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Fantasy Game Over

StoneWolf18 said:
Maybe he was too focused on getting into the game that he ignored/missed it?
true true, but it would have been really hard to miss...unless my character wasn't known to him. lol


I'm just poking fun any how.
 
@Kishune


By the way, regarding the HP and MP, do they all have to be the same? Like... Are the Pips actually set values (like 1 Pip = 20HP/MP), or are they just 10% each?


Also, regarding starting equipment, is it the stuff in the CS? Also (x2), you mentioned this stuff:

Kishune said:
choice of 2 weapons at start, How magic and skills work and what magic is available at start of the game for each race.
Mind elaborating?
 
(slowly shakes head) Nope...if anything, my character should be a little (little) more cause he's one of the few American players to actually win a championship. But I doubt it since I'm pretty sure your guy doesn't follow fighting game tournaments.
 
Ensig said:
@Kishune
By the way, regarding the HP and MP, do they all have to be the same? Like... Are the Pips actually set values (like 1 Pip = 20HP/MP), or are they just 10% each?


Also, regarding starting equipment, is it the stuff in the CS? Also (x2), you mentioned this stuff:


Mind elaborating?
The HP/MP bars go by percent to make it easier to mentally manage.


armor is, weapon's you choice when you make the character in RP


Lastly refer to spoiler for that...basically the FAQ was what Kumoi was taking about...I just shortened it...your welcome...>>

Question: What all weapons can each class wield?


Answer: Each class wields their own set of weapons. A character can have up to two weapons. A primary and a secondary, but either one can be primary. (i.e. Archer can mainly fight with a sword.)


list for what weapon for each class will be in the spoiler.





Fighter: can use almost any combat melee weapon.


Archer: Primary-Bow, and Crossbow. Secondary-Swords and Daggers


Thief: Primary-Daggers, Swords, and Scythes. Secondary-Gauntlets (bare fist), and Claws


Mage: Primary-Staffs and wands. Secondary-swords, and magical artifacts

Question:
Will characters know how to use their weapon when they enter the game, like a pre-made move set?


Answer: No, they will learn how to use their weapons as they fight. Creating their own methods.


Question: What all magic is preset in the beginning?


Answer: The answer will be in the spoilers below:

Basic/Low level:


Fire: Low Fire Damage


Water/Blizard: Low Water Damage


Earth: Low Earth Damage


Air: Low Air Damage


Thunder: Low Light/Dark Damage (Depends on Element affinity)


(Dark type magic is up to those with dark element...be creative.)


Advanced/Medium Level:


Fira: Medium Fire Damage


Watera/Blizzara: Medium Water Damage


Terra: Medium earth Damage


Aero: Medium Air Damage


Thundara: Medium Light/Dark Damage (Depends on Element affinity)


Bio: Causes a Random Negative Status Effects, but low accuracy


Drain: Steals little HP


Osmose: Steals some MP


Flare: Medium light/Dark Damage (Depends on affinity)


Master/High Level:


Firaga: High Fire Damage


Waterga/Blizzaga: High Water Damage


Terraga: High Earth Damage


Aeroga: High Air Damage


Thundaga: High Light/Dark Damage (Depends on Affinity)


Demi: Reduces target's HP by 1/4, 1/8, 1/16, or 1/2 (Mages only)


Ultima(Spell): High Dark Damage


Holy (Spell): High Light Damage





Basic/Low Level:


Cure: Restores Minor Amount of Health


Ensuna: Removes Negative status Ailments


Null-Blaze: Weakens Fire Damage, Nulls Burn


Null-Tide/Null-Frost: Weakens Water Damage, Nulls Water Weight/Frozen


Null-Shake: Weakens Earth Damage, Nulls Petrify


Null-Gust: Weakens Air Damage


Null-Shock: Weakens Light Damage, Nulls Thunder Paralysis


Null-Shade: Weakens Dark Damage, Nulls Thunder Paralysis


Advanced/Medium Level:


Cura: Restores Moderate Amount of Health


Haste: Speeds Up a Ally


Slow: Slows Down a Enemy


Protect: Reduces Physical Damage


Shell: Reduces Magical Damage


Dispel: Removes positive Status Effects


Life: Restores 50% HP, if below 10%


Master.High Level:


Curaga: Restores Major Amount of HP


Hastega: Speeds Up Whole Party


Slowga: Slows Down Multiple Enemies


Regen: Restores a fraction on HP continuously for a short while


Reflect: Bounces Magic back at caster


Full-Life (Spell): Restores 100% HP, if below 10%


Question: Can Non-magical classes use magic?


