He reciprocated the handshake. That itself prompted a couple of blinks from the sharp toothed vagabond. Expectations were for more snark at the very least, but this man presented himself as oddly reasonable. A rarity among pirates, or at least in the sharklass' experience anyway. The firm shake went smoothly with no awkwardness, Adam could even feel exaggerated enthusiasm in the gesture with her whole appendage performing unnecessarily large movements following the shake.
Though as Eri was ready to respond with something out of the blue, a sudden crash would catch everyone's attention. A meteor of sorts had crashed nearby, propelling harmless debris around the whole area! Eri's arm broke off the handshake and proceeded to defend its owner's head from any potential danger. This meteor of sorts would emerge from the impact's dust as the mentioned captain of the little squad Erizalla was seeking to squat.
"Oh, oh. You must be the boss lady."
With eyes scrutinising the eccentric leader of the winning side of the recent battle, she'd maintain her large, toothy grin as Adam and Alesia had their exchange. Her optics peered over at the treasurer's direction, following with a wink at him.
"Ah you must've misheard, my bad. I meant to say I'd be honoured to meet this woman he calls a captain! Mush mouth runs in a family I'm afraid, especially with those darn teeth. Useful for extreme violence, not so much for diplomacy."
With an exaggerated shrug and a chuckle, she'd then turn her attention to the behemoth that had called out toward Adam. Her eyes glittered in glee as she recognized the reptilian form as the big reason she made such a quick switch. She paused, simply to admire the potential this dragon-man presented. No longer would they have to be bothered with petty ship fights. They had a dragon, and most ships are made out of wood! This was definitely a good day.
"Uhm, I dunno, maybe it's the part where didn't say anything close to that? Just a fuckin' guess."
Her tone lowered to a more patronising and sarcastic one, her unstable smile now degraded into a disappointed frown. Either her opposite had his mind elsewhere, probable given the circumstances, or he was an idiot. Nonetheless, the hybrid-shark had her eyes narrow in growing suspicion of his position in this whole debacle. Nothing to make her heart race, but enough to for Erizalla to adopt a more appropriate stance to mirror his own initiative. Knees flexed, pistol aimed straight while her free hand clenched the other gun.
"Though I suppose with all these impromptu retcons of speech and growing tension, I agree, we can settle this much more efficiently ..."
Her lips morphed back into a grin, less pronounced that her first appearance, but enough to expose the excitement she was feeling. The fight itself didn't agitate the critter, no; the pleasure of putting down someone that tried to reflect her condescension. Such audacity had to be put in its place.
The lack of anymore gunfire toward the marshlands and the reversion of the dragon to a human state were facts that were dead obvious now to the now concentrating Erizalla. Distracted, she'd click her tongue without letting her posture falter. A good few seconds, enough to perhaps let the opposing man assault her, would pass with her stance adamant. In any case, right as this deafening silence reigned supreme, she would swiftly cock the safety of her revolver with her thumb and shrug, the gun now hanging harmlessly on her index finger.
"BUT you know what? I'm down a crew now and killing the first member I come across doesn't bode well for my remaining prospect! Thus, I would love to meet that, as you'd say, 'moron' you call a captain. Would that be fine?"
Her voice emitted a complete U-turn in tone, now far more cheery and pleasant. And loud, very loud. Loud enough be heard from a certain distance.
"Oh yes, I'm sure she'd love to run through my little resume. Yessirree. That is, if she's even worthy of the mantle of pirate captain. I've met more than a few duds as of late."
Holstering her firearm, she'd then present her gloved hand to the man she had just a minute ago expressed a desire to assault. Palm flat and her composure completely relaxed.
"Erizalla. I can do loads of stuff, like most pirates. Enchanted."
At least he was responsive. Expectations were for the typical trigger-happy type, hence Erizalla's loaded gun, ready to be the first to fire if any unpleasant movement was performed. The shark-lass would have to address the upcoming replies and interrogations, starting off with her usual toothy grin on her visage, pistol still pointed at the grey haired man with a perfectly straight arm.
"Nope, that's not me."
