In these lonely lands, the wind bellows a mighty breeze of death from which none can escape the morbid grasp. It is only by the grace of the crystals' blessing that civilisation held stout. But this blessing, whether divine or otherwise, is only finite in this endless sea of hurt and anguish. The village of Tipa, a small settlement in the Asunian Province, remains stubbornly adamant to the inevitability of the miasma. Many would think that such a miniature spot on the map would have been swallowed by the beasts and the winds. And yet, there is something precious the modest villagers hold. Something so precious that the world had completely forgotten about it. Even the villagers themselves.
***
Hi.
Welcome to the RP! This specific RP is based off the Final Fantasy Crystal Chronicles series, more specifically the first installment of the spin-off games. Should you be interested in the adventures of a Caravan seeking to secure its village safety, then be sure to read this post as thoroughly as possible and do not hesitate to inquire!
The context of this adventure remains relatively simple; the entire world is asphyxiated by an invisible substance in the air known only as 'Miasma'. This miasma is the main antagonistic force acting against the Caravan, as they seek the only substance capable of maintaining their protection against the noxious influence: Myrrh. Crystals are what allow most beings to survive, shielding them from the deadly effects of miasma, but their power is limited, hence the relevance of the substance known as Myrrh from Myrrh Trees. The fluid is capable of revitalizing the crystals for a certain period of time, which leads to the caravan's unending endeavor to find three drops of Myrrh by the end of each year. You are burdened with your entire home's safety. Will you be able to withstand this enormous weight?
-The usual, this is a small group, so I assume people will be smart enough to know this. -I'm the boss. -Never feel like you can't express your opinion. I appreciate feedback. -I accept romance, especially if it serves to develop characters. Keep it PG-13 here, however. If you want your kiddies to screw, errr. PM but I'll be judging you alright. -You don't have to write a novel, but try to respect the work of others by responding with a comparable amount of work. -However, if you're having trouble posting, shorter posts can be accepted for some time to move things along. -Limited to 4-8 people.
The Caravan itself is pretty simple, actually! The Papaopamus (the ox-like blue creature), that the Caravan so happens to be able to name when we get started, pulls the load around through the many roads made available in the Elysian Continent. Though mobility is important, once must not forget the most crucial element of the adventure: The Crystal Chalice. Said Chalice is the only medium available to not only collect the precious, coveted Myrrh, but also serves as a barrier for our adventurers as they soldier through the miasma poisoning the air of their land.
Of course, let's not forget the benefit of storage brought forth by the vehicle! A cargo not exceeding thirty items can be brought along for use outside of perilous dungeons. Use the space wisely!
Now let's talk about the available races in this world of crystals and caravans. There are four main races that are usable in this RP: The Clavat, Selkie, Lilty and Yuke. Each have their own characteristics and can have unique relationships with others of their race. As for family trades, they all provide their own benefits for the adventurer but also for the family back home.
Note! Every race is capable of learning a magic from base (Yukes can have up to two), however they can renounce said magic for specialization in the physical department (would result in better strength gear at the start), for instance. Specialization will affect how they grow in both short and long term, so be careful!
Clavats are the most 'human' of all the four races. They are also the most balanced in terms of abilities, being capable of adequate proficiency in both magical and physical prowess. They are particularly strong in defense, however, with their shields conferring them superior protective value in the long run. Culturally, they are the most peaceful race with a penchant for agriculture as they generally run most of the farm villages in the continent.
Clavats generally use swords and shields, though any sort of mid-weight weapon generally fits (such as a small battle ax).
Base Stats: Strength: 6
Defense: 7
Magic: 13
Favorite foods: Striped Apples, Cherry Clusters.
Recommendations: A Clavat can be pretty much anything, from fully physical, to fully magical, to even the hybrid between magic and strength. One can favor physical might while investing a little bit in some magic in the future. Clavats are great for this purpose; they are easy to use and malleable.
