Mallon (Fantasy, Casual, Adventure, Heavily growth based)
Mallon, a vast and chaotic world ruled by the many beast who travel its gigantic vegetation, deserts, mountains, rocky coast, and icy tundras. I often find this world hard to describe as fantasy due to the often conditions humanoids have in this world comparable to small insects. They're forced to live in well protected cities threw a mix of walls and geographical protection, in fear of the creatures who would hunt them without their numbers in the wall. It's natural for each citizen to own a poison spear in case of attack from larger beast as well. This makes progress in the world take a strange turn, and the need for those with power to be willing to help even greater. There is one advantage humans have and that's there ability to use the arcane.
In this thread you are a slayer a human that can tap into the arcane, and use it to bring down powerful beast. There are many reasons to be a slayer whether it be for power, honor, passion, or a unquenchable blood thirst for the bastards that attack your city(extreme). Though there are a lot more paths can take as a slayer. You are going to start out weak, and become stronger over the course of the thread with your team. Be prepared to fight anything from giant beetles to flame spitting hounds.
There is a lot of work to be done on races, but generally i'll allow anything that makes sense in this world. That actually excludes the fantasy race dwarves, being snack sized and slow in this world sucks.
Of course you were probably all wondering huh, "isn't it weird everyone can use lightning bolts?" The answer is yes. So your next question is "Why make it so everyone can shoot lightning bolts" I didn't. The arcane arts are very complex in this world, and you should definitely read through these.
(all base skills adapt to your natural style slowly)
Infusing-The art of increasing you or a object your touchings energy. This is often known as the brute art as it increases physical strength tremendously, but with a time limit. THis can lead to self buffs, battle cries, and decisive strike.
EX Starting abilities(you learn more and get better at the one you know)-
Enhance- A temporary increase to all physical abilities you should be able to activate this for 2 minutes, and use t once a hour.
Ready up- A battle cry that increases you and you're allies resistance to heavy impacts. same stats as above.
Decisive strike-Power smash- After two seconds of holding the blade above _____s head _______ smashs it downward crushing any beat below them(all of them are a once every half a day)
Elementalist- Yeah typical mage.. Water, Fire, Light,Dark,Earth,Wind are the three basic elements. You get to chronomage class stuff but that takes practice a lot of practice
All of mages abilities have a cast per 12 hour limit....
Arcane bolt- A ball of arcane energy. All Elementalist miust be able to use this twice in a 12 hour frame before they can see duty.
They must also learn a spell in three of the basic elements one of which they can use twice as well.
(easy ones are done here comes the complex types)
Channeler- This is the type of character who uses magic with machinery.
They use energy weapons..... which are like guns, and are typically the dps role from d and d terms.The real intrest comes with how attached they get to there equipment because they don't just send signals they have to feel there way threw the arcane weapon and syncronize with it.
You will more or less start with a pistol like weapon that can hold near 100 shots before you need to find a safe spot to recharge, and have some sort of mod that can activate but consume more energy. You should be relatively inaccurate.
You should also likely have a explosive device and boots which allow you to have a temporary burst of speed every so often.
Sacra(Sacri)-This is a very hard class of arcane arts to explain but they use spirit keys which allow them to commune wiht a specific spirit of nature. These "keys" are roughly key shaped relics that once encoded with the right arcane flow and thrown transform into large totem like structures that summon a creature, create a area effect, or attack what comes neer them. A important fact to note.. one spirit type can create multiple totems if used with different codes
Sacra typically start with a benefit key(it's basic move is healing area), and once other simple key of choosing.
You slowly create bonds with spirits so having a key break is devastating.. don't push yourself or the spirit.
If you have any questions ask.