A quick turn of her eyes would allow Eri to peer over at the direction of the blazing battlefield. It seemed to have calm down with most gunfire ceasing and the maelstrom of tinted mist vanishing. It seemed as though the captain had been defeated or at least could not fight anymore. With the dragon free as well, it looked like her bet was paying off faster than she had expected. Her distraction did not last, attention still mostly directed at her 'hostage'.
"I think this 'mist' you're worried about will no longer be an issue. Nor will the Shade Pirates. Meaning, I won't have much use for this case there. I'm not dumb enough to think I could out-run you and your, err, 'moron' with that case."
Despite the relenting nature of her speech, she did not lower her aim and her grin remained plastered, though with a visible twitch at the edge of her lip. One of the man's comments did not sit right with her. This contagious twitch spread to her index finger on the trigger. Yes, while she lamented the trigger-happy nature of pirates, she was unfortunately another fly in that cesspool she so arrogantly looked down on. She forced a weak chuckle.
"Oh, you wouldn't want your sister to butt heads with me, tsk tsk. No one would want their loved ones to. It'd be wise to avoid getting too personal with shady strangers such as myself. Even wiser not to reveal to me that you prefer bladed weapons and can get a bit, as you'd say, 'stab happy'."
Her eyes narrowed somewhat, showing a hit off irritation on her expression with the twitch on her lip lasting during her whole reply. Her free hand reached for the second pistol holstered in her belt, anticipating the return of the crew and a potential face-off if things went sour.
"Now, please do answer me this time instead of bringing up compromising information about yourself. Is this dragon part your crew? And, while we're on the subject, what is this group of yours anyway? Are you just here for that?"
She nodded toward the case Adam had dropped, the treasure they had plundered from the Shade Pirates.
The above image is her working apparel as the "Fate Giver". Nowadays, she keeps it a bit more inconspicuous with basic, dark-themed clothing. A T-shirt and a pair of black jeans, leather boots, brown belt with two pistol holsters and a pair of black gloves. She's kept the shackles on her, because why not? 1m76 in height.
Personality: Erizalla is not a good person. Opportunistic and lacking scruple are what defined this character during her young career in the underworld's markets. She is hypocritical with her unpleasant habit of one-upping others and poking fun at them as she is easily infuriated and susceptible to any sort of remark no matter how lighthearted they may be. Anger is overwhelmingly present in her person, with a need to lash out on what she considers below or weaker than her.
But she is not evil either, with many reservations when it comes to causing a deal of harm that is far bigger than she is willing to accept. Her sense of self-preservation is also through the roof, nullifying a good chunk of her otherwise stubborn and snake-like nature. Erizalla will still pick a fight if bored enough or feels like she needs to be concerned. Not the most pleasant of people, but one that will actually see reason if one bothers to communicate with her without triggering the beast.
Backstory: Born of a not-so consensual relationship between a captured fishman woman and a henchman of an underworld lord, Erizalla's life was destined to be dysfunctional one way or another. Her mother was quickly discarded as a low-value commodity and was kept by her father to be raised as a useful asset to whatever black market endeavour his group would be involved in. Erizalla's heritage as a part-fishman was non-existent, leading to a total lack of knowledge of their techniques and some of their abilities.
Her father didn't live for too long. While she was a child, he was executed by a rival group, or maybe it was the marines? She didn't know, and didn't care. People came and went in this life. This applied to both the victims they sold as slaves and the individuals involved. All that mattered was "number one" in this practice and she stayed true to it to the bitter end.
As a pre-teen, she would utilize her uncommon genetics to gain the trust of wandering fishmen or even smaller groups to later capture and sell them to the highest bidder. Before long, she grew a taste for the chaos that was the action house of the underworld. The loud noises, the mutinies, the murders, the smoke, the money. And she was the one in the spotlight, guiding it and conferring the fate of the sold individual to whatever she deemed most lucrative or practical. Many slaves would grow to know the sharp toothed monster as the one who decided their future; whether they'd be tortured as playthings in Marijoie or turned pirate in some sleazy gang or even sold off to CP0 if they were young enough. The Fate Giver was the last face they would see before they'd lose everything and start anew without their freedoms.
People were not the only commodities sold, mind you. Devil Fruits had always been a lucrative market, and one fruit had gotten enough attention to warrant her superiors' action. A price of 500.000.000 was put on the Cara-Cara No Mi. Far more than any slave she had ever sold. A high-priority sale that she had to secure, one that couldn't be messed up. And yet, as she had believed there was no such thing as justice in this world, a bizarre intervention occurred. Taken hostage by a masked figure, one powerful enough to defeat all the nearby guards without a sound and subdue her instantly, obligated her to consume the fruit at the risk of immediate execution. Thinking more about her impending doom, she did not think of the consequences of consuming the fruit until the assailant of 'justice' vanished without a trace.
She had consumed a fruit worth more than the lives of every person in this auction house. There was no explanation to be made, no packing or anything. Erizalla just ran as far as she could. Her bounty rose as fast as she sprinted to the nearest ship. The higher ups wanted justice for their profits and Erizalla was an easy target without a group to hide within.
For a year now, she's been on the run. Joining small groups only to have her either walk away or meeting their end at the hands of stronger groups.
Abilities:
Devil Fruit: Cara-Cara No Mi
It is the Caramel-Caramel Fruit, a Paramecia-type devil fruit that allows the user to generate many forms of caramel at will. The user can decide of the taste and texture of the candy as well as its shape. This extends to the temperature of the caramel to make it more liquid and even 'burning'. Erizalla is currently rather inexperienced with it.
Caramel Cuisine: A basic usage of her caramel abilities that allows the user to extend their reach and create structures made of caramel. The caramel can be hard or liquid with its consistency controlled by the user.
Caramel Blob: The stickiness of caramel is particularly grating, isn't it? Not only is it sticky, but it can be compacted into bullets and fired, only to explode in a big blank of caramel upon contact! Useful for trapping and immobilising foes. The strength of the stickiness is relative to her current power and can be increased as she grows (can be enhanced with haki when it is acquired).
Caramel Saute: Caramel heats up to boil. Erizalla fires it as a projectile to have it explode in a mess of searing blobs of sugary liquid and brown steam.
There are many ways to use the devil fruit as the limit is usually one's imagination. I'll update as things come up in the RP.
Gunslinger: Very accurate with a set of dual pistols as she used to only fight with those.
Hand-to-hand combat: With fishman genes, Erizalla is more capable in physical combat than anything else. While she may lack some finesse expected from a lady, she compensates with sheer brutality and will.
Helmsman: As a smuggler, she was the one steering the ship most of the time. These years of work have provided her a decent amount of experience in ship sailing.
Relationships:
The 'Contacts': Erizalla's former employers. They want to kill her. She wants to kill them and take their position.
Dreams: Takeover the largest portions of the underworld and become its top broker, while executing those that green-lighted her. (This is destined to change of course)
The name was capable of inspiring a sense of intimidation as much as deep cringe. Another one of these high-risk, potentially high-reward investments Erizalla had gotten far too accustomed to. However, he speculative endeavour had been leaving her going bust for the better part of a year now. Duds after duds. Crews with overly ambitious weaklings or absolute sickos. Not that the morality of it all impacted the ex-broker's choice, oh no. It was the distracting side-activities they part took in that was the most troublesome. Rape, murder, plundering for the sake of it was a complete waste of time and made them far too conspicuous for Eri's liking.
So, here she was, investing in yet another disappointing, low-value junk asset. This would become all too clear when the captain's abilities were made known to her before a certain assault had come to be. A dumb devil fruit wasted on a dumb individual that could barely rake in an admirable bounty. A sigh of frustration escaped her lips as she sat herself at the back rows of the pirate troops preparing to counter-attack the rival pirates.
The lass sat upon a rotting tree stump among the dreadful swamp. Next to her, a veteran of the sea-life and an older member of the Shade Pirates. Her black pupil peered at his direction as he stood, rifle in hand.
"Yer comin', recruit? The cap'n' may have lost his noggin' but he ain't gon' get forgivin' if you just sit 'round."
Pursing her lips, her gaze scrutinising his filthy being with clear disdain. A weak chuckle escaped her lips, as she present her left palm to the man while her right hand drew her pistol."
"Fair enough, Eor-"
"That's Mister Eor to you lil' lady."
She paused, and just stared for a good two seconds.
"Mister Eor. Would you be so kind as to pass me the bullets there as I get up?"
The man furrowed his eyebrows and upon shrugging would reach for the box of iron bullets.
"Interesting that such a benign treasure would yield such attention."
A lazy mutter came about as she emerged from her seat. By that time, the majestic flames of the now exposed dragon-human came to be. The bright flare shined in the eyes of the sharkman-hybrid. With that sudden occurrence developing right before her eyes, Eri would begin to grin, exposing her shark-like teeth.
Eor, in awe, refrained from passing the bullets as he too would be stupefied by the emergence of the mythical being. But he'd bring the bullets with an expression of urgency on his visage. A strong contrast with Erizalla's, which would cause him to stagger somewhat. She was quick to take them and slip a bullet into the cannon of the gun. The movement was fluid, one she was very much accustomed to and could do without even looking at the contraption.
"Though, as an appraiser, I'd suppose we have to factor in the perceived value of things as well."
Just as she uttered that sentence, the click of the pistol's safety echoed into the mind Eor as the gun was pointed at him. As callously as possible, Erizalla shot the man right at the chest.
"And I just found the treasure of a lifetime. Well, for me anyway. You, not so much."
Without even sparing a glance at the man she had just murdered, Erizalla walked over his corpse and utilized the advantage she had of being on the "enemy's" side to sneak right toward the area they had supposedly found the treasure. A potential offering to the assailants of the group she had already judged to be mediocre at best. Though quite unexpectedly, she'd find yet another mystery-individual having their way with the treasure the Shade Pirates had tried to get for themselves.
With the bit of distance she had with the somewhat young male, though the grey hair mad that assessment questionable, she'd cock the same gun she had used to eliminate her ex-colleague and pointed it at the young man.
"Now, now. Let's not reap the spoils of battle until it's finished, yes?"
Her wide grin remained, eyes somewhat narrowed with the cheekiest of expressions on her visage. The visible sharp teeth were the origin of the soft, feminine voice that had ordered him to stop. And a loaded gun was her way of enforcing her demand.
"Tell me. Is this dragon yours, by any chance? And by 'yours' I mean one of your little groupies' there. You don't give off much of a boss vibe. Or any vibe for that matter."
Hi, I like One Piece and would enjoy a slower paced thing. This seems friendly enough C: Here's the char, originally went for a guy but I felt a need to balance the gender roster.
Name: Erizalla "Fate Giver" Ismalanda
Age: 21
Bounty: 35.000.000
Gender: Female
Appearance:
The above image is her working apparel as the "Fate Giver". Nowadays, she keeps it a bit more inconspicuous with basic, dark-themed clothing. A T-shirt and a pair of black jeans, leather boots, brown belt with two pistol holsters and a pair of black gloves. She's kept the shackles on her, because why not? 1m76 in height.
Personality: Erizalla is not a good person. Opportunistic and lacking scruple are what defined this character during her young career in the underworld's markets. She is hypocritical with her unpleasant habit of one-upping others and poking fun at them as she is easily infuriated and susceptible to any sort of remark no matter how lighthearted they may be. Anger is overwhelmingly present in her person, with a need to lash out on what she considers below or weaker than her.
But she is not evil either, with many reservations when it comes to causing a deal of harm that is far bigger than she is willing to accept. Her sense of self-preservation is also through the roof, nullifying a good chunk of her otherwise stubborn and snake-like nature. Erizalla will still pick a fight if bored enough or feels like she needs to be concerned. Not the most pleasant of people, but one that will actually see reason if one bothers to communicate with her without triggering the beast.
Backstory: Born of a not-so consensual relationship between a captured fishman woman and a henchman of an underworld lord, Erizalla's life was destined to be dysfunctional one way or another. Her mother was quickly discarded as a low-value commodity and was kept by her father to be raised as a useful asset to whatever black market endeavour his group would be involved in. Erizalla's heritage as a part-fishman was non-existent, leading to a total lack of knowledge of their techniques and some of their abilities.
Her father didn't live for too long. While she was a child, he was executed by a rival group, or maybe it was the marines? She didn't know, and didn't care. People came and went in this life. This applied to both the victims they sold as slaves and the individuals involved. All that mattered was "number one" in this practice and she stayed true to it to the bitter end.
As a pre-teen, she would utilize her uncommon genetics to gain the trust of wandering fishmen or even smaller groups to later capture and sell them to the highest bidder. Before long, she grew a taste for the chaos that was the action house of the underworld. The loud noises, the mutinies, the murders, the smoke, the money. And she was the one in the spotlight, guiding it and conferring the fate of the sold individual to whatever she deemed most lucrative or practical. Many slaves would grow to know the sharp toothed monster as the one who decided their future; whether they'd be tortured as playthings in Marijoie or turned pirate in some sleazy gang or even sold off to CP0 if they were young enough. The Fate Giver was the last face they would see before they'd lose everything and start anew without their freedoms.
People were not the only commodities sold, mind you. Devil Fruits had always been a lucrative market, and one fruit had gotten enough attention to warrant her superiors' action. A price of 500.000.000 was put on the Cara-Cara No Mi. Far more than any slave she had ever sold. A high-priority sale that she had to secure, one that couldn't be messed up. And yet, as she had believed there was no such thing as justice in this world, a bizarre intervention occurred. Taken hostage by a masked figure, one powerful enough to defeat all the nearby guards without a sound and subdue her instantly, obligated her to consume the fruit at the risk of immediate execution. Thinking more about her impending doom, she did not think of the consequences of consuming the fruit until the assailant of 'justice' vanished without a trace.
She had consumed a fruit worth more than the lives of every person in this auction house. There was no explanation to be made, no packing or anything. Erizalla just ran as far as she could. Her bounty rose as fast as she sprinted to the nearest ship. The higher ups wanted justice for their profits and Erizalla was an easy target without a group to hide within.
For a year now, she's been on the run. Joining small groups only to have her either walk away or meeting their end at the hands of stronger groups.
Abilities:
Devil Fruit: Cara-Cara No Mi
It is the Caramel-Caramel Fruit, a Paramecia-type devil fruit that allows the user to generate many forms of caramel at will. The user can decide of the taste and texture of the candy as well as its shape. This extends to the temperature of the caramel to make it more liquid and even 'burning'. Erizalla is currently rather inexperienced with it.
Caramel Cuisine: A basic usage of her caramel abilities that allows the user to extend their reach and create structures made of caramel. The caramel can be hard or liquid with its consistency controlled by the user.
Caramel Blob: The stickiness of caramel is particularly grating, isn't it? Not only is it sticky, but it can be compacted into bullets and fired, only to explode in a big blank of caramel upon contact! Useful for trapping and immobilising foes. The strength of the stickiness is relative to her current power and can be increased as she grows (can be enhanced with haki when it is acquired).
Caramel Saute: Caramel heats up to boil. Erizalla fires it as a projectile to have it explode in a mess of searing blobs of sugary liquid and brown steam.
There are many ways to use the devil fruit as the limit is usually one's imagination. I'll update as things come up in the RP.
Gunslinger: Very accurate with a set of dual pistols as she used to only fight with those.
Hand-to-hand combat: With fishman genes, Erizalla is more capable in physical combat than anything else. While she may lack some finesse expected from a lady, she compensates with sheer brutality and will.
Helmsman: As a smuggler, she was the one steering the ship most of the time. These years of work have provided her a decent amount of experience in ship sailing.
Relationships:
The 'Contacts': Erizalla's former employers. They want to kill her. She wants to kill them and take their position.
Dreams: Takeover the largest portions of the underworld and become its top broker, while executing those that green-lighted her. (This is destined to change of course)
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.