Personality: Spacey and inattentive, Kenric does not appear to be a hard worker at first glance. And for the most part, he isn't. But when it comes to things Kenric excels in, his determination multiplies a hundred fold. Kenric is unnecessarily blunt and does not care what people think of it or how they react. He is not intentionally mean, he just says whatever he feels. Though Kenric comes off as lazy and serious at times, he is not generally "unhappy". He does smile and laugh, but often at inappropriate times or jokes others don't find funny. Kenric does not try to bond with others, but once he does he is fiercely loyal. Not that he is patient, but Kenric does not anger easily. It takes a lot to offend him, as words mean little to him. Actions define everything.
Appearance:
Level: Level 1
Abilities: Being half demon, Kenric possesses a naturally enhanced endurance and strength despite having no proper training. His body can survive attacks most humans could not, but it is agility that keeps him on his feet and in the fight. Using his reflexes and small stature, Kenric can dodge blows easily.
Upon joining The Academy, Kenric wishes to focus on more qi based techniques and striking from a distance, as he already has a natural endurance and agility. Learning to properly wield a sword would also help greatly.
Equipment: Serenity- This sword was discovered by Kenric, stuck in the rock of a remote mountain. He had learned of its location from a martial arts master, and knowing its special ability he was willing to climb the dangerous mountain and retrieve it, despite the legend saying no one was strong enough to remove it should they even survive the jagged mountain and find it. Serenity has the ability to show its holder the direction of what they most desire, lighting up the blue stone engraved into its metal core. To work however, one must be clear in their mind and absolutely focused on what they desire most, calm and serene. Kenric has only used the blade to locate one thing.
Ultor, The Blade Of The Behemoth- A sword left behind from his mother. He has not used the blade and is unaware of any curses or effects the blade may have.
Academy Role: Associate; Seeking to be a Guard (for hire) or an Explorer Background: Born from a human father and a demon mother, Kenric is a halfling. Aside from his crimson red eyes he appears to be a normal human. Anyone who can see auras however, will notice that his has its own distinct flow and color. A trained eye will notice he is not fully human. Having demon blood in his veins makes Kenric naturally disposed to qi manipulation, and so he must receive proper training in order to balance his flow. Otherwise he is simply a walking target with his fiery aura, unable to defend himself. Following advice left from his mother, he questioned an old martial arts master on teachings. The man immediately recognized what Kenric was, and knowing he could not rise to the task at hand instead directed Kenric towards an ancient blade. This blade had the ability to light its holder's way to whatever it is they desired most. The master also told Kenric of something called The Academy. With this knowledge, and eventually the blade called Serenity, Kenric set out to find The Arc Academy and reach his full potential; and make some-kind of-a lot of money. Extra: Serenity and Ultor are usually safe and secured to Kenric's back. He rarely takes them off and never has them out of sight. In combat he will draw Serenity when advantageous to do so, but he wishes to learn how to rely on his bare hands and power.
@Acid Hippie do you have an idea one where the IC will start? Will it start before, at the beginning of or after the AAAT?
I left that open for now to get everyone's input on the matter. I think it would be cool to start right at the beginning of the AAAT, before the instructor is even revealed. But, as this will make the leveling up/ability gain slower, I know some might rather skip ahead and get straight to admissions.
@Acid Hippie I'll be your Co-GM. I'm more of an idea guy and am fairly good at reviewing character sheets.
We actually have one Co-GM now (sorry I hadn't updated it yet) but as the game is getting a good amount of interest, if we get enough approved characters I may need some further assistance with instructor characters and other tasks. If that's the case, I'll reach out to you.
EDIT: But don't let that stop you from sharing ideas. Please share anything you think would be cool to add into the game/story.
I'm going to repost my response from the interest check:
<Snipped quote by Solaris>
The powers and abilities are going to be heavily inspired by Hunter X Hunter and early Dragonball, as in meditation, training, and actual battle experience strengthen the characters. The actual techniques I'm leaving open, but up to discretion.
