Half a century has passed since Mewt Randell and his friends Marche, Doned, and Ritz used the power of the mystical Gran Grimoire to transform the small town of St. Ivalice into the fantastical land of Ivalice, home to exotic creatures, five unique races, and real magic in the form of ether manipulation. Although Marche fought hard in his attempts to escape the dream world, he fell in battle with Prince Mewt's forces before he could successfully destroy all the dream threads and restore the real world. Despite initially preferring the dream world, Ritz and Doned eventually sought escape as well, and met the same end at Mewt's hands. The boy simply could not bring himself to leave the dream and accept reality; here he had a kingdom, and most importantly, two parents to love him and care for him. If his friends couldn't learn to submit to the dream, then they had to be eliminated. Simple as that.
Alone with his dreams and fantasies, Mewt lived on in the Grimoire's illusory world and set about molding it to his whim. Now king, Mewt has done away with the antiquated ways of clans and rogue adventurers; a great nation needed a strong military and developed infrastructure (not to mention he couldn't risk clans following Marche's lead and banding together against him). For decades Ivalice flourished under the wise and just rule of Mewt, who had become so infatuated with the dream that he became obsessed with mastering it and providing for his many people, who praised him as a king among kings.
This prosperity couldn't possibly have lasted forever. The new Queen of Ivalice, Matoya, became the public voice of the Ivalician royal family shortly after marrying Mewt, and used her power to turn Ivalice into a mere shadow of its former glory in a manner of years. At present, however, such political worries are the least of the dangers facing Ivalice; powerful forces work in the shadows, plotting to bring about the destruction of Mewt's withering kingdom.
Setting
The plot will take place about 50 years after the events of FFT:A, in an alternate universe from the events of the game. In this continuity, Marche, Ritz, and Doned all died early on in their quest to escape Mewt's dream world, leaving Mewt free to enjoy his dream world in peace, coddling himself in his childish escapism through his reign over Ivalice. Mewt, now King, has established a reputation as a kind and generous ruler with the best interests of the Ivalician people in mind. While adventuring clans had been popular as a lucrative and exciting career option for seasoned and willing adventurers, Mewt recognized the potential threat large organizations of powerful and wealthy warriors could pose to his rule and sought to reduce their prominence. Mewt established a centralized Ivalician Army and contracted many of the larger clans as mercenaries and auxiliary forces. Mewt also opened several arcane universities and knight academies across Ivalice to provide an alternative to those seeking to become powerful warriors who would normally be apprenticing with a clan.
Small, independent clans soon fell out of fashion due to a lack of demand; why pay a clan to do what the army does for free? They just seemed unnecessary. Ivalice was now a safer, quieter place, and few resisted the change to a more peaceful and prosperous future for the kingdom, especially with King Mewt's wise and just rule in place.
This period of prosperity came to an end roughly five years ago, when a mysterious woman named Matoya arrived in Ivalice as one of several visiting dignitaries from a different continent. In his nearly forty years of ruling King Mewt had never shown any interest in finding a wife to become queen and continue the royal line. However, immediately upon meeting Matoya, Mewt fell hopelessly in love with her and married her within a month. Shortly after their marriage, Mewt gradually began to appear in public less and less, with Matoya (now queen) serving as the public face of the Ivalician Royal family. With Matoya in control, the Ivalician Army quickly went from being the righteous and law-bringing force of good in the kingdom to serving as the instrument of oppression and control by which Matoya kept the kingdom in line. The peace that Mewt had worked so hard to establish fell to pieces; monsters and brigands now roam freely in the fields of Ivalice, and the cities aren't much safer. The guards and soldiers that were resistant to Matoya's new policies were stripped of their ranks and released from service; those who stayed and pledged their loyalty were given handsome salary bonuses and promotions. Corruption, crime, and poverty have been steadily increasing since Matoya rose to power, and although the kingdom is not in a state of outright crisis, many worry for the future of Ivalice and criticism of the queen is commonplace.
As a result of a now corrupt and inefficient army, clans have recently returned to prominence. Trust in the government to effectively keep its many settlements safe is at an all time low, so the need for independent mercenaries has become more than a little apparent. My character will be attempting to start a new clan in the city of Cyril. Your characters will be applicants responding to his recruitment posting, members of other clans in Cyril, someone who lives in Cyril, or otherwise someone in Cyril for some reason. I will try my best to accommodate everyone's character as best I can, but I would recommend making a character who would believably be able to go off on an adventure and would be able to offer something to the group.
That's the extent of the set-up so far but obviously we can all assume that something's up with Matoya and she's got some sneaky shit planned that we're all gonna be worried about. You may have guessed from the title that at some point the Dragon King Bahamut will be summoned (or attempted to be summoned) and we're gonna have to get some shit done to deal with all that crazy business.
Rules
~The Rules~
No godmodding. This should go without saying, given this is High-Casual.
No metagaming. This is especially important given the free-form nature of this RP. Many players will have ulterior motives and secret plans, so make sure to keep OC and IC knowledge separate. No one likes to have their carefully crafted master plan deduced in seconds, so please don't metagame and be that guy. Tolerance on this matter is very low.
Major monsters (basically, anything mini-boss level and above) are to be spawned and controlled by moderators unless permission is given otherwise. Minor monsters can be spawned and controlled by the players, but anything mini-boss level and above are to be controlled by the GMs. Town Guards, Knights, or warriors of other races are NOT minor monsters.
All loot dropped, stolen, found in chests, etc. is to be determined and set by a GM or co-GM.
Please try to get posts up within two days of when it becomes your turn in whatever posting rotation you're involved in. If you get swamped and you're super busy, that's fine, but just pop on and post in the OOC so I know you're not just gone forever or whatever. If you'll be taking an extended leave of absence, please designate someone to control your character in your absence (it can be me if you want). If you don't post within three days and I've heard nothing from you, I reserve the right to puppet your character until you get back. If you disappear for a week or two with absolutely no notice I can't guarantee I won't write your character out completely.
World
The annoying thing about Ivalice is that it doesn't really have a set world map; in FFT:A, locations are placed on the world map at the player's discretion, and as such there are hundreds of thousands of possible map configurations out there. Luckily we have this conveniently numbered mostly blank map to use for reference, and we can place locations as we go anyway. Here you can find a list of all the locations used in game, and some descriptions that give you the gist of what they're about. I don't want to write up details for every location in the source material to start off with, but I will do so on request. So if you have a certain place in mind and you think your character should know about it and you want to reference it in some other way or you just want to know what it's like in the current setting as opposed to the source material, request a write-up on it and I'll take care of it. As the group is taken to new places on the map I will do write-ups for the places we travel to for your reference purposes. I'll start off with descriptions of the major towns and other important places.
Bervenia: Capital of Ivalice, and the seat of Mewt's kingdom. At the center of this grand, walled city is Bervenia palace, a heavily fortified but also beautiful and visually impressive masterpiece of architecture (and constructed entirely of gleaming white marble to boot). In addition to being the largest city in Ivalice, the marketplace found here is the practically the center of the Ivalician economy with its variety of exotic shops, skilled artisans, and shrewd businessmen looking to amass great fortune. Bervenia is home to the headquarters of the Ivalician Army, the Fortress of Cid, which is basically its own district. All Ivalician officers are trained there, and serving as a guard in Bervenia is considered one of the most honorable and sought-after assignments. Although not as large as the one in Baguba, Bervenia also has a bustling airship port due to its role as the economic and political center of the nation. The only city in Ivalice to have a relatively even racial distribution, Bervenia is a cosmopolitan and highly cultured city, although it is quite expensive to live there. The city is located on it's own island in the northwest of Ivalice (located on the city icon on the island in the northwest on the map). Two bridges on the northern and southern ends of the island are the only way to enter Bervenia.
Cyril: A city in the southern central region of Ivalice, with a predominately Hume population but a good mix of the other races. As the second largest city in Ivalice, it occupies an important spot as a waypoint for those traveling along the southern coast. Although not as fortified as the massive walls of Bervenia, Cyril is still a walled city and is undoubtedly one of the safer places to live in Ivalice. The streets are not as numerous or as tightly packed as Bervenia, but the city is busy in its own right and maintains an active economy. Despite being home to a small Ivalician army outpost, Cyril is a popular choice as a base of operations for adventuring clans, as it's a great place to pick up rumors and quests without having to deal with the expense or crowding of Bervenia. Cyril also hosts branch of the Mage Academy, specializing in the instruction of Black and White Magic. Located on the spot with the town icon between 18 and 19 on the map.
Sprohm: Mountain town in the north of Ivalice, relatively small and mostly populated by Bangaa. Despite not having walls or military outposts, Sprohm is literally built out of the mountainside and occupies a thoroughly defensible position (notably, Sprohm is the only Ivalician city that has never been successfully besieged). Because of how long and treacherous the climb to Sprohm is, it is rare to travel there unless you really need to. A large portion of Sprohm's population comes from criminals kept in the prison found here, which is home to Ivalice's most dangerous criminals. In an attempt to improve Sprohm's economy, Mewt commissioned the construction of a grand arena inside a large cave he discovered while traveling through the mountains, dedicating it to the god of combat, Gilgamesh. Every two months, warriors come from all over to do battle in the Sprohm Arena, sometimes for money, sometimes for honor, and usually to the death. Sprohm is the only place where Dragoons and Gladiators are trained in all of Ivalice. Spot 6 on the map.