Selkie are somewhat of an outlier among the four races. Their strength does not come from their individual stats but rather their speed and abilities. Selkies hail from a harsh background, leading to many of their tribes and communities to resort to theft and mischief. Known as brigands throughout the land, it isn't often that Selkie are trusted with such sensitive tasks, but luckily for you, your village knows your family well enough to give you a shot.
Selkie fight by either using rackets, melee weapons often capable of firing projectiles, though they're just as comfortable with swift weapons such as knives/daggers or long range weapons such as a bow and arrow. They wear belts as a means for defense.
Base Stats: Strength: 7
Defense: 6
Magic: 12
Favorite Foods: Meat, Fish.
Recommendation: Unlike the other tribes, Selkie are capable of specializing in fields that can be considered unconventional. Should one prefer going for a more stealthy character, or maybe a long-distance assassin, they can decide to provide themselves unique abilities (i.e see in the dark, feline-like balance to cross over perilous passages, etc.). Feel free to contact me with any interesting ideas you have for your speedy devil.
Lilties can be considered the dwarves of this adventure. They're small, and they hit very, very hard. Inevitably, a lot of them end up being hot-headed with a superiority complex due to their overwhelming might as a united force and their mastery over metals. They do make the best blacksmiths after all. A relatively easy fighting style and mediocre magical prowess awaits these little apple-beasts.
Lilties generally prefer big weapons to smash anything that gets in their way. Big axes, big hammers, huge longswords, broadswords. They lack in combat variety but make up with their ability to wield any big weapon the other races simply cannot compete with. Gloves are utilized by the lilties to augment their defense.
Base Stats: Strength: 15
Defense: 10
Magic: 10
Favorite Foods: Meat, Gourd Potatoes.
Recommendation: Just don't go magical on them. Instead, a lilty will thrive with superior starting gear and focusing entirely on strength. However, as you can see, their defense stat is naturally high (under the clavats due to their shields) being the highest in base, which makes them optimal tank builds! These two options are probably the most efficient, but you are free to customize as you wish!
Yukes are the mysterious, armored beings sharing the continent with the other three, relatively normal humanoid races. Yukes are proficient in magic, nothing actually trumps them, but in exchange they are rather slow in anything that isn't spell-casting, are not a threat physically and are abnormally vulnerable despite being living sets of armor. But despite these issues, they are known to be remarkable scholars and powerful enough to repulse the lilty forces that have been considered 'unstoppable' for the longest time. Probably the most difficult to use of the bunch, but likely the most fun too!
Yukes prefer mallets or staves as weapons, both having the unique characteristic of giving magical power along with physical strength. They are capable of changing helmets to modify their defensive capabilities.
Base stats: Strength: 5
Defense: 5
Magic: 15
Favorite Foods: Star Carrots, Round Corn.
Recommendation: Unlike the other races, Yuke can wield up to TWO magics. In their unique case, one can decide to have two distinct forms of magic (i.e Blizzard and Fire) or specialize into one specific element (Enhanced fire = Fira). Of course, specialization will also be factored in when growing, giving more opportunities for the Yuke to enhance their specialization but less for other possible paths. Yukes can also decide to forego any base element and access ONE combination element (Slow, gravity, etc.) which I don't personally recommend unless you have a very specific idea.
Before jumping into magic, let's consider one special part of a character's life. Each family in Tipa (the village) has their own trade to make a living and contribute to the community. Said trade will provide a character with skills that they can use during their adventure as well as possible benefits gained from their families.
Fisherman: Along with frequent fish from your family, children of fishermen are capable of withstanding the effects of harsh, stormy weather as well as swim/dive in waters within the rage of a crystal. Fishermen are also capable of cooking fish!
Miller: Miller familiers usually own a windmill, producing flour and bread frequently. The biggest benefit from being a miller is the experience in baking and cooking, allowing children of millers to cook any sort of food (which in turn offer many bonuses and enhancements in many situations).
Farmer: Farmers work the land to generate produce for the community, and the caravan would definitely benefit from the abundant fruits and veggies provided by the family. The benefit from working in the fields for so long would be a stronger back, the ability to carry bigger loads when working, providing the farmer an inventory of 20 instead of 10!