They can be based upon qi manipulation (energy projectiles, shields, etc.), weapon amplification (fire around sword, electricity infused daggers, etc.), physical enhancements (strength, endurance, speed), and even robotic (cyborg implants).
I'm leaving it open to imagination (for now). If something doesn't suit the style, then the Co-GM or I will say so.
So I didn't exactly picture stuff like Buu magic, as that's at the higher power levels of Dragonball characters.
I want this game to be influenced by the overall consensus however, so it will shift accordingly. The OOC is still technically a WIP as I get feedback from everyone.
I should also add, I envision the instructors influencing how the characters will develop at different times. For example, if an instructor who specializes in speed and agility teaches the party as they level up, they will gain improvements in this area. They would still be able to gain more EXP and lessons from instructors even after Level 5.
Edit: I actually do have a question though. How will powers and abilities actually work?
The powers and abilities are going to be heavily inspired by Hunter X Hunter and early Dragonball, as in meditation, training, and actual battle experience strengthen the characters. The actual techniques I'm leaving open, but up to discretion.
They can be based upon qi manipulation (energy projectiles, shields, etc.), weapon amplification (fire around sword, electricity infused daggers, etc.), physical enhancements (strength, endurance, speed), and even robotic (cyborg implants).
I'm leaving it open to imagination (for now). If something doesn't suit the style, then the Co-GM or I will say so.
Unknown to the general population, humans and other species have energetic bodies as well as their physical form. These energy bodies flow from within a person and out into what is known as their 'aura'. Using one's aura, one can alter many things about themselves and the environment around them. A user could, for example, amplify their strength, endurance, or speed. One could also create an energetic attack, using their own inner qi as ammunition.
Qi is present in all living things, literally 'life energy'. Becoming attune with one's own qi, a person begins to experience the world very differently. They can see auras, sense others, and perform feats some could only dream of.
But as the universe must always be in balance with light and dark, Yin and Yang, good and evil, creation and destruction, order and chaos, qi must also be balanced. Energy flows through the body through meridians, and these must be balanced with mental fortitude. Qi users must train their entire lives, constantly growing more powerful and personalizing their own unique qi techniques, or those taught to them by their masters.
Again, as balance must be kept, it is a small portion of the population that ever properly learns to use their qi. Certain species naturally display qi techniques. Among the population of qi users, there are those that seek to help others; including non-qi users. However, there are also qi users that seek to use their abilities for personal gain. Some will go so far as to ignore balance and use their abilities to overpower qi and non qi-users alike. The general population is unaware of how qi manipulators battle amongst each other or use their abilities to influence the general population itself.
Understanding that both sides of the coin are necessary to exist, there is an organization that seeks to retain balance on planet Earth. Secret from everyone but high level government officials, this is an actual institution known as The Arc Academy.
The Academy, as most simply call it, is more than a place of learning. Here, the most powerful and knowledgable people in all the world gather. They come from many different backgrounds and are specialists in many different fields. Many are great fighters and weapon masters, however others research dangerous areas normal humans could never reach, study creatures humans would never think existed. The Academy seeks to be well equipped to explain the most bizarre phenomenon and protect Earth from any threats that seek to disrupt balance in the flow of qi. As such, The Academy is not necessarily revered as a justice seeking organization.
That's not to say there aren't would be heroes in its ranks, but rather that The Academy does not discriminate against any associates personal desires and wishes. There is not an extensive list of rules or code for those enlisted in The Academy to follow. Once a person becomes an Academy Associate, they gain a special license that grants them access to incredible resources, knowledge, free transportation, and even special access to areas typically off limits to the general population.
The general most important rule of The Academy, is to not overstep the overall balance of qi but instead always use one's abilities to retain balance. This is very vague and does not refer to good nor evil.
The other, next most important rule and requirement of being an Academy Associate, is to answer the call to duty.
