Haruhi Suzumiya
An Adorable Entity
(Oi, you've got a lot of reading material ahead of you - If you read it all, plus the rules and the map, then I guarantee you'll be accepted. Okeh? Okeh.)
The four races - The Clavats, the Yukes, the Selkies and the Lilties have been born in a new world - It started with eight, a man and a woman from each race, and turned from so few people to a planet populated by booming civilizations and with a population of almost 1 billion.
For ages the four races warred with one another, and only three years ago the races found peace with one another. The metropolis around Lake Belle sprouted up in a mere year, and now many live in the town.
However, the peace between the races is shaky, and the world is still unsteady as well. What will happen to the budding world, and how will its inhabitants affect it?
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Crystals are used to power machines, and machines do exist; Most are up to our modern day standards. However, these machines are powered by small crystals owned by regular people or large 'crystal cores' owned by cities.
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Races
Clavat: Clavats are pretty well-rounded, but they shine in melee combat. They have rather short lifespans compared to the other races, with an average dying age of 40. Clavats are typically of higher authority but rarely are royalty.
Optimal Jobs: Knight (And its moral counterparts), Ninja and Ranger are their specialties, but they can do most other jobs as well
Yuke: Yukes are rather weak in melee combat and are usually great mages - As such they lengthen their incredible lifespans with various magics. Their lives typically last hundreds of years, though fighters may only expect to live for as long as a Clavat. Yukes are usually very easygoing and are generally peaceful - They usually desire nothing but to be left to their studies.
Optimal Jobs: All Magical Classes (Excluding Red Mage)
Selkie: Generally regarded as the most offensive race, Selkies can do just about anything, but they can't take many hits and most wear light armor and clothing. Selkies are generally considered the jacks of all trades, masters of none. Selkies are the most likely of the races to be royalty, due to their abundant colonies across the land. Most Selkies appear youthful until the day they die, but since they live until they are 55, appearance is a shallow bonus for a short life.
Optimal Jobs: Dragoons and Red Mages are their best jobs, but they can do most things fairly well
Lilty: Lilties are incredibly small compared to the other races - The average height of a Lilty is about 4'9, though their size shouldn't fool anyone. Lilties typically have superhuman strength (But not speed) and can easily use any weapon, and they can equip the heaviest of heavy armors without even breaking a sweat - Even without training. When a Lilty passes about 20 years of age, they stop aging physically, though they typically stop growing around 12 years of age. The average Lilty's lifespan is actually unknown because of this.
Optimal Jobs: Most physical classes
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Jobs
Jobs aren't the kind you're thinking; They're essentially classes. Here's the classes you can use.
Physical Jobs
Knight - The basic fighting class. Can use most if not all equipment, but can't use magic.
Paladin - Essentially a knight, but specializes in holy equipment and uses weak white magic. Paladins are generally former Dark Knights, though this is not always true. A Paladin can return to being a Dark Knight if they so desire.
Dark Knight - Essentially a knight, but specializes in shadow equipment and can control darkness. Dark Knights are capable of becoming Paladins, and former Dark Knights have the easiest time becoming Paladins. They are not necessarily evil!
Dragoon - Knights that envy dragons and fight with spears - They specialize in using a mix of heavy defense and agility. Dragoons can jump incredibly high, with some recorded jumps reaching the cloud barrier.
Ninja - Ninjas are one of the few classes that can fight with two weapons. They wear lighter equipment to allow more nimble and stealthy movement.
Monk - Monks use light equipment, but can take a lot of hits and fight with their fists alone. Some use elemental claws and knuckles to pack an extra punch, but this is rather rare.
Ranger - Rangers are one of the few people who are capable users of ranged weaponry, and focus mainly on using bows to keep their opponents at a distance.
Magic Jobs
White Mage - White Mages focus on healing and protective magic, and they typically aren't on the offensive. If the need arises, however, most can use a bow or a dagger to defend themselves in a pinch.
Devout - Devouts are the best of the best when it comes to White Mages, and are one of the select few people capable of learning the most powerful white magic available.
Black Mage - Black Mages use offensive and status magic, and in the same way as White Mages, they can defend themselves with a dagger in a pinch - But because they have offensive magic, a large weapon like a bow is unnecessary.