Rancher: Herders of cattle and producers of meat, ranchers are quite unique in this world. Families provide generous amounts of meat yearly, however the biggest benefit comes from the latest generations grasping an old magic passed down through herding families: Summoning. A weak, little summoning, but a helpful creature nonetheless stemming from the old times where creatures were herded. Oh and, they can cook meat pretty well!
Blacksmith: Everyone should know this one. A blacksmith family will allow the Caravan access to the most obscure and complex smithing services given the right resources. Armour, weapons, shields, etc. In the field, a smith child does not have all the equipment available, but repairs of various metal items is possible.
Tailor: Similarly to the blacksmith, tailoring is a trade revolving around creating items from materials. Now, clothes are definitely a thing, but the main interesting element for the caravan would be the accessories and jewelry (rings, pendants, any item that isn't core such as armour and weapons). Like the blacksmith, tailors can repair accessories. Oh and they have great fashion sense!
Alchemist: Alchemists have two main functions: Producing unique item recipes and potion making. Creating a recipe for strong, special items usually falls into the responsibility of a well equipped family, but potion production can be made on the field (excluding a few exceptional ones). Potions are the main way to heal and provide care to the injured, making this trade remarkably useful in the current era.
Merchant: Mercantile folks are known to be remarkably resourceful and socially capable. Limits imposed by racial interactions are removed as well as higher aptitudes in barter and negotiation. Essentially, you are quite the social butterfly, maybe even a little aggressive at the practice! Your family will do its best to gather the best products and materials for the caravan (at an affordable price ...).
Magic in the Crystal Chronicles world is bizarre to say the least. In the games, they are mostly temporary with slim chances of getting an artifact allowing permanent access to said magic. In this RP, each character can start with one (or two for Yuke) magic and allow it to evolve as the story progresses. More magic can be gathered through experiences and items, you will have to wait and see how it goes!
Another element to consider is the types of magics available, and the types that are not. Because certain ones are simply incompatible with the type of experience I seek to have with the players. But most are available!
Available Fire - Fira - Firaga
Blizzard - Blizzara - Blizzaga
Thunder - Thundara - Thundaga
Clear - Cures status ailments
Gravity - No it isn't control of gravity but rather increasing the G to crush enemies and usually forcing flying enemies to the ground. It is a combination of Fire + Blizzard, Blizzard + Fire and Fire + Thunder. The next level is Graviga, a big AoE version of it.
Slow - In the name, it slows whatever is caught into the spell! It is a combination of Life + Any element. It's large AoE version is Slowga.
Haste - Increase your speed and that of your allies, probably the most useful support spell ever. Known to be a combination of Life + Cure, though its materials aren't available it can be accessed by a Yuke or unique circumstances by other races. Hastega is the big boy version.
Holy - Or also known as 'Light', a strong element to use against anything undead, occultic and so on. Circumstantial but actually pretty strong. Combination of Life + Any element with its large version being Holyra.
Unavailable: Cure - The healing spell. I want to privilege creative potion crafting and other items over an instant heal magic. I'll probably balance it to be usable, but I don't want it available from the start.
Life - Phoenix Down is an available item, there's no reason to cheapen deaths in this adventure. I may re-balance it too, but not as likely.
Stop - Not available at start but can be gained later. Basically just instantly stuns people and I don't want an RP version of this yet.
Unique additions: Ancient magics - New magics I'll be adding a bit later in the story. I'll keep it all hush-hush for now!
Miasma - Miasma is a part of the world now, fueling the monsters that roam in the most foul crevices of the land. While toxic, it is also a source of immense power. It cannot be wielded just like that as it would likely lead to immediate death. However, whether through penchants toward the occult or dire situations, maybe even a huge craving for power (Please don't make it a goal of your character at the start), miasma can be used to fuel one's power but at the risk of being corrupt. So far, none have mastered it and is viewed as a depraved art to be shunned and punished whenever used.