Muscadet: A town built entirely on tree tops in a vast forest in the east of Ivalice. As the city has traditionally been considered a secret sanctuary for Viera (who still account for most of Muscadet's population), few even knew about Muscadet's existence until roughly 30 years ago when Mewt negotiated a peace agreement between Bervenia and the Muscadet elder council. Although non-Viera are not allowed to hold permanent residence in Muscadet without special permission, Muscadet is open to travelers and merchants looking for shelter along the eastern roads. The town is protected by a guard force of Viera archers and mages who protect both the citizens and the health of the forest itself. The Mage Academy maintains a branch in Muscadet, as the magical creatures of the forest and the magical plants that grow within it are both excellent subjects for research. This branch specializes in the instruction of Elementalists and Summoners. Spot 25 on the map.
Cadoan: A desert town located on the inland edge of the Western desert of Ivalice. Home to a great many Nu Mou living simple but pleasant lives despite the harshness and barrenness of the surrounding desert. Comprised of more tents than real buildings, Cadoan is the first stop for travelers looking to cross the Western Desert and is home to a large bazaar where one can be said to find magical trinkets and ancient artifacts... as well as completely useless junk. Despite its less than ideal location, the flagship branch of the Mage Academy and its most prestigious institution, the Babus Swain Institute for Arcane Development is located in Cadoan, and all the greatest scholars and magicians flock to this otherwise unremarkable desert town because of the wonderful magic school. Spot 13 on the map.
Baguba: A moogle city along the southwestern coast of Ivalice, third largest in the land in terms of population (predominately Moogle). Baguba is one of the more dangerous cities in Ivalice, and it is known for its many thieves and criminals. Despite this reputation, Baguba is the most technologically advanced city in Ivalice and boasts a massive airship port on which much of the Ivalician economy depends to distribute its goods. Spot 21 on the map.
Balance Mechanics: Jobs, Abilities, and Magic
This will be a high-casual RP set in the universe of Final Fantasy Tactics Advance, utilizing a loose version of its jobs, skills and magic system for the purpose of character creation. Rest assured, we will not have numerical stats or any kind of EXP system; the progression of your character's abilities will be handled in-story, and our use of the established system found in the game will mostly be limited to character creation and will chiefly concern your selection of a job and your available skills/spells in that case.
It is my intent to make the character creation process convenient for everyone and manageable for people who have never played the game before while also maintaining a level of balance that will allow the combative, strategic, and mechanically deep nature of the Tactics series and the Final Fantasy series as a whole to shine in a play-by-post roleplay setting. While my primary concern is obviously to present a compelling and interesting narrative in the context of a rich and exploration-conducive environment, the fact that this roleplay will be grounded in a video game that was based around combat and questing means that there will be a necessary focus on combat, questing, and adventuring. That doesn't mean I won't have a grander overarching plot or ancillary side-plots in play; Final Fantasy has such a rich and broad collection of lore that it would be a waste of this setting to not involve effective storytelling.
Please note, these uses of the game's elements are only meant to serve as a vast reference tool to enhance your roleplaying experience, not to hinder it or overcomplicate it. I am intent on interpreting the game's mechanics very liberally and I'm more than willing to make exceptions for good reason, especially when pertaining to elements of the game that wouldn't make sense in practice. For example, in game, certain jobs are only available to certain races despite the fact that it would be perfectly reasonable in-universe to assume that some race would be able to choose that job. This leads to weird cases where Soldier and Fighter are human-exclusive races despite the fact that a Bangaa could easily obtain the skills necessary to do that job (and they often do have overlap in job abilities, armor, and weapons). Nu Mou are the most magically adept race in Ivalice and yet they cannot be Red Mages, Blue Mages, Summoners, Elementalists, or Bishops. The Judge and Law system in general is wholly irrelevant and illogical to a roleplay setitng and will be ignored almost completely.
I am also open to allowing the inclusion of jobs, abilities, spells, items, and races from other entries in the Final Fantasy series on a case-by-case basis as long as they are reasonable inclusions and will fit with the established setting. If you are not familiar with the plot of Final Fantasy Tactics Advance, don't let that discourage you from applying. The feel of the story will be classic medieval Final Fantasy sword and sorcery adventuring, with conventions and mechanics borrowed from the lore of the entire series despite it being grounded in the setting of this particular game. This just happens to be my favorite setting from the universe and it also has a robust class system that lends itself well to this format.
Keep in mind a few things; your job is kind of a meta-classification for character creation and balance purposes, and it won't really be a strong or exact label in-story. It shouldn't prevent you from roleplaying the type of character you want to play. For example, a melee character with a sword could be a Soldier, Warrior, Gladiator, Fighter, or a Defender, but in game you would refer to them like "oh, look at that swordsman over there" or "he seems to be a warrior." A stealthy character with the job of Thief could wear all black and wield a katana and one would think "he must be a ninja" despite the fact that he would not actually have to be a ninja for us to recognize him as one. He may even think of himself as a ninja, despite the fact that he wouldn't be able to use any of the trademark ninja techniques like the Veils or whatever. Unless you're actively broadcasting what job you are (i.e. "look at that spellcaster wearing all white, healing his allies. he must be a White Mage" or "that heavily armored Bangaa wielding a spear and leaping all over the battlefield is probably a Dragoon") it won't be a distinction that really comes up in the storytelling. In universe, jobs will be treated like combat disciplines or martial arts styles; for example, if you're being formally trained at an arcane university, then you will most likely be aware of what kind of magic user you are (sage, elementalist, arcanist, alchemist, etc.), but if you're just a mercenary warrior type dude with a sword then your character probably won't have a formal label for themselves unless they're using a lot of distinctive skills of a certain class.
Second, I'm willing to be lenient with your ability choices and those balance decisions will certainly be made according to my best judgment. Your formal job title will not severely limit the kind of character you want to roleplay and I am willing to work with you to reach a middle ground that makes everyone happy as long as you're willing to understand why I make the decisions I make in order to maintain balance.
With spellcasting, your character is exercising their magical abilities to rearrange the ether naturally present in the world in order to affect change in the way of magical spells, which do damage, heal, and inflict and remove status ailments typically. Your character's Magic stat is a relative measure of their skill with manipulating ether and is directly correlated with the strength of your character's spells. The MP stat controls your character's capacity to use their own spiritual energy to assist them in the manipulation of ether; a low MP stat means a lack of spiritual energy, and will severely limit your character's ability to cast successfully spells once this energy is all used up.
The efficiency with which your character casts spells with regard to MP use depends on two factors. First, efficiency depends on whether or not the spell being cast falls under the purview of your character's usual job. For example, a Black Mage may be able to learn a Time Mage spell like Slow with special instruction, but he will not be used to manipulating ether in the way the Time Mage does, and as such he will have to expend more MP to achieve a successful casting due to his unfamiliarity with that kind of magic. Second, efficiency can be harmed if your character begins casting too many spells too quickly, as repeated strain on your body's magical energies will force the magician to work harder to call upon said energy to cast spells. Just like swinging a weapon, it is better to pace yourself so as to avoid tiring yourself out -- unless your MP pool is very large, like any spellcaster's should be.
Spellcasting requires focus and preparation; attempting to cast spells while you're actively being attacked or in other situations where it is difficult to maintain concentration will often result in spell failure and hefty MP waste. It is for this reason that mage characters are best supported by warriors to keep attackers far away, and if a mage must truly fight alone, they'd better finish off any foes before they can get close enough to be a hindrance.
Character Sheet
I have included the character sheet with instructions below. I know it looks daunting, but it's really not that hard to fill out when you actually get down to it.
Name: (Please make sure your name fits with the setting and your race, if applicable.)
Race: (The standard races of Ivalice are the Humans, Moogles, Bangaa, Nu Mou and the Viera. Enemy races, Seeq and Gria applications will be considered, although not without good reason and with the disclaimer that you will be seen and treated as an outsider.)
Age: (Keep in mind that older characters will naturally be more frail than younger ones, but that your character's age should match his or her experience and skills. A professor at an arcane academy, for example, is not going be just shy of sixteen years old. If your character is of a race that has an overly long lifespan, give us some rough conversion of their relative age group, i.e. middle-aged, young adult, man's equivalent of sixty etc.)
Gender:
Appearance: (In at least one paragraph, describe your character's appearance, including eye color, hair color and style, body build, height, skin color, scars/tatoos/birthmarks, facial features etc. Pictures will suffice and are encouraged, but make sure that images match the tone of the Final Fantasy universe -- nothing too modern or overly stylized. Make sure to denote any differences between the source picture and your envisioned appearance in text.)