Magus - Magi are essentially the Devouts of the Black Mages. A Magus has the strongest black magic available to him or her - A Magus is most certainly an opponent to be feared, even if their physical equipment is weak.
Blue Mage - Blue Mages specialize in using an enemy's abilities against them. While this isn't a perfect skill (It can't replicate one's speed or strength), it can do many things, like copy black and white magic (To an extent) and allow for a near photographic memory with taught skills.
Red Mage - Red Mages are skilled in both black and white magic - Offensive and defensive/healing magic respectively, but they cannot learn the best of either. As a tradeoff, however, they typically wield swords, so they are essentially jacks of all trades.
Summoner - Summoners can, well, summon things. Eidolons, specifically. Eidolons are godlike creatures that a Summoner can call upon for aid in battle, but since summoning one is incredibly tolling in most cases, Summoners can usually use either white or black magic in addition, though rarely both.
Scholar - Scholars are one of the few people in the world capable of reading ancient texts; Ancient texts which, conveniently, have magic of all kinds hidden in their texts. While one must read these texts aloud in order for them to work (Which could be a poor strategic move), most magic is covered by more high-end textbooks, so a powerful spell could likely be cast.
Sage - Sages are incredibly powerful magic users, being potent in both black and white magic. They are both Devouts and Magi, and have the ability to use all black and white magic, whereas their Red Mage counterparts cannot (But with the bonus of a sword). Very few of these exist and most are very old, due to the amount of time one must take to learn such a wide array of magic.
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Optimal Initial Equipment
(Nothing better than this is to be used on your character sheet at first; As time passes, better equipment will become available)
For Heavy Armor Jobs (Knights, Ninjas, etc.)
Head: Iron Helm (Optional)
Neck: Family Charm (Optional)
Body: Iron Armor
Legs: Iron Greaves
Feet: Iron Boots
Right Hand: Iron Sword, Iron Spear, Iron Hammer or Iron Axe
Left Hand: Iron Shield (Optional)
For Light Armor Jobs (Monks, Thieves, etc.)
Head: Leather Cap (Optional)
Neck: Family Charm (Optional)
Body: Leather Armor
Legs: Leather Pants (Or a skirt, if you feel like it)
Feet: Leather Boots
Right Hand: Dagger (If Thief/Ninja), Leather Gloves (If Monk)
Left Hand: Leather Gloves (If Monk), Free Hand (If anything else)
For White Mages/Devouts
Head: White Mage Hood (Optional; Can be up or down)
Neck: Family Charm (Optional), Devout's Charm (For Devouts)
Body: White Mage Robe
Legs: Tights (Optional; For women) or Nothing
Feet: White Mage Boots
Right Hand: Healing Staff or Composite Bow
Left Hand: Free Hand (If Healing Staff), Iron Arrows (If Composite Bow)
For Black Mages/Magi
Head: Black Mage Hat (Optional)
Neck: Family Charm (Optional), Magi's Charm (For Magi)
Body: Black Mage Robe
Legs: Tights (Optional; For women) or Nothing
Feet: Black Mage Boots
Right Hand: Striped Rod or Dagger
Left Hand: Free Hand
For Red Mages
Head: Red Mage Hat (Optional)
Neck: Family Charm (Optional)
Body: Red Mage Outfit (Optional)
Legs: Tights (Optional; For women) or Nothing
Feet: Red Mage Boots
Right Hand: Rapier
Left Hand: Free Hand
For Mage Jobs (Magic Jobs aside from the above)
Head: Nothing
Neck: Family Charm (Optional), Summoner's Charm (Summoners Only), Sage's Charm (Sages Only)
Body: Simple Robes
Legs: Tights (Optional; For women, can't wear with sandals) or Nothing
Feet: Shoes, Boots or Sandals
Right Hand: Staff or Whip (For Summoners)
Left Hand: Free Hand
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View attachment 63024
This is a map of the world; Black borders are international borders and red borders are inhabited land.
Territory claimed (From left to right):
Ahmstel and its ocean are the home of the Selkies - Below it is the Unexplored, which could potentially be integrated into Ahmstel itself.
Bavaile is inhabited by the Clavats, and its climate is the coldest of all the nations. Its main city, like the rest, shares its nation's name.