How to use magic: Be creative and please don't blandly mimic the game. If you have fire, you can use fire balls, fire pillars, etc. Just make sure it isn't silly or out of the realm of believable compared to your level of power. Your Magic stat dictates your magical potency while the level in the magic dictates how big and strong your spells can be.
The -Ra and -Aga spells: They're basically the 'leveled up' version of the spell in most Final Fantasy games. They are not only stronger but a -ra spell will inevitably be more malleable and bigger than the first stage of the spell. Of course, if your magic stat is low but you have an -aga spell, your spells will be huge, varied and flashy, but do little to nothing on your enemies beyond distracting them.
Memories hold immense power in this world, to the point where they were used to slay the most powerful being in one era. Characters are not aware of this, nor can they actually use the mysterious power of memories. What they can do, however, is keep a diary of their adventures to reflect on how they feel about their travels, recount what they did and how epic their perils had been. I'll be dedicating an area for the map and this specifically.
Physical Description: Words
Name: Be as snowflake as you want.
Age: 14-16, you are young and the new caravan generation.
Family Trade:
History: Your character's and the family's.
Personality: Simple enough, doesn't have to be huge. You can also add likes and dislikes here.
Dreams and Aspirations: Simple too. If you don't have too many ideas or aren't too familiar with the world, which is very much possible, feel free to approach me.
Inventory: - - - - - - - - - -
Gear: List and describe your character's gear. You can even give your gear unique names. Don't worry about stats, I'll balance it all after review. I'll also tell you if you can have stronger gear depending on the type of build you want.
Spells: List your spells!
Stats: Base stats please. Strength:
Defense:
Magic:
Special Abilities: Usually for Selkies who have abilities (i.e stealth) instead of the conventional. Please approach me before adding something weird here. Try to explain what this does. I'm open to unique ideas.
Additional Information: Got anything to add that doesn't fit elsewhere? Here's your chance!
[center][img]Put an Image here[/img]
[b]Physical Description:[/b] Words
[b]Name:[/b] Be as snowflake as you want.
[b]Age:[/b] 14-16, you are young and the new caravan generation.
[b]Family Trade:[/b]
[b]History:[/b] Your character's and the family's.
[b]Personality:[/b] Simple enough, doesn't have to be huge. You can also add likes and dislikes here.
[b]Dreams and Aspirations:[/b] Simple too. If you don't have too many ideas or aren't too familiar with the world, which is very much possible, feel free to approach me.
[b]Inventory:[/b] - - - - - - - - - -
[b]Gear:[/b] List and describe your character's gear. You can even give your gear unique names. Don't worry about stats, I'll balance it all after review. I'll also tell you if you can have stronger gear depending on the type of build you want.
[b]Spells:[/b] List your spells!
[u][b]Stats:[/b][/u] Base stats please. [b]Strength:[/b]
[b]Defense:[/b]
[b]Magic:[/b]
[b]Special Abilities:[/b] Usually for Selkies who have abilities (i.e stealth) instead of the conventional. Please approach me before adding something weird here. Try to explain what this does. I'm open to unique ideas.
[b]Additional Information:[/b] Got anything to add that doesn't fit elsewhere? Here's your chance![/center]
What is this? A roleplay of Final Fantasy Crystal Chronicles. Idiot.
I've never played the game, am I suitable for this RP? Yes, you are. I actually think you'd have the best experience knowing little. The stat and item system is simple enough to integrate pretty much anyone. See it as an adventure with relatively easy to grasp races and mechanics.
You're strange, can I trust your GM'ing? I can't say I'm the most consistent person. I've been burnt out to the point of bailing on responsibilities before, but I've also had multiple successful RP's as a GM. A small group makes this much easier for me, plus this is a project I'm very passionate over. I'm also fair, albeit sometimes harsh for the sake of a more intense story. I am very vocal if someone starts to cause problems, however. I've no reservations in shaming.