Job: (Chose any of the first level jobs from Final Fantasy Tactics Advance. I am willing to be lenient on races being able to have jobs that they wouldn't be able to have in game as long as it's the type of job that race is usually known for; for example, it would be reasonable to assume a magically oriented race like a Nu Mou would be able to be an Elementalist or a Red Mage. It would also be reasonable to assume a warrior race like the Bangaa could be a Soldier or a Fighter. It's possible, although uncommon, that a Viera could be a Black Mage or a Thief or a Soldier. However, it wouldn't make sense for a Bangaa to be a Black Mage or a Nu Mou to be a White Monk or a Ninja. Depending on the circumstances and how much of a stretch it is I may force you to make changes to your stats or limit your ability pool. If you're unsure about a non-standard race/class combination ask me and I'll let you know. This article and this article may be helpful to you.)
Clothing/Armor: (In at least one paragraph, describe your character's preferred style of dress. Remember that the setting is a medieval sword and sorcery romp, so nothing modern, of course. A picture will suffice, but please make sure to outline the parameters of your armor (if applicable) in text; a picture of plate armor doesn't tell us what material it's made from and may not detail all of its components. Remember that the more protective armor is, the more it restricts movement; if your class is known for wearing a certain type of armor, that affinity can somewhat mitigate the restrictive nature of that class of armor, but there will always be a certain amount of tradeoff between protection and mobility. Wearing armor also reduces spell effectiveness, so keep that in mind if you're playing a magically inclined character.
You may not start with magical equipment that could serve any purpose in battle. I will allow other magical items insofar as they important to your character or have some significance outside of combat. For example, a talisman that allows you to communicate with the spirit of one of your ancestors is perfectly acceptable. A magical crystal ball that reveals a map to some secret location when exposed to moonlight is totally fine. But a ring of fire resistance is no bueno. Don't worry, this is Final Fantasy; there will plenty of loot and gil to go around before long. However, magical items that are not worn on your character's person at any given time should be listed under inventory either way.)
Weapons: (What weapons does your character carry on their person? Pictures are optional if the weapons are more ordinary, but they never hurt. If you are not a primarily magic based class, you may not have any magical weapons at character creation. Magic users may carry enhanted weapons insofar as they are things like staves, staffs, wands, tomes, spellbooks, scepters, alchemy vials, and other weapons that are primarily spellcasting implements rather than traditional melee weapons. Magic classes who make use of primarily melee weapons like knives, maces and hammers may not have magical weapons. Make sure the weapon selection fits within the setting of the Final Fantasy Tactics universe. There are no limits on how many weapons you can carry at character creation, but keep in mind that carrying too many weapons can be overly cumbersome and be a lot more trouble than it's worth. Also note that your character's job determines with which type of weapons they are proficient, so trying to heft an entire arsenal on your back can be a lot less useful than it seems -- good luck shooting a bow with any accuracy or consistency if you're not a ranged job. Good luck trying to read spellbooks as a Soldier. It's just not going to work out!
In this section you must also denote where your weapons are kept and/or sheathed. This is important if your character is ambushed or restrained in some way, as they may need to grab their weapons in a hurry, or they may not be able to grab certain weapons at all depending on where they are kept. It's much easier to grab a dagger if it's kept on your belt than at the bottom of a pack, after all.)
Inventory: (Anything that's not a weapon or a piece of clothing/armor goes here. This includes tools, food, potions, spell ingredients, books, tomes, lockpicks, and anything else they carry on them on a daily basis. Once again, be reasonable, as the more your character carries, the more encumbered they will be. Taking too much may require them to wear a heavy backpack or rucksack to manage all the gear. Also keep in mind the weight of items; good luck getting anywhere quickly with a sack full of steel ingots, two full sets of armor and four battleaxes. Like the weapons section, you must also denote where these items are kept on your character's person or in their bag, if applicable. This is for the same reasons listed above. It would be wise to make this section in the form of a list, as you will be adding and removing items from it as the RP progresses.
Obviously if your character owns a home or a wagon or some other place to store their belongings, your character will have much more possessions than what will be listed in this section. However, this section pertains to what your character would reasonably be expected to carry on them if they were out on a mission.)