Elenheim Desert, or just Elenheim, is territory owned by the Yukes. Water is brought to the desert from Lake Belle in trade.
Lake Belle is the central area of the world - All roads in the world will eventually lead to Lake Belle and its metropolis surrounding the lake. The town around the lake was made as a form of treaty between the nations, and is one of the few places where all the races are in complete harmony.
The Wasteland is home to bandits in the world and the people of the world that have been exiled from their home nations. A horrific disaster called the Spotlight circles around the planet at the Wasteland, and anyone caught inside the Spotlight will suffer from temperatures almost as hot as the center of the planet. The Spotlight only affects the Wasteland, however.
The Keiran Islands and ocean are home to the Lilties; Many of the Lilties take advantage of their ocean unlike the Selkies with theirs and frequently send ships off to sea for mass-fishing operations. Because of this the Lilties provide food to most of the nations.
The world is still unexplored in some areas, however, like the land beneath Ahmstel and the land past Ahmstel's and Keiran's oceans. Whether the lands past are explored or not... Who knows?
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I don't ask much (Or maybe I do). What I ask is as follows;
Write a paragraph at the very least (A paragraph is about 5 sentences) and a few paragraphs is great. If you write one-liners, don't expect to be interacted with.
Proper Spelling & Grammar is expected; Mistakes are most certainly allowed (I won't wring your neck for some simple mistakes), but if your posts are covered in mistakes to the point that one must decipher instead of read your post...
Read the entirety of the description before you post a character sheet! Unless you know the source material well (Which is Final Fantasy), read the whole description so you know the jobs and races, and even if you know the source material I've changed things a bit, so read it - I'll point errors out if you have any in your character sheet.
If you've read this, your character sheet should be good on the first (Or second) time I check it. Woo, high standards!
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In case you need it, here's all the important things you could ever need! Still a work in progress, but it's useful.
Beginner Tier Magic
Fire (Black - Burns an opponent with embers)
Blizzard (Black - Blisters an opponent with frost)
Thunder (Black - Shocks an opponent with weak electricity)
Cure (White - Heals minor wounds, like cuts and bruises)
Esuna
Apprentice Tier Magic
Raise (White - Returns consciousness to a wounded ally)
Haste (White - Increases one's speed)
Slow (White - Lowers one's speed)
Hold (White - Paralyzes an opponent in varying ways; typically through magical hands or chains)
Blind (White - Obscures a person's view; The obscurity depends on the potency of one's magical ability)
Confuse (White - Muddles one's thoughts and increases in power depending on one's magical ability)
Adept Tier Magic
(A Summoner's limit)
Fira (Black - Scorches an opponent with rings of fire)
Blizzara (Black - Freezes an opponent with bitter cold winds)
Thundara (Black - Strikes an opponent with electricity)
Cura (White - Heals average-sized wounds, like large cuts)
Poison (Black - Causes a poison of strength depending on one's magical ability to course through an opponent's veins)
Bio (Black - Releases a micro-organism onto the opponent's skin - Depending on one's magical ability, the micro-organism could cause death in minutes or could just make skin a bit itchy)
Expert Tier Magic
(A Red Mage's limit)
Curaga (White - Heals major wounds, like broken bones)
Arise (White - Returns consciousness and energy to a wounded ally)
Hastega (White - Increases a large group's speed)
Slowga (White - Decreases a large group's speed)
Demi (Black - Reduces one's strength to half, but doesn't often succeed)
Stone (Black - Petrifies an opponent, or even oneself if they desire)
Quake (Black - Tears the earth open where the caster chooses)
Master Tier Magic
(Only accessible to Sages, Devouts and Magi)
Firaga (Black - Sets an opponent ablaze in a tornado of flames)
Blizzaga (Black - Encases an opponent in a large block of ice, which shatters shortly after)
Thundaga (Black - Causes lightning to strike upon an opponent)
Holy (White - Burns an opponent with holy flames - If the opponent is more evil than good, they will disintegrate completely)
Comet (Black - Causes stars to fall from the sky onto all of one's opponents. Requires a great amount of strength to use)
