08
Feb
10

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28
Nov
09

Questies

moving the giant-ass turtle
Lance gets the cold
haunted house
find the little girl
find the medicine
beat the stupid dragon
ugly raiders
undead onslaught
fall in a hole in the mountain
climb a mountain
slay the tyrannical bitch opressor guy
Help deliver the cargo
capture someone
explore the unexplored
kill the unkