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Ysavvryl

Peaceful Lunatic

PostPosted: Wed Nov 23, 2011 4:23 pm


Final Fantasy: Fallen Empire

Story

At one time, the Earth was united under a single ruler: the cruel Magic Emperor Krysan. Krysan spent many years building up his power, infusing his body with so many defenses and safeguards that he was virtually immortal. He stole the four Crystals to enhance his own power. He summoned demons, including the four Elemental Fiends, in order to enforce his rule. And when the people tried to fight back, he mercilessly slaughtered towns, cursed the seven most powerful Espers to stone, and destroyed many heroes and heroines. The Magic Emperor ruled for a terrible 250 years from his island fortress, not caring that his methods were slowly draining the lifeforce of the whole planet.

As more and more lands were turning into wastes, numerous people came together to figure out how to defeat Krysan. It took many sacrifices, but the four Crystals were taken back and returned to their shrines. When the Fiends were sent to retrieve them, the power of the Crystals was used to seal the Fiends inside the shrines, cutting off their influence on the world. Then the Magic Emperor was banished from his own palace, sent into the Deadly Wastes that surrounded it, and then cut off from the rest of the world. This seems to have worked, as Krysan’s forces died off and his rule was ended.

It has been another 250 years since the last days of the Magic Emperor. Much of that time has been peaceful as no one wanted to see a repeat of the terrors of those days. It was assumed that the Deadly Wastes finally killed him off and the world was free of his evil. In the other wastelands of the world, nature reclaimed itself and returned to normal. Yet, the shrines to the Crystals remained firmly sealed, and the seven High Espers remained as unchanging stone.

In the past year, things have been changing ominously. The monsters of the wilderness have multiplied rapidly, growing more active and violent. The lands surrounding the Crystal Shrines have mysteriously reverted back to wastes, causing worry that the Fiends are breaking out of their seals. And sailors have said that they have seen lights from Krysan’s Great Palace. Someone is there, but who?

It is time for a new band of heroes to rise up and finish off the remains of the Magic Emperor’s legacy. But is this the work of Krysan, or someone else entirely? It’s up to you to find out. In the Adventurer’s Guild of Port Caldor, Mysidia, an elven bard has asked for assistance in reaching the cursed High Espers. You have accepted his offer and are about to embark on an epic adventure.

Terms (a few of them)

Crystal: The Crystals are four powerful artifacts that are believed to be older than life itself. They govern and balance the forces of magic, as well as empower the lands and peoples around them. Due to the temptation to use them as Krysan has, the four Crystals are typically kept separate from each other, in their dedicated dungeon shrines. There is the Fire Crystal, Water Crystal, Wind Crystal, and Earth Crystal.

Elemental Fiends: These are the devils that corrupt magic, creatures, and people. They are capable of mind control, powerful magic, wasteland creation, and shapeshifting. They are devoted to utter destruction. Many times, they will serve a person seeking power, but will manipulate and corrupt that person into becoming a complete monster. It is rumored that they answer to a higher evil authority.

Wastes: A cursed land where magic has been corrupted. These take the form of dry deserts, poisonous marshes, violent volcanoes, stagnant waters, and similar areas. Monsters often thrive in wastelands, although some places are too much even for those creatures of darkness. Sensitive people will feel bothered by such places and even the toughest folks will get ill by spending too long in one (this takes months, though). The worst wasteland is the Deadly Wastes.

The World

There are four continents and three major governments in the world. The one unruled (and largely unpopulated) continent is the Deadly Wastes in the southern hemisphere. Made up of magic deprived desert and dangerous mountains, there are only two points of interest there. One is the Grand Palace of Krysan, which unlike the desert is heavily infused with magic. It is visible from the ocean on the south-eastern part of the island continent, standing on the top of tall cliffs. Lately, lights and other signs of activity have been spotted there. The other place is along the northern beaches, the Spirit Land entrance to where Zodiark is.

Also in the southern hemisphere is the continent of Pryce. Pryce is not ruled by a large government. Instead, it is made up of many tribes and city-states. It is the most diverse continent, where many minority races live, but the lack of unity means that small wars and highwaymen make travel dangerous. The most powerful group on Pryce is the city-state of Jumbra, a wealthy and sprawling port town where merchants deal in anything and everything. Jumbra has a reputation for being decadent, immoral, and filled with pickpockets and pirates. The Shrine of Water is located on an island in Starfall Sea, a massive inland body of salt water. Meanwhile, Alexander and Hades are said to be located somewhere in Pryce.