Answer: Yes, but what the class can� do depends on the race. Description are in the spoiler.


(If a race is not available in the spoiler, just ask and I'll add it)





Refer to the links to understand the examples. (Wht mag. & Blk mag.)


Also these are all the magic that are available for the specific race at the beginning.


Human: Basic healing, and protection


List: Cure, Esuna, and Null-elements (all at beginning, but 1 'Null-')


Dragonborn: Basic black magic


List: Fire, Water/Blizzard, Earth, Aero, and Thunder. (1 at beginning.)


Demon: Basic black magic


List: Fire, Water/Blizzard, Earth, Aero, and Thunder. (1 at beginning)


Demihumans: Will be based off what animal they are based off of.


Example: A fox can learn the basic of Fire, Dark, and Light. Ask for specific DemiHumans for their magic at the beginning.


Elf: Basic to Advance white magic, and summoning.


List: Cura, Haste, Slow, Shell, and Protect. (2 at beginning)


Drow: Basic to Advance black magic.


List: Fira, Watera/Blizzara, Terra, Aero, Thundara, Bio, Drain, Osmose. (1 at beginning)


Dwarf: Basic to Advanced Earth magic, and basic White Magic.


List: Earth, Terra, Cure, Esuna, and Null-elements (1 white magic, and 1 'Null-' at beginning.)
Question: How many magics does a Mage/Necromancer start out with?


Answer: 2 black magic, and 2 white magic. It's the RPer's choice from the basics.


Question: How would magic be used?


Answer: they would pick an element or two (Depending on Race) and manipulate it almost freely to make their own techniques from there.


Question: How is mana used?


Answer: there are three ways to use mana. check in the spoiler below.

1. Magic, are primarily elemental (Light and dark are included). It can be used by all classes and varies depending on the race. the more intense the magic the more mana it consumes.


2. Spells, are powerful magic that take up a lot of Mana and some time to perform. It's like advance magic, but only Mages can use them. This is also used for non elemental magic such as time, space, and gravity which are not part of regular magic.


3. Skills, are combination of magic/ability to a move/movement. (i.e. -Fires off an arrow of pure light that penetrates through targets- That is a basic attack mixed with light magic.) It usually won't consume much mana, but like magic the more intense the magic is in the combination, the more mana consumed. Only Mages can't us skills.
Question: How do players get new skills?


Answer: You create them using your imagination. (think of how it's done in the Manga/comic "The Gamer") Oh and please name them. ^^


(Any big skills such as summoning a hail storm of swords or a meteor, please run by @Kishune.)
 
Kishune said:
The HP/MP bars go by percent to make it easier to mentally manage.
armor is, weapon's you choice when you make the character in RP


Lastly refer to spoiler for that...basically the FAQ was what Kumoi was taking about...I just shortened it...your welcome...>>

Question: What all weapons can each class wield?


Answer: Each class wields their own set of weapons. A character can have up to two weapons. A primary and a secondary, but either one can be primary. (i.e. Archer can mainly fight with a sword.)


list for what weapon for each class will be in the spoiler.





Fighter: can use almost any combat melee weapon.


Archer: Primary-Bow, and Crossbow. Secondary-Swords and Daggers


Thief: Primary-Daggers, Swords, and Scythes. Secondary-Gauntlets (bare fist), and Claws


Mage: Primary-Staffs and wands. Secondary-swords, and magical artifacts

Question:
Will characters know how to use their weapon when they enter the game, like a pre-made move set?


Answer: No, they will learn how to use their weapons as they fight. Creating their own methods.


Question: What all magic is preset in the beginning?


Answer: The answer will be in the spoilers below:

Basic/Low level:


Fire: Low Fire Damage


Water/Blizard: Low Water Damage


Earth: Low Earth Damage


Air: Low Air Damage


Thunder: Low Light/Dark Damage (Depends on Element affinity)


(Dark type magic is up to those with dark element...be creative.)