What's your role here? Apart from GM'ing, I'll be the narrator. I'll decide the outcomes of actions and so on. I'll also be playing as Mog the Moogle to help the Caravan when needed. I won't be having him carry the chalice (unless there's only one or two people), but he'll be there to make your endeavors a little more bearable, Kupo.
The magic and stat system is strange, how do I know which is what? Ugh this is giving me a headache ... Your items and stats will be balanced at the start so there's no point in banging your head over this. As you grow, it'll be pretty intuitive because of how simple it is. I'm always at your disposal to answer questions.
I really don't get this mess you've made Savato, where's the HP and MP? How do I know how much I can tank? Please reply. There is no mana in this universe. Neither in the game nor the RP. However there is cast time and overall stamina. See, I'm considering our characters to be somewhat superhuman, but with limits. They need a certain amount of cast time and cool down, they cannot just spam. When it comes to damage, I'm taking a more realistic approach, hence the indefinite removal of Cure and Life. Basically, try to be reasonable and don't make an ass of yourself by being that one prodigy guy everyone has to love and master fire. Or pull a 'dumb but creative' and basically have the strongest combos early with little effort. It's an adventure, you're meant to have hardships.
Oh my God, Savato you knucklehead, why isn't there anything about items when you have entire sections about them?! I'll be using the game as well as various new ideas I have written down to distribute loot and have the experience be fresh. I'm not going to make a list, because I'll probably be inventing new things as we go along, either because I feel like it, or it'd just make the story more fun to have better loot spawn in a certain situation because of character actions. I plan most of it, but I think I'm one of the more flexible GM's out there.
Your incompetency is flabbergasting, you make no mention of hybrids and they're obviously the best! Why should I even trust someone so lacking in the game's knowledge? Pleb. Good point sir meme. Hybrids are snowflakes, and I hate snowflakes. But I will not ban hybrids. Essentially, Hybrids are a mix of two races. The three races that can interbreed are Selkies, Lilties and Clavats, so no Yuke Mutants please. If you want a hybrid, you'll have to make quite the quality CS. Added to that, you won't be getting the best of both worlds, and instead will have to choose the stat-lines of one of the parent races.
HOWEVER, I will be slightly more lenient on Lilty hybrids, simply because I understand that most of you bums want a good-looking character and apple-midgets aren't exactly the most appealing. Still, quality.
Oh but I have my own unique hybrid ide- ... No.
Are other races available? You can be a meme moogle. That's it. Can't do much other than Kupo your way out of everything and maybe fly for a minute. Maybe cast a weak spell. I dunno, Kupo.
This is terrible, I don't know what gear is available for my race even with your silly description! What the hell's a belt doing to protect a Selkie?! Could you be less crap at your job? Just talk to me. I really don't want to just slap the wiki and have everyone make this work like some sort of video game. After the first steps, you'll have to make due with what you find in the adventure, making it far more intuitive.
What's even the point of stats? You're seriously wasting time and space, I swear. Maybe you should just become a postman with all this incompetency. Bite me. The stats show your progress and I will be using these values to evaluate how certain attacks could affect the environment or enemies. They also impact how a character interacts with a certain problem. I.E, they want to push a boulder, I'll be factoring in the strength stat to see if successful or not. It's also nice to see progress in numbers.
That's it, I've finally caught you in your worthless stupidity Savato. What's this weird miasma crap, bordering on star wars dark side ripping off? Are you seriously that unoriginal? To the latter question: Yes. As for the weird magic, I thought of giving miasma more uses would be interesting. It'd be more of a character struggle than some random magic. Should it be used, the ways it can be utilized will be explained.
Why does this post look lame? Why are you so underwhelming? Look at my avatar, it doesn't exactly spell unique now does it? Plus that low-energy.
You're bad, I knew I should have joined Buddha's RP. I know.
I have a problem and obviously you're the only one that can fix it, Dr. Savato. Should I approach you? Yes, I want feedback. A lot of it. Because I want to make this a fun experience. Even if your ideas, questions or issues are the stupidest things since margarine, it's fine. I'll only shame you a little bit.