The smaller of the northern hemisphere continents is Gunthar, ruled over by a kingdom of dwarves. King Calnus Ironblade has no arguments with other races, although many older dwarves hold some suspicion of humans due to Krysan. According to rumor, the Ironblade clan knows of the location of some weapons that the Magic Emperor feared. Some other races, mostly humans, live in the northern plains and tundra areas. The Shrine of Fire is located in a volcanic area in the southern mountains, while Bahamut is located somewhere on the continent.

On the largest continent, the lands are shared between the Arwen Kingdom and the Republic of Mysidia. The human lands of Arwen are in the north-western half, while the elven lands of Mysidia are in the south-east. Arwen has wide plains and a lot of farmland; it is ruled by King Timothy Arwen and his Queen Clarice. While much of their trade is made up of produce, textiles, and ceramics, they also have airship and steampunk technology thanks to the Royal Engineer Cid. The Shrine of Earth is located in the central plains of Arwen, south of the castle, while one Spirit Land entrance will lead to Arthur.

Many small kingdoms are scattered through a forested area to the southwest of Arwen on a land bridge that links up to Mysidia’s lands. Mysidia itself is dominated by thick tropical jungle, as it sits southwest of Gunthar, northwest of the Deadly Wastes, and northeast of Pryce. The northern part is forested, but not as densely; the vast majority of towns are located here, including the capitol city of Merrick and the merchant city of Caldor. A group of powerful wizards make up the council that rules over Mysidia. While most of the world’s elves live here, there are other races mixed in. The Shrine of Air is located at the edge of the jungles, on the easternmost tip of Mysidia’s lands. Fenrir and Phoenix are somewhere in Mysidia too.

Lastly, the Spirit Lands are everywhere and nowhere. Throughout the world, there are portals that lead to another realm where the Espers live. It is an alien landscape. While anyone is able to enter the Spirit Lands through portals (and some Esper towns do thrive on trade with the regular world), the presence of magical monsters prevents most people from staying for long without assistance from the natives. Some areas of the Spirit Lands connect to each other, while some are completely isolated. Most of the cursed High Espers are located in isolated areas.

The Knights of Tiamat (credit to Chuck Poon)

The Knights of Tiamat; a faction of dragoons that are hidden somewhere on the continent of Pryce. While nobody knows their true motives in this world, it is a clandestine order that formed shortly after the fall of Emperor Krysan. The dragoons that formed this order so many years ago were Emperor Krysan's handpicked generals, continuing to uphold their oath to serve their emperor as well pass it down the generations. The Knights of Tiamat today are comprised of descendants of Krysan's generals as well as children, with potential, who were scouted and stolen from their families. While many of the dragoons have become mercenaries in this era, funding their secret society through any means necessary, they continue to uphold their primary directive to prevent the unsealing of the High Espers. The Knights of Tiamat are governed by a council of elders that keep watch over the world's events and make all executive decisions pertaining to the solidarity of the order.

Over the years, The Knights of Tiamat have been solely responsible for the failure of those brave enough to make the perilous pilgrimage. Scattered throughout the populated world, The Knights of Tiamat are watching and will quell any quest to free the High Espers at all costs. Should the emperor himself return, the dragoons will doubtlessly return to his side and work tirelessly to conquer the lands so as to restore his rule.

GM note: Obviously, information on the Knights of Tiamat is not widely known, so characters besides Chuck's should not know this.
PostPosted: Wed Nov 23, 2011 4:33 pm


Never played a Final Fantasy game before? Don't worry! Final Fantasy is so diverse and mostly unconnected that I had to gather info specific to this game here. This is mostly mechanics, but important ones. If you need more info, check the Final Fantasy wikia as a reasonable resource.

Classes

This game is old-school, based in the structures of Final Fantasy I-V. Therefore, the listed classes are based on those games. If you wish to use something not listed, first see if an existing class can fit. If not, then make sure to write up a good description of it.

Classes can be split into Fighters, Mages, and Other. Class changes are possible in the game, but it must be a planned special event and not done on a whim. I will not accept Mimes, Sages, or Calculators; these classes are either overpowered or would be difficult to work with.

Fighter Classes- these are physical fighters, sometimes specializing in particular weapons, sometimes using no weapons at all. They are only able to use low tier magic or spells engraved on special items.

Fighter/Warrior: The most basic physical class, Fighters are not restricted to any weapon-set, but they will not be as good as dedicated classes.