Attributes: (Go to this page. Find your character's job in the stat growth tables for each race and transcribe the letter grade they have in each of the categories in a bulleted list. If I was a Soldier, for example, my list would look like this:
HP: A-
MP: E
Attack: B+
Defense: B+
Magic: D-
Resist: C-
Speed: D
Then, you are permitted to make two changes to your stats to diversify your character. First, improve any one stat of your choosing by one third of a letter grade. So, for example, changing a C- to a C or changing a B+ to an A. Second, optionally, you may decrease any one of your character's stats by one full letter grade and increase another stat by a full letter grade as long as the stats being exchanged are of the same stat type, either physical or magical. Attack, Defense, Speed, and HP are physical stats, and Magic, MP, and Resist are the magical stats; this rule prevents you from picking a dump stat of the opposite type if you're a job who would never need to make use of that stat just so you can boost one of the stats your job heavily relies on. In your final list, denote the stat you increased by 1/3 with one asterisk and mark the two stats between which you exchanged letter grades with two asterisks. For example, my final Soldier list would look like this after my modifications:
HP: A-
MP: E
Attack: A+**
Defense: C+**
Magic: D- [*}Resist: C-
Speed: D+*
)
Abilities: (Before submitting your character sheet, PM me with what job you are planning on having your character be and I will respond with a list of starter abilities for you to choose from, chosing according to my own judgment. This will help me save the effort of writing up an ability list for every job when not all of them will be chosen. If you want something that's not on my list, make a case for it and we'll hash it out. Depending on what job you're planning on using you may have access to more or less skills. If you are still waiting on my reply, you are welcome to submit your character sheet with this section blank until I get back to you. Please list your abilities in the following format. ~Ability Name~ (In-Story Description)
Personality: (What are your character's personality traits and defining characteristics? Everyone has flaws, but try not to make your character overly weighed down with emotional baggage. Try to make a blend of traits that is interesting and believable, and understand that moderation is key. Characters that are insane or incredibly one-dimensional lose their charm quickly, and generally don't make for very good character arcs and interaction. Elaborate on their motivations, and how their past has shaped the person they've become.)
Backstory: (Give a brief history of your character's life up until this point. Do not interfere with established Final Fantasy canon, and avoid relationships with prominent canon characters. If there are important details of your character's past that you wish to keep secret, you must PM the me with the details and a reason why it must be kept secret. Make your character's history compelling and try to avoid using too many cliches (although I understand everybody's gotta use some here and there). For the sake of fairness, if your character is a member of any established factions, please make them rather low in terms of rank or influence. If they've been notably impacted by the recent changes in Ivalician culture or by some other aspect of Matoya's rule, make mention of it now. If you would like to make mention or use of specific places in Ivalice or other aspects of the culture, this article will be helpful to you.)
Wallet: (The currency is gil. Also denote where your character's wallet is kept, for the same reasons noted above. Your character's starting gold should make sense relative to their employment and social class, and remember that this value is only gil on hand -- even lowly laborers are liable to have a rainy day fund stashed away somewhere, but they don't carry all of it with them at all times. Also remember that hammerspace no longer applies, so carrying around a thousand coins is going to be very difficult without a large and very obvious sack to keep it in; think, do you see people walk around with three thousand quarters all the time? Carrying a heavy purse is an easy way to make you a target for theft. A reasonable amount would be between 50 and 100 gil. Gil is minted in coins, in denominations of 100 (platinum coins), 20 (gold coins), 5 (silver coins) and 1 (copper coins).)
You can find a pre-formatted, blank version of the character sheet below for when you have read all of the above info and are ready to fill out the sheet.
To be filled in when we get some sick nasty adventuring done, yo!
~
That's all there is to it! Let me know if you have any questions. If you posted a character sheet in the interest check, please move it to the character sheet tab when you get a chance. I will then officially approve characters after reviewing them again.
Sorry for the sudden absence. Found out I had a midterm on Thursday on Monday so I kind of dropped off the grid for three days amidst that and other obligations. If it makes you feel any better I made Constitutional rights and liberties my bitch today. LET'S DO THIS SHIT!!!
After the OOC is up I'll respond to your PM about the Chemist skills.
As long as you're willing to actually start as a chemist with some pretty lackluster abilities, then sure. We voted to include only the base level jobs at character creation for balance reasons. If you want to be an Oracle or a Geomancer or whatever later that's doable, but you can promote to one of those classes later on in the story. But yeah we'd love to have you!
Been pretty busy this weekend but I should be able to get the OOC up within the next few days.
We have a nice amount of interest, I think. Still haven't heard back from @IceHeart or @Herald yet, but I know @Galgarion and @Card Captor are working on sheets right now. So far all the applications posted here look like they're people who are going to join Li's clan, but if you'd like your character to be a knight or a soldier in the army or a member of a different clan or a lone wolf mercenary type or just like a townsperson in Cyril, that's all well and good, and I'm capable of accommodating your choices outside of the central clan. That being said there's nothing wrong with being in the clan, and if everyone ends up wanting to be in the clan then we'll probably split up for missions so I don't have like potentially seven or eight people in the posting order for a particular questline or event, y'know? We would mix up the two teams depending on the mission and between missions or quests you'd all obviously be able to interact with each other, but it's something to consider.