This particular rule may seem very binding, but in actuality it is very loose. While there may be times that Associates are required to service The Academy due to severe circumstances that threaten the world or its balance, they for the most part are free to go about their own business. An Associate more often than not can actually reject a job sent to them by The Academy. The rule more specifically means, one most always respond to the call of duty, even if not absolutely required to accept the job. So long as an Associate responds to jobs they receive, and complete jobs they accept, they will retain their license for life.
Academy Associates may also seek work from The Academy themselves, or offer their services to private groups that are aware of the The Academy (or at least qi's capability to be manipulated). Academy jobs range in reward, though they can be very substantial. Private groups range in reward as well, however Associates often only accept private jobs that pay highly in some form of value.
There are even further positions within The Academy than simply being an Associate. One can seek to be an instructor for example, and earn a steady income from The Academy while also gaining additional perks. Certain members serve The Academy as consistent researchers and ambassadors. Others attain to be regular contract workers by always completing a certain number of jobs monthly or weekly. Some levels require that a member accept certain jobs, whereas an Associate could easily decline.
The different positions all have different requirements and offer various perks, however majority of Academy members are simply Basic Associates or few tiers higher.
Becoming An Academy Associate
To become a part of The Arc Academy, one does not simply apply. Even if you have the rare knowledge that The Academy exists, the location and means of contact are secret. To even begin your application, you must somehow learn of The AAA Test, or Arc Academy Associate Test (AAAT). From there, you must learn the cycle of the AAAT, as it only occurs once every three years. Now knowing this, you must learn the location of the AAAT, which changes every time.
The AAAT is never the same, always changing in its challenges and sometimes instructors. Very few people are capable of finding the AAAT, even fewer will ever pass. Many take the AAAT over and over again, hoping desperately to get their Academy License.
Now, it is time for the next batch of Academy Associates to earn their place.
Name: Age: Species: (Human, Cyborg, Demon[Corrupted Human], Alien; Opening up the idea to other species but it must be a well written character and make some kind of sense for their rarity) Gender: Personality: (Write as much as you desire, but really try to flesh out your character and envision how they would react to various intense situations) Appearance: (Photo preferred, description optional) Level: (Associates start at Level 1) Abilities: (Characters will start at relatively low levels and thus know few abilities, so focus on non-qi abilities and then list 1-2 abilities you would like your character to develop quickly within their training) Equipment: (Any weapons or gear your character users) Academy Role: (Newly joined members start as Associate; also include desired role such as: Ecologist, Mineralogist, Wildlife Agent, Conservationist, Bounty Hunter, etc.) Background: (Brief history from time before Academy admission. Include why character wishes to join The Academy.) Extra: (Anything extra you would like to add)
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Elements of Qi Water, Wood, Fire, Earth, Metal
Generation Cycle * Water generates Wood -- Water feeds wood (trees, plants, etc.). * Wood generates Fire -- in the way that burning wood creates natural fire * Fire generates Earth -- ash is formed from burned wood and becomes a part of the soil * Earth generates Metal -- as metal ore is mined from the earth * Metal generates Water -- it's minerals call to and change the properties of water
Control Cycle Earth absorbs Water, Water quenches Fire, Fire melts Metal, Metal penetrates Wood, Wood separates Earth.
Discovering One's Element When one manipulates qi, there are many different abilities one can learn, create even. These are determined by their dominating element. Each element is associated with certain characteristics and personalities. Thus, one usually has a natural ability to learn a certain element easier than all others. Once one chooses an element and begins practice, they will eventually see great powers develop in this respective category. One usually begins with teachings from a master, learning techniques passed on from generations of more experienced users. From here, they can actually obtain the power of their representative element. This is due to the fact that humans have discovered their qi abilities by learning from the Earth and all its elements, thus becoming of the elements and picturing them when meditating and honing their skills.
There is much more one can do then generate their natural element however, and many qi manipulators in modern day forsake learning the elements altogether. Instead they focus on abilities representative of their element's strengths and archetype. They embody the traits associated with this element and manifest their energy into diverse abilities, some unique to their user.
In truth, everyone possesses every element within themselves. Hypothetically, the most balanced and conscious being would have near perfect balance of all elements and thus display powers characteristic of each one. Of course, no one is capable of such a feat in the natural world. Instead, living beings often are very dominant in one, two, and sometimes even three elements. Dominant elements even change over time and season, according to a user's personality, mental state, and fortitude.
To start a journey within one's self and the energy around them, one must focus first on one element, preferably their most dominant. The more one practices in one element, the harder it is to learn other elements, particularly those that are further away (closer ones thus being a challenge still, but easier than the furthest). For this reason, though one must always try to achieve balance and never forget to meditate on lower element meridians, users purposefully choose to keep their mind and energy in their first chosen elements; retaining the abilities they've learned and honed over time.
Element to Element When two elemental qi users face one another, though skill and ability will determine the victor, certain elements have a natural dominance over others. They follow the Control Cycle.
Likewise, elemental abilities also react in the way of the Generation Cycle. That means, certain elements are weaker against their child element (Water against Wood).
When allied, elements that aid each other in the Generation Cycle work well together. Instead of Wood receiving less damage from Water, Water can bolster Wood's strength.
Elemental Balance One must always try to keep relative balance of all elements. As such, having too much energy in one element can actually be damaging and negative for a user. Although their abilities may strengthen in said element, it will have harmful affects on the user and eventually if not immediately, their power will become uncontrollable and at some point useless. The ill effects of elemental imbalance are unique to each user. [This does not have to be memorized, but can affect the story at some point.]
Meditation is the best method of balancing one's elements. Training is also useful.
Energy flows through the body via meridians. They are associated to particular organs and touch points, and by stimulating these areas one can help balance and empower certain elements. Even should a user be balanced in their elements however, physical ailment and damage can also compromise a user's ability and health. Another elemental user or even someone knowledgable on the matter can attack a user's meridians to shake their balance of qi. Severe enough and often specialized attacks can harm a user to the point of disabling their elemental ability for prolonged periods of time.
For these reasons, though qi manipulators always meditate and train, they often do so in secrecy to keep their abilities and thus their weaknesses hidden from potential enemies and rivals.
Element Characteristics
Fire: The first element, fire, is the most masculine of the five elements. Fire personality traits are love, passion, leadership, spirituality, insight, dynamism, aggression, intuition, reason, and expressiveness. The fire personality is direct-right out front. A fire type succeeds by becoming warm- hearted and generous. Experiences of love, compassion, fun, joy, and pleasure are healing for fire individuals. The challenge for a fire type is to share joy and laughter without thought of reward. The emotion associated with fire is happiness. Other heart emotions include joy, vanity, jealousy, frustration, regret, grief from loss of love, and disappointment in relationships.
Fire Abilities are typically aggressive in nature. They rely on intuition and one's ability to express themselves. Loss of passion weakens a Fire user.
Earth: Earth personality traits are stable, practical, reliable, industrious, empathetic, honest, kind, prudent. Earth types value friendship. Earth individuals do well to meditate and nourish themselves physically, emotionally, and spiritually. They must learn to develop clear boundaries and take care of themselves. The challenge for earth types is to honor their sympathetic nature and show great kindness to others. The emotion associated with earth is sympathy. Other earth qualities are pensiveness, thoughtfulness, and reflection. Just as one assimilates nutrients through the stomach, one assimilates life experiences through the element earth. A strong earth element helps to digest and accept fate and expand one’s circle of knowledge.
Earth abilities rely on practicality and reliability, often favoring techniques of protection and support. Earth users' power is fueled by their emotions.
Metal: Metal qualities include strength, independence, focus, intensity, righteousness, and fluency in speech. The metal personality is very determined and powerful. Metal types succeed by being less opinionated, accepting change, and gracefully releasing the past. The emotion associated with metal is grief. Other metal emotions are insecurity, inability to achieve parental or spousal expectations, and lack of confidence. The challenge for a metal type is to learn how to express grief and find healing.