Knight: A Knight is usually dedicated to a ruler and will work on his or her behalf; they are more experienced than the basic Fighter and thus are stronger and more effective. Knights wield medium to heavy class weapons such as swords, axes, and spears. They also carry shields and wear heavy armor.
Variants: Dark Knight (bound to and blessed by the power of darkness), Paladin (bound to and blessed by the power of light)

Dragoon: A Dragoon is a highly specialized Knight who is blessed by the power of dragons. They are best known for their Jump ability, but must be equipped with a spear to make use of it. Otherwise, they follow the equipment guidelines of the Knight. Able to use special Dragon Spells.

Thief: A basic class, a Thief is able to steal, pick locks, and defeat traps. They are quick, but restricted to lightweight armor and light-class unskilled weapons such as knives. Most people do not trust a Thief.
Variant: Pirate (not too different, but often knows Lightning magic to deal with sea monsters)

Ninja: A Ninja is a specialized Thief: sneakier, quicker, and able to use some magic, but not quite as tough. They are also keen at throwing things rather than stealing. Follows the equipment guidelines for Thief, but adds skilled weapons such as katanas and flails.

Archer: An Archer is limited to using a bow, but is incredibly good at it. Able to equip light to medium weight armors, able to use some spells with use of arrows.
Variant: Hunter (an Archer who specializes in tracking and fighting monsters)

Black Belt: A Black Belt is a close-quarter specialist, generally very tough and able to combo hits better than other Fighter-types. Limited to lightweight armors; can uses flails, whips, and knives if need be, but in order to combo, a Black Belt must be using gloved weapons or none at all.
Variant: Monk (a restricted lifestyle allows them use of chakra to increase their power or heal)

Mage Classes- these are magic users, sometimes specializing in particular elements. As a general rule, mages do not use weapons well and will equip that which enhances magic, like staves.

White Mage: One of the two most basic mages, a White Mage specializes in supporting allies through healing and buffing. Attack spells are limited to experienced Mages, although some white magic can damage undead creatures.
Variant: White Wizard (an advanced White Mage)

Black Mage: One of the two most basic mages, a Black Mages specializes in debuffs and attack spells. Ally support spells are limited to experienced Mages.
Variant: Black Wizard (an advanced Black Mage)

Summoner: A summoner is a mage who can call on various spirits to enter battle for them without use of summoning items. Espers are available for summoning, but stronger ones require a pact and the most powerful are still turned to stone. Summoners can supplement their powers with low-tier Black or White spells, but usually not both.

Blue Mage: A rare magic-user, the Blue Mage can learn the spells that monsters use. They have the potential to be very flexible and know unique spells that no one else can learn, but the learning process is somewhat dangerous. The process varies and will need to be explained in your SU.
Variant: Blue Wizard (an advanced Blue Mage that can use low-tier standard spells)

Sage: A rare magic-user, a Sage is a person who has mastered both Black and White magic to high tiers, possibly even other types. While this does make them immensely powerful, the amount of time it takes to get to this point is such that the Sage is always elderly, has little stamina, and is physically frail.

Other Classes- these are mixed type fighters who can wield magic and weapons, or are unable to be classified otherwise.

Red Mage: A Red Mage combos the basic classes of Fighter, Black Mage, and White Mage. They are a jack-of-all-trades, but master of none. Being straight average, they are restricted to medium to light weight armors, medium to light class weapons, and mid-tier spells (and that’s at the high end of experience).
Variant: Red Wizard (an advanced Red Mage with limited access to high-tier spells, but still will be outperformed by specialists)

Bard: Usually male, Bards wield magic through the power of song. They equip enchanted instruments that can be used as weapons. The most common song-spells are status-type that, for example, puts all foes to sleep or empowers all allies. Cannot use heavy equipment.

Dancer: Usually female, Dancers are very unorthodox fighters that can weave enchantments through dance. They do not use standard equipment, using lightweight armor or dresses. They fight unarmed or with silks, purses, or shoes. Can combo like Black Belts and use dance magic that buffs or debuffs the target.

Races

Final Fantasy has many races within it, some that specialize in certain fields. I will allow some freedom in this. If the race you wish to be is in the Final Fantasy games and not listed here, please ask before making your character.

Races I will absolutely not allow: Monster races (Yeti, Chocobo, Vampire, Lamia, etc.), Espers (or similar or descendants), Eldritch Abominations (that’s boss material, you know)

Humans: The most common race, humans are adaptable. They can use most equipment and learn any trade.

