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haio681

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I'm trying to do my own rp, but the only thing that confuses me is what magic and roles to add and what will be downfall of the magic.


ROLES


Medic pro(s): they are the only role allowed to use healing. Cons: their weapon choice is between medical scalpels and hand to hand combat (bad at hand to hand if they have less than 12 years of training). Only allowed I use healing magic.


Support Pro(s): the only role that is allowed to use their magic on other weather allies or enemies. Con(s): this class generally take a large amount of damage. Can't use any magic that aren't relate to supporting teammates.


Assault pro(s); generally deals a lot of damage. Con(s): not the most defensive minded unit, generally think with their swords.


guardian pro(s): generally the defensive savor on the team. He is often the most flexible with operations. Con(s): doesn't get a chance to use any other weapon expect the shield. Bigger the size equal ability to hold their own ground against stronger attacks, which also mean they agility is lower.


Recon pro(s): are normally the most sneakiest. have strong single hit attacks. Con(s): horrible with combo moves. Once they are spotted they can't sneak away or up on anyone around the facility.


BASIC MAGIC


Fire magic: weakness is water


Water magic: weakness is lightning


Lightning magic: weakness is earth
 
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The setting is a futuristic mercenary magic school.


I'm not sure what you mean by system.


It's about magicians who end up going to a mercenary school, the magician then form teams within the school to work and complete missions
 
By system, I believe he means are you doing five or heavy use of npcs or a combination of many things
 
So it's sci-fantasy, and a school.


What's the dominant culture?


What are the limits of technology?


What are the limits of magic?


How do they interact?


How do you learn magic?


Where does magic come from?


Why does a mercenary school exist?


By system, I mean what conflict resolution mechanism or abstraction of characters and events will you use? You mention things like combo attacks, strong single-hit attacks, roles, etc. - this all indicates these things mean something in a gamist context. So will you use dice? Stat comparisons?


That's the premise - what's the plot? Why should I care about this band of mercenaries and their exploits?
 
Your questions about the limits are endless but not to the point of god mode. The dominant culture would be human (if this is what your asking for). Most of the people at the school interact calmly with each other but, to opposing forces violently. Magic come from mana which not everyone can possess and even those who possess mana can use magic, it's more of a skill in this futuristic time that can't be taught to people who can't use it. This mercenary school exist for three reasons. one to create a calm, comforting environment to those who can use magic; two present those mages who can use magic a work opportunity; and three to those who are greatly gifted a chance to join the greatest mercenary clan, the titans.
 
Limits undefined are meaningless; god mode without a mortal mode from which to deviate is meaningless.


Humans are not a species, not a culture - see; the real world.


How do magic and technology interact, not the people - where's the distinction? Can I make a plasma cannon powered by magic but operating on scientific principles beyond that?


Where does mana come from? Why do some people have it, and some don't?


Why is being a mercenary a good job for people who can use magic?


Are there no civilian applications for magic?


Do those civilian applications change the setting in any significant way? They should.


Are there government sponsored magic-warrior schools?


Why are mercenaries necessary?


With or without dice, you'd be using stats of some kind, and a surprising amount of work goes into making them function without dice.
 

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