Forbidden Tier Magic
(Only accessible to Sages)
Meteor (Black - Brings a large meteor down on one's opponent. It is likely to kill the caster in the process due to the heavy impact, and will likely damage the terrain around the caster)
Curaja (White - Restores an ally to full strength and fills them with new strength and energy - Will likely fatigue the caster greatly)
Flare (Black - Causes a large explosion that damages the area around the caster, but doesn't damage the caster at all; Requires great focus and magical ability)
Fire (Black - Burns an opponent with embers)
Blizzard (Black - Blisters an opponent with frost)
Thunder (Black - Shocks an opponent with weak electricity)
Cure (White - Heals minor wounds, like cuts and bruises)
Esuna
Apprentice Tier Magic
Raise (White - Returns consciousness to a wounded ally)
Haste (White - Increases one's speed)
Slow (White - Lowers one's speed)
Hold (White - Paralyzes an opponent in varying ways; typically through magical hands or chains)
Blind (White - Obscures a person's view; The obscurity depends on the potency of one's magical ability)
Confuse (White - Muddles one's thoughts and increases in power depending on one's magical ability)
Adept Tier Magic
(A Summoner's limit)
Fira (Black - Scorches an opponent with rings of fire)
Blizzara (Black - Freezes an opponent with bitter cold winds)
Thundara (Black - Strikes an opponent with electricity)
Cura (White - Heals average-sized wounds, like large cuts)
Poison (Black - Causes a poison of strength depending on one's magical ability to course through an opponent's veins)
Bio (Black - Releases a micro-organism onto the opponent's skin - Depending on one's magical ability, the micro-organism could cause death in minutes or could just make skin a bit itchy)
Expert Tier Magic
(A Red Mage's limit)
Curaga (White - Heals major wounds, like broken bones)
Arise (White - Returns consciousness and energy to a wounded ally)
Hastega (White - Increases a large group's speed)
Slowga (White - Decreases a large group's speed)
Demi (Black - Reduces one's strength to half, but doesn't often succeed)
Stone (Black - Petrifies an opponent, or even oneself if they desire)
Quake (Black - Tears the earth open where the caster chooses)
Master Tier Magic
(Only accessible to Sages, Devouts and Magi)
Firaga (Black - Sets an opponent ablaze in a tornado of flames)
Blizzaga (Black - Encases an opponent in a large block of ice, which shatters shortly after)
Thundaga (Black - Causes lightning to strike upon an opponent)
Holy (White - Burns an opponent with holy flames - If the opponent is more evil than good, they will disintegrate completely)
Comet (Black - Causes stars to fall from the sky onto all of one's opponents. Requires a great amount of strength to use)
Forbidden Tier Magic
(Only accessible to Sages)
Meteor (Black - Brings a large meteor down on one's opponent. It is likely to kill the caster in the process due to the heavy impact, and will likely damage the terrain around the caster)
Curaja (White - Restores an ally to full strength and fills them with new strength and energy - Will likely fatigue the caster greatly)
Flare (Black - Causes a large explosion that damages the area around the caster, but doesn't damage the caster at all; Requires great focus and magical ability)
(In order of difficulty to summon)
Chocobo (Chocobo Kick; A chocobo appears and charges through one's opponents forcefully)
Titan (Gaia's Wrath - Essentially Quake)
Shiva (Diamond Dust - Essentially Blizzaga)
Ramuh (Judgement Bolt - Essentially Thundaga)
Ifrit (Hellfire - Essentially Firaga)
Asura (Asura's Mercy - Heals four of the caster's allies to full strength, but not the caster)
Leviathan (Tsunami - Creates a massive tidal wave that damages everyone but the caster in the surrounding area)
Odin (Zantetsuken - Has a chance of cutting something in half, no matter what it is)
Sylph (Whisperwind - Deals wind damage and heals the caster as well as their allies)
Bahamut (Megaflare - Essentially Holy)
Head Equipment
Green Cap - A green hat that enhances one's magical ability. For all races.
Red Cap - A red hat that enhances one's raw power. For all races.
Blue Cap - A blue hat that enhances one's defensive strength. For all races.
Neck Equipment
Power Charm - A necklace that increases one's offensive capability, but their defensive ability suffers when wearing it. For all races.
Life Charm - A necklace that increases one's defensive capability, but their offensive ability suffers when wearing it. For all races.
Body Equipment
Green Outfit - A green outfit that enhances one's magical ability. For all races.