Dwarves: Living in mountains or the underground, dwarves are a tough people. They often make the best armors and weapons, aside from certain enchanted artifacts. Although short of stature, they are muscular enough to learn Fighter-type classes well. They cannot learn pure magic classes.

Elves: Living in wooded or enchanted areas, elves are natural magic users. They often make the best magical accessories, although master elven craftsmen can take dwarven weapons and enhance them further. Most of them head into Mage-type classes and do well. They cannot learn pure physical classes.

Moogles: Moogles are an eccentric race of small winged furry creatures. They like to travel and can be seen anywhere in the world despite not being as populous as humans. Moogles are fairly adaptable, but they cannot use heavy or large equipment.

Magic

Magic has 5 tiers of power (none of II’s Fire 16 madness) and is run based on an MP system (mages will tire after some time). Tier 5 spells tend to be unique and have special requirements to learn. If there is a spell that has been in a Final Fantasy game that is not listed here, it must be classified according to game use; no Black spells turning into White spells, or such. Spells can be single target or multi-target, but the latter will be at a reduced power.

Black

The basic spells of Black magic are Fire, Ice, Thunder, and Poison. Versions of these spells exist in tiers 1-4 and are usually noted as Fire 1, Fire 2, etc.

Other Black spells: Slow, Paralyze, Stone, Toad

Tier 5 Black Spells: Meteor, Flare

White

The basic spells of White magic are Cure, Esuna, Shield, and Shell. While Cure has versions in all five tiers, most other White spells are single level. Life (reviving from an unconscious state) exists on tier 2 (Life 1, revive in weakened state) and tier 4 (Life 2, revive in healthy state). Life cannot resurrect the dead.

Other White spells: Warp/Exit, Float, Haste, Reflect

Tier 5 White spells: Holy, Cure 5 (cures health, heals statuses, and causes regen)

Blue

Blue magic is that which monsters use. As these spells are chaotic in nature, they cannot be described by the schools of White or Black magic. Some people say that Blue magic is the art of the devil; others say that it is proof that the current theories of magic are incomplete.

Blue Spells (examples): Frog Drop, White Wind, Roulette, Goblin Punch, Mighty Guard, Tornado

Special

Drain, Osmose, and Ultima. The first two are tier 4 spells that can be learned by any magic-using class. Drain steals life energy from the target, while Osmose steals magic energy from the target. Ultima is the only tier 5 spell that counts as both Black and White magic; its non-elemental and theoretically the strongest magic spell in the world. PCs cannot start with Ultima.

Summons

Summon magic allows for the calling of nature spirits or Espers onto the battle field, for various effects. Each summon can behave differently for each caster, but they cannot shift elements: Shiva must use Ice and Ifrit must use Fire, for example. Nature spirits require an item of some sort to call on them; Summoners will need the item for the first calling, then can call on the nature spirits freely. High tier summons involve the Espers, who are fully sentient and intelligent beings. As such, learning to summon them involves making a pact between the Esper and Summoner. Espers can also have summoning items, but these are extremely rare and require GM permission to own.

For non-Summoner classes, the spirit or Esper will be called to perform one action, then disappear (such as IV and VII). For Summoners, the spirit or Esper will join them in battle and can perform more varied actions (similar to X, can only call one at a time). The summon spirit will retreat to the Spirit Lands if injured too badly or when dismissed.

Except for High Espers, these are examples; there are more out there.

Nature spirits (tiers 1-2): Sylph (healing), Chocobo (physical or Wind), Goblin (physical), Bomb (Fire or explosion)

Espers (tiers 3-4): Titan (Earth), Doom Train (Dark or status), Gilgamesh (physical), Shiva (Ice), Ifrit (Fire), Ramuh (Thunder)

High Espers (tier 5, must be uncursed): Bahamut (non-elemental), Arthur (physical), Hades (Dark, status), Phoenix (Resurrection and healing), Fenrir (Earth, defense), Alexander (Holy), Zodiark (Dark, Meteor/Eclipse)

Skills

Skills are the fighting skills that Fighter-types and Other classes can use in place of magic. There is a wide variety of skills out there, even some magic-based ones. So long as it can be used by a playable FF character, I will accept most such skills with adequate description. Here are some examples; there are more possibilities.

Aim: Only usable with a bow. Allows greater damage to be done with arrows.

Counter: Strike immediately after being hit. Cannot be used with ranged weapons or spells.

Jump: Only usable by a Dragoon equipped with a spear. The character jumps up high and comes down with extra force to attack. The Dragoon cannot be hit while using Jump.

