1 Max Restore: 4 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Plant Able to restore HP only, Draws on Mana
Cost: 1 Max Restore: 6 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Body Able to restore Stamina and HP only, Draws on Mana
Cost: 1 Max Restore: 5 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Mind Able to restore HP and Mana only, Draws on Stamina
Cost: 1 Max Restore: 5 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Soul Able to restore Mana and Stamina only, Draws on HP
Cost: 1 Max Restore: 5 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Light Able to restore HP only, Draws on Stamina or Mana
Cost: 1 Max Restore: 4 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ Dark Able to restore Stamina only, Draws on Mana or HP
Cost: 1 Max Restore: 4 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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.
█ 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. ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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. ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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 ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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
▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂ 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
Posted: 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.
█ 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.
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.
Posted: 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.
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.
Posted: 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.
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.