Advanced/Medium Level:


Fira: Medium Fire Damage


Watera/Blizzara: Medium Water Damage


Terra: Medium earth Damage


Aero: Medium Air Damage


Thundara: Medium Light/Dark Damage (Depends on Element affinity)


Bio: Causes a Random Negative Status Effects, but low accuracy


Drain: Steals little HP


Osmose: Steals some MP


Flare: Medium light/Dark Damage (Depends on affinity)


Master/High Level:


Firaga: High Fire Damage


Waterga/Blizzaga: High Water Damage


Terraga: High Earth Damage


Aeroga: High Air Damage


Thundaga: High Light/Dark Damage (Depends on Affinity)


Demi: Reduces target's HP by 1/4, 1/8, 1/16, or 1/2 (Mages only)


Ultima(Spell): High Dark Damage


Holy (Spell): High Light Damage





Basic/Low Level:


Cure: Restores Minor Amount of Health


Ensuna: Removes Negative status Ailments


Null-Blaze: Weakens Fire Damage, Nulls Burn


Null-Tide/Null-Frost: Weakens Water Damage, Nulls Water Weight/Frozen


Null-Shake: Weakens Earth Damage, Nulls Petrify


Null-Gust: Weakens Air Damage


Null-Shock: Weakens Light Damage, Nulls Thunder Paralysis


Null-Shade: Weakens Dark Damage, Nulls Thunder Paralysis


Advanced/Medium Level:


Cura: Restores Moderate Amount of Health


Haste: Speeds Up a Ally


Slow: Slows Down a Enemy


Protect: Reduces Physical Damage


Shell: Reduces Magical Damage


Dispel: Removes positive Status Effects


Life: Restores 50% HP, if below 10%


Master.High Level:


Curaga: Restores Major Amount of HP


Hastega: Speeds Up Whole Party


Slowga: Slows Down Multiple Enemies


Regen: Restores a fraction on HP continuously for a short while


Reflect: Bounces Magic back at caster


Full-Life (Spell): Restores 100% HP, if below 10%


Question: Can Non-magical classes use magic?


Answer: Yes, but what the class can� do depends on the race. Description are in the spoiler.


(If a race is not available in the spoiler, just ask and I'll add it)





Refer to the links to understand the examples. (Wht mag. & Blk mag.)


Also these are all the magic that are available for the specific race at the beginning.


Human: Basic healing, and protection


List: Cure, Esuna, and Null-elements (all at beginning, but 1 'Null-')


Dragonborn: Basic black magic


List: Fire, Water/Blizzard, Earth, Aero, and Thunder. (1 at beginning.)


Demon: Basic black magic


List: Fire, Water/Blizzard, Earth, Aero, and Thunder. (1 at beginning)


Demihumans: Will be based off what animal they are based off of.


Example: A fox can learn the basic of Fire, Dark, and Light. Ask for specific DemiHumans for their magic at the beginning.


Elf: Basic to Advance white magic, and summoning.


List: Cura, Haste, Slow, Shell, and Protect. (2 at beginning)


Drow: Basic to Advance black magic.


List: Fira, Watera/Blizzara, Terra, Aero, Thundara, Bio, Drain, Osmose. (1 at beginning)


Dwarf: Basic to Advanced Earth magic, and basic White Magic.


List: Earth, Terra, Cure, Esuna, and Null-elements (1 white magic, and 1 'Null-' at beginning.)
Question: How many magics does a Mage/Necromancer start out with?


Answer: 2 black magic, and 2 white magic. It's the RPer's choice from the basics.


Question: How would magic be used?


Answer: they would pick an element or two (Depending on Race) and manipulate it almost freely to make their own techniques from there.


Question: How is mana used?


Answer: there are three ways to use mana. check in the spoiler below.

1. Magic, are primarily elemental (Light and dark are included). It can be used by all classes and varies depending on the race. the more intense the magic the more mana it consumes.


2. Spells, are powerful magic that take up a lot of Mana and some time to perform. It's like advance magic, but only Mages can use them. This is also used for non elemental magic such as time, space, and gravity which are not part of regular magic.