Progress on the OOC is nearing completion, but I've been spending most of my time lately writing up ability lists for you guys so it's going a little slow. I have another question for you all, though. Let me know your input, but this isn't a time sensitive thing since we won't be starting the IC for a bit longer anyway so if you don't really care either way or your character is not starting in the clan then you don't gotta say shit if you don't want to.
For those of you who are going to be members of Li's clan, would you prefer to have a first meet-up sort of thing in a tavern where all the characters introduce themselves and Li goes over his plans for the clan and the clan rules and all that before assigning the first missions, or would you prefer to just skip over the introductions, assume that all the clan members have been briefly acquainted with each other and know the clan rules, and open the roleplay as they set out on the first mission (or first missions, if the clan is big enough to split the teams)?
I can see the merit in either option, personally, but because I'm all about making the people happy and we have the downtime right now, I might as well ask you guys what you'd prefer. So let me know! Okay cool.
@Izaka Sazaka looks good so far. Nice touches of lore here and there on the wand and the chest locket necklace thing. Looking forward to the backstory. Not a huge fan of center align but don't let that stop you from making the formatting choices that you know are right for you deep down in your heart. LIVE YOUR LIFE THE WAY YOU HAVE TO, MAN. You do you.
@Rogue Colm good job on the sheet, everything looks TIGHT AS FUCK, YO. Did you see my PM? You're actually able to have one more tier one ability from the list. Happy birthday!
Work on the OOC is coming along nicely. Hopefully it'll be up by the end of the week and we can get started on that JUICY IC action, you guys. Shit's gonna be SO CASH. Super pumped, you guys.
Appearance: Li is a muscular Bangaa of average height with pale purple and white scales and sharp, reptilian features. His ears are of flat and medium length with two piercings. Despite his less civilized sea rat roots, Li carries himself with a proud and upright posture that makes him seem a bit taller than he really is. Despite his sharp teeth and a long tongue, Li's default expression is a toothy grin that looks almost a bit doofy and conveys a strange amount of warmth. His accent is particularly thick, and he's very heavy on the S's (even for a Bangaa).
Job: Soldier
Clothing/Armor: Li tends to keep his armor on the lighter side considering he's a sailor first and a soldier second, but he wears enough to keep himself safe while on the job. Aside from a spiked neck plate held in place by a leather harness, Li wears a pair of heavy cloth trousers with metal shin plates supported by an armored belt. Li's hands and forearms are protected by metal gauntlets with articulated fingers and sharp claws, although he prefers not to wear these when he's not in battle.
Weapons: Li's not a particularly experienced warrior and up to this point he's not yet felt the need to acquire a well crafted weapon or even take care of the one he has. Li's trusty blade is nothing more than a beat up old machete that hasn't had a proper sharpening for a good long while. Nevertheless, it gets the job done and it has yet to let Li down. It is sheathed at his waist, attached to his belt in a rudimentary scabbard that's no more than a few loops of old leather. Li's only other weapon is a small knife he keeps tucked in the fold of his armored belt, nestled in the small of his back. While it is only a simple fisherman's knife meant to gut fish and cut lines, it is still sharp and can be used in a pinch if Li is disarmed.
Machete
Inventory: Li is a simple country Bangaa and has few possessions to his name, most of which are kept in a small cloth satchel he slings across his back when he's not in battle.
Water Canteen (satchel)
Flask of cheap rum (satchel)
Map of Ivalice's western coast (satchel)
Wallet (kept in the fold of his belt, tucked in his waistband)
Bandages (satchel)
A length of fishing line (satchel)
A broach made of coral, received as a gift from his mother (satchel)
Attributes:
HP: A-
MP: E
Attack: C+**
Defense: B+
Magic: D-
Resist: C*
Speed: C**
Abilities: ~Rush~ (Tier 2, Physical) In a sudden, visceral movement, the user dashes forward and delivers a lunging two handed overhead blow with all their might. The sudden unexpected burst of speed and strength will catch most opponents off guard if implemented at the right time. Even if the blocked, the blow is of such strength that it will often throw the opponent off balance and break their stance, and if it connects outright, it has a tendency to knock the opponent of their feet completely. However, the maneuver is tiring and becomes easier to dodge if it is predicted, meaning repeated use of the Rush is ill advised. Considering it is an unsubtle and inelegant maneuver, experienced swordsmen will find this technique telegraphed and unrefined, especially if the user's speed stat is relatively low.