Metal abilities rely on overwhelming power and rigidity. Techniques are very structured and typically must follow a pattern or requirement. Loss of order and independence weaken a Metal user.
Water: Water is the most feminine of the five elements and therefore is considered very yin. Water qualities are creativity, sensitivity, reflection, persuasion, effectiveness, and desire for life and sex. Water types value family and social contacts and possess the ability to attract (being receptive, water can attract, rather than pursue). The emotion associated with water is fear. Other water emotions are indecisiveness, vacillation, and uncertainty. Those born in a water year succeed by not allowing fear to block the fullest expression of creativity. The challenge for water types is to overcome their fears and become active participants in life.
Water abilities are based on creativity, sensitivity, and often reflection. A water user succeeds in charming, persuading, and redirecting damage back to targets. A lack of creativity, loss of social interaction, and falling to an uncertain mind will weaken a Water user.
Wood: Wood qualities are bold actions, planning, initiating new projects, idealism, imagination, compassion, and competition. Wood types possess decision-making skills and the ability to create change. From an Asian perspective, the go-getter, do-or-die, pioneering spirit of American culture is very wood. The challenge for a wood type is to learn to control anger and channel it into positive work that benefits all people. The emotion associated with wood is anger. Other wood emotions are tension, criticism, discouragement, regret, excitement, dislike of self and others, negative judgment, and repressed anger related to thwarted affection.
Wood abilities rely on boldness, imagination, and one's personal ideals. Techniques vary greatly as Wood users are "idea starters", but typically focus on control and thus changing the flow of battle. Anger, though it will fuel a Wood user, can harm their ability, as well as lack of excitement, negative thinking on one's own ability, and feeling discouraged.
Level 5+: For every 20EXP Earned, a new ability is learned or honed
*New ability learned with every level up
Battle Completion (Group) = 3EXP Battle Won (Group) = 5EXP Battle Completion (Solo) = 5EXP Battle Win (Solo) = 7EXP *Must be against player or GM/Co-GM controlled character
Master's Instruction = Earn bonus EXP by having Instructor's in party or partaking in their lessons
-High Casual Writing (1-3 Paragraphs Minimum) -This game is obviously action oriented, but character development beyond combat is encouraged; mature themes and romance are okay as well, but no smut details or obsessive foul language. -Player deaths are allowed if agreed upon by players. Respawn or new character available upon death. -No godmodding. -Respect other players. -Story will be player driven, while GM and Co-GM help shape story and scenarios with NPCs, instructors, and additional EXP bonuses /adjustments to help balance game and keep it character driven and moving forward -New players will be accepted after games starts (assuming spots are available/manageable) -New Rules may be added as GM or Co-GM sees fit
So to make sure we get a game we're all into, everyone is okay with the concept of an organization that our unique characters will join to not only become stronger but gain money via jobs and bounties? The characters will start with relatively low ability (except for master characters) but will grow as the story progresses. The story can start with a preliminary test to join the organization, or we can skip right to admission.
With that I definitely would like to add some dungeons into the mix.
I'm always up for some shonen fightan' action, at least pending on whether I can figure out a workable character or not. XD Way more familiar with Dragonball when it comes to the two mentioned anime, but I've heard good things about Hunter X Hunter so yeah.
No worries! I want the setting and plot to be original, just heavily inspired by the mentioned anime. Hunter X Hunter is awesome, I love it! Like @Dblade26 said, it's one of my all time favorites.
Although the setting will take concepts from Hunter X Hunter, it won't take away from the experience at all even if you know nothing about it! In fact, the concept of the techniques in Hunter X Hunter is pretty easy to understand and draws on common Asian lore around aura and qi techniques. It has its own take and creativity, but the inspiration and root is the same.
With that being said, what do you guys think on a loose currency system for fun? Characters could use said currency to purchase weapons maybe, even train under certain masters? I'd come up with some more things if it garnered interest. It wouldn't break the game or anything either, as all characters will earn currency in one way or another through exploring dungeons and completing missions/bounties.