Sing: Only usable by a Bard. The character sings a song that inflicts a random status effect on foes or allies. Does not use the Bard’s instrument (specific statuses can be inflicted with instrument attacks)

Cover: Must be a Knight-type class but not Darkness aligned. The character takes a blow meant for a weakened ally. Paladins must use Cover even if they are weakened themselves.

Ysavvryl

Peaceful Lunatic


Ysavvryl

Peaceful Lunatic

PostPosted: Wed Nov 23, 2011 4:42 pm


Rules

1. Follow Gaia TOS and rules, as well as those of the guild.
2. Respect your fellow players.
3. Respect your GM.
4. Have fun!


This is a literate role-play guild, so I expect y'all are experienced enough not to need a bunch of rules. As for post length, long, short, whatever is needed for the moment. There are times, like during battle, where you can't post a lengthy post without lots of useless fluff; I'm okay with that. I'm more concerned about post quality, so I may critique every now and then if I think you could use the help.

And that's the background info. OoC thread open for discussion, questions, or other stuff!
PostPosted: Thu Nov 24, 2011 5:27 pm


I am torn between Dragoon and Black Belt.

DomesticViking
Crew

Malevolent Tactician

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Ysavvryl

Peaceful Lunatic

PostPosted: Thu Nov 24, 2011 5:41 pm


They're both pretty awesome classes. Well currently you have free pick for anything but Bard, ha ha. Nice to know you're interested.
PostPosted: Thu Nov 24, 2011 11:43 pm


Assuming everything that could be human is classified as a human. (Clavat, Selkie, all that blah blah blah.) I'm only asking (again lol) because the Crystal Chronicles races have awkward quirks that set them apart from humans.

What I'm getting at is, if I was wanting to be a character who was originally a Clavat, I would say he was human right?

Kanto25


Ysavvryl

Peaceful Lunatic

PostPosted: Fri Nov 25, 2011 7:10 am


Yes, you'd say he was human. I could see Clavats as being a kind of nationality, being known for a certain appearance. You could explain Selkies and Lilties in the same way... As for the fourth (can't remember the name right now)... they'd a bit odd, but they're still apparently human under that armor.
PostPosted: Fri Nov 25, 2011 7:52 am


I've decided to go with Dragoon. Time to get to work on creating my character!

DomesticViking
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Malevolent Tactician

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Alykia

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PostPosted: Fri Nov 25, 2011 7:53 am


Be a DRAGOON!
PostPosted: Fri Nov 25, 2011 7:58 am


Alykia
Be a DRAGOON!


I will. What are you going to be?

DomesticViking
Crew

Malevolent Tactician

7,475 Points
  • Signature Look 250
  • Dressed Up 200
  • Hygienic 200

DomesticViking
Crew

Malevolent Tactician

7,475 Points
  • Signature Look 250
  • Dressed Up 200
  • Hygienic 200
PostPosted: Fri Nov 25, 2011 8:32 am


Yssavryl, I'd like to be an oppositional force to your party -- for now. Could you PM me some information on a faction that may be interested in stopping your pilgrimage?
PostPosted: Fri Nov 25, 2011 8:35 am


@Chuck Peon: huh, interesting. Give me some time to think on that one. I'll get back to you this evening. But I'm sure we can come up with something.

Edited in note: I'll be away from the computer most of today.

Ysavvryl

Peaceful Lunatic


Alykia

Confident Dreamer

25,075 Points
  • Person of Interest 200
  • Conversationalist 100
  • Skill Up 50
PostPosted: Fri Nov 25, 2011 9:42 am


Cool cool
I'm not sure...maybe Thief, Ninja or Archer? haha
PostPosted: Fri Nov 25, 2011 10:50 am


Ysavvryl
Yes, you'd say he was human. I could see Clavats as being a kind of nationality, being known for a certain appearance. You could explain Selkies and Lilties in the same way... As for the fourth (can't remember the name right now)... they'd a bit odd, but they're still apparently human under that armor.
Nationality is definitely what I should have asked. Couldn't figure out how to word it. XD

Yuke's are spirits that bind themselves into armor, and their body sort of just... grows. How does that even work? So they've actually been confirmed not to be human.

But bah to all that. I'm going to make a Red Mage, if it's not already taken.

Kanto25


Alykia

Confident Dreamer

25,075 Points
  • Person of Interest 200
  • Conversationalist 100
  • Skill Up 50
PostPosted: Fri Nov 25, 2011 4:02 pm


I think you are safe with the red mage bit...
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