~Vicious Bite~ (Passive, Tier 1) Your character's strong jaw and sharp teeth allow them to inflict painful bite wounds on opponents in battle, and also lets them bite through wood, leather, thick rope, and some other solid objects with ease.
Personality: Li grew up an easy-going if unmotivated Bangaa with simple tastes and humble aspirations, but upon reaching young adulthood he developed a taste for adventure and exploration that made him into a much more outgoing person, but to a certain degree he's still something of a hapless country bumpkin to this day. Li grew up among entirely Bangaa in his small fishing town, and as such he is perhaps overly wary of the cultural variety of Ivalice and its many intricacies. He is in particular very suspicious of magicians, as he was brought up thinking magic was the work of monsters and dark spirits, a common belief among rural Bangaa (who are mostly warriors with little magical proficiency). He is fascinated by people with interesting stories despite his sheltered upbringing, and he currently endeavors to see if this clan business will help him create some legendary tales of his own. Li can be abrasive and blunt at times, as he has a rather plain way of articulating his thoughts, but he makes a genuine effort to treat others well if he thinks they deserve his kindness. He respects seasoned adventurers and strong warriors above all else.
Backstory: Li'Kemnon was born to a fisherman and his wife in the small fishing town of Gallowmere, located about a day's ride from the mouth of the Ulei River on the Western Coast of Ivalice. An unremarkable hamlet in its own right, one of the few reasons why anyone would pass through Gallowmere was to ride the ferry across the river, although the construction of a bridge half a day's ride further inland made the ferry nearly obsolete. Li grew up enjoying his simple life as a fisherman's son, and although his family was poor and he had very little, he was content with the idea of becoming a fisherman himself and living out a quiet life like his father before him. Sailing up and down the river and spending relaxing evenings fishing and drinking rum with his friends seemed to be enough for the young Bangaa. While he enjoyed stories of Bangaa heroes slaying monsters and going on adventures, he knew in his heart that he wasn't meant for that kind of life.
On one lazy afternoon on the river, Li ran into an old wayfarer who asked him for passage across the river. A wise and mysterious Nu Mou, the man immediately recognized Li's surname, claiming that he had once heard of Li's father, Bal'Kemnon, back during the golden age of clans in Ivalice. Apparently Li's father was more than just an old fisherman from a no-name river town; he was once the leader of a notorious pirate clan who sailed the seas looking for treasure and adventure, although back then he went by the name of Captain Bikke. Shocked that his father would keep such a secret from him, Li returned home that night with more questions than ever.
Reluctantly, Li's father shared his tale for the first time since he'd given up piracy. He was indeed the famous Captain Bikke, although he found his deeds to be far less glamorous than the old sailor tales made them out to be. He explained that he gave up his life sailing the seas because of a fateful voyage that cost many of his faithful crew members their lives. Bal had insisted that the crew set out to slay the mythical sea serpent, Leviathan, in order to bring great honor to the crew and have their names go down in history forever. Despite the reservations of his crew, they set out after Leviathan and attempted to defeat the beast. The attempt failed miserably, however, and nearly half of the crew died in the ensuing battle. After such a tragedy, brought on by his own hubris, Captain Bikke dissolved the crew and went into hiding, taking up residence in Gallowmere to live out the rest of his days in peace.
Rather than being disgusted or ashamed of his father, Li was strangely invigorated by his father's lamentations. He now knew that he had the blood of a true adventurer flowing through his veins, and he endeavored to create his own stories of adventure and renown to live up to his father's legacy. Against his father's wishes, Li left Gallowmere and sailed for the city of Cyril, leaving his home behind in search of glory and excitement. It was at this point that he realized he knew very little of Ivalice, as he had rarely dared to venture far from his home until now. At the advisement of another traveler he met on the road to Cyril, Li decided to form an adventuring clan to help him get off the ground. Whether these errant adventurers would be the motley crew that would help him put his name in the history books or simply be a handful of grunts he'd dump once they stopped being useful had yet to be seen.
Wallet: After the long journey to Cyril, Li's already paltry savings have dwindled down to 20 gil, all in silver coins.
My goal for it is not to be overly restrictive. When I include elements from the source material it is always my intention to ensure that they only improve, rather than detract from the quality of your roleplaying experience. I am more than willing to work with you on creating the type of character you want to play within the framework of what we have established, provided I can make exceptions while still maintaining balance.
LET ME HELP YOU! I want everyone to be happy. THAT'S MY DREAM. MY DREAM, YOU GUYS