3. Skills, are combination of magic/ability to a move/movement. (i.e. -Fires off an arrow of pure light that penetrates through targets- That is a basic attack mixed with light magic.) It usually won't consume much mana, but like magic the more intense the magic is in the combination, the more mana consumed. Only Mages can't us skills.
Question: How do players get new skills?


Answer: You create them using your imagination. (think of how it's done in the Manga/comic "The Gamer") Oh and please name them. ^^


(Any big skills such as summoning a hail storm of swords or a meteor, please run by @Kishune.)


Right, right! Sorry, forgot about the Faq being on the 1st page of OOC.
 
Ensig said:
Right, right! Sorry, forgot about the Faq being on the 1st page of OOC.
it's no problem. I'm just glad to know people are using it as some in the past didn't see to do so. ^^;
 
I swear the BBCode formatting for that accordion took more time than all the writing combined. ._.
 
Ensig said:
I swear the BBCode formatting for that accordion took more time than all the writing combined. ._.
FYI Vriecesia is in the same area as everyone else.


And a survey done in the U.S said that most gamers are over the age of 18 or are technically adults.
 
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StoneWolf18 said:
FYI Vriecesia is in the same area as everyone else.
And a survey done in the U.S said that most gamers are over the age of 18 or are technically adults.
Ah. Forgot to tag you. When I was going through the BBCoding originally, I was writing using the 'More options' editor thing that doesn't allow one to see new posts. Then, you posted and... I sorta forgot to tag you. My bad.


As for the 'Gamers are mainly 18+ thing'... Riley's thoughts on the subject could essentially be summed up as 'Most people that play games are kids (at heart)' -- so in her mind, a kid that acts like a kid is a good fit for testing. Thus her thoughts.
 
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StoneWolf18 said:
Yeah, but communication...
*shrug*





Seeing as the characters are all Testers, maybe it's better that someone gave themselves a debilitation of some sort? How they'll communicate from now on is going to be a challenge, but... It's not the worst thing that could have happened, right?
 
Ensig said:
*shrug*



Seeing as the characters are all Testers, maybe it's better that someone gave themselves a debilitation of some sort? How they'll communicate from now on is going to be a challenge, but... It's not the worst thing that could have happened, right?
No, it isn't...and I'm not hating on the disabled (cause you seem to be getting a bit defensive) but for simplicity and convince in the roleplay...
 
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Ensig said:
Considering the name of his character, as well as the supposed confusion on not being able to speak... It made him a mute.
Yea but I like him to have run it by me first so I could direct him to do it a bit better than a handicap button...

StoneWolf18 said:
Yeah, but communication...
and there is a way around that, though it's not all that practical, but I like to know what his thought to do first.
 
StoneWolf18 said:
No, it isn't...and I'm not hating on the disabled (cause you seem to be getting a bit defensive) but for simplicity and convince in the roleplay...
Ah, I didn't mean to come off as defensive. I was just thinking that, as Beta Testers, pressing random buttons in character creation was to be expected to an extent. That being the said, as @Kishune said above, it could have been better presented.


For example... There could have been a separate tab in character creation for 'Debilitations' among a 'wounds' section. 'Wounds' would go along the lines of Scars and such (which are in a lot of modern character creators), so Debilitations would really just be a Wound+ -- they could be cosmetic and have a gameplay effect.
 
Kishune said:
@Ensig I can just see it noww...Our dropped out RPer's character will be your character's plaything to play out jokes. xD
I was originally rooting for Riley to get closer to Jenna near the start (which is why the original version of #7 had her helping Jenna up), because I felt the characters had good chemistry as friends... Buuuuut now she's dropped. Adopting her character is also out, because we have the required amount of characters (right?).


So... '; -;' I guess.
 
Ensig said:
I was originally rooting for Riley to get closer to Jenna near the start (which is why the original version of #7 had her helping Jenna up), because I felt the characters had good chemistry as friends... Buuuuut now she's dropped. Adopting her character is also out, because we have the required amount of characters (right?).
So... '; -;' I guess.
Actually We need one more...someone from the 'interest thread' hasn't responded to me...but she's still off the table as I said I let the RPer rejoin once and if I open the RP to have more characters. ^^;
 

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