Red Outfit - A red outfit that enhances one's raw power. For all races.
Blue Outfit - A blue outfit that enhances one's defensive strength. For all races.
Arctic Outfit - An outfit made to keep someone toasty warm when it's cold out. Designed for Clavats - Can be worn by all races.
Desert Outfit - An outfit made to keep someone nice and cool during desert travel. Designed for Yukes - Can be worn by all races.
Mountains Outfit - An outfit made to enable easy climbing and jumping. Designed for Selkies - Can be worn by all races.
Coastal Outfit - An outfit designed to keep someone comfortable while out at sea. Designed for Lilties - Can be worn by all races.
Urban Outfit - An outfit that changes frequently - It is typically worn near Lake Belle. For all races.
Leg Equipment
Tights - Translucent and thin, they keep one's legs warm while allowing more versatility fashion-wise. For women of all races.
Leggings - Opaque and thick, they are designed to be worn like pants. For women of all races.
Feet Equipment
Arctic Boots - Boots to match the uniform! Designed for Clavats - Can be worn by all races.
Desert Boots - Boots to match the uniform! Designed for Yukes - Can be worn by all races.
Mountain Boots - Boots to match the uniform! Designed for Selkies - Can be worn by all races.
Coastal Boots - Boots to match the uniform! Designed for Lilties - Can be worn by all races.
Urban Shoes - Shoes to match the outfit! For all races.
(The store inventory will increase as time goes by - Check back every now and then!)
Chocobo (Chocobo Kick; A chocobo appears and charges through one's opponents forcefully)
Titan (Gaia's Wrath - Essentially Quake)
Shiva (Diamond Dust - Essentially Blizzaga)
Ramuh (Judgement Bolt - Essentially Thundaga)
Ifrit (Hellfire - Essentially Firaga)
Asura (Asura's Mercy - Heals four of the caster's allies to full strength, but not the caster)
Leviathan (Tsunami - Creates a massive tidal wave that damages everyone but the caster in the surrounding area)
Odin (Zantetsuken - Has a chance of cutting something in half, no matter what it is)
Sylph (Whisperwind - Deals wind damage and heals the caster as well as their allies)
Bahamut (Megaflare - Essentially Holy)
Head Equipment
Green Cap - A green hat that enhances one's magical ability. For all races.
Red Cap - A red hat that enhances one's raw power. For all races.
Blue Cap - A blue hat that enhances one's defensive strength. For all races.
Neck Equipment
Power Charm - A necklace that increases one's offensive capability, but their defensive ability suffers when wearing it. For all races.
Life Charm - A necklace that increases one's defensive capability, but their offensive ability suffers when wearing it. For all races.
Body Equipment
Green Outfit - A green outfit that enhances one's magical ability. For all races.
Red Outfit - A red outfit that enhances one's raw power. For all races.
Blue Outfit - A blue outfit that enhances one's defensive strength. For all races.
Arctic Outfit - An outfit made to keep someone toasty warm when it's cold out. Designed for Clavats - Can be worn by all races.
Desert Outfit - An outfit made to keep someone nice and cool during desert travel. Designed for Yukes - Can be worn by all races.
Mountains Outfit - An outfit made to enable easy climbing and jumping. Designed for Selkies - Can be worn by all races.
Coastal Outfit - An outfit designed to keep someone comfortable while out at sea. Designed for Lilties - Can be worn by all races.
Urban Outfit - An outfit that changes frequently - It is typically worn near Lake Belle. For all races.
Leg Equipment
Tights - Translucent and thin, they keep one's legs warm while allowing more versatility fashion-wise. For women of all races.
Leggings - Opaque and thick, they are designed to be worn like pants. For women of all races.
Feet Equipment
Arctic Boots - Boots to match the uniform! Designed for Clavats - Can be worn by all races.
Desert Boots - Boots to match the uniform! Designed for Yukes - Can be worn by all races.
Mountain Boots - Boots to match the uniform! Designed for Selkies - Can be worn by all races.
Coastal Boots - Boots to match the uniform! Designed for Lilties - Can be worn by all races.
Urban Shoes - Shoes to match the outfit! For all races.
(The store inventory will increase as time goes by - Check back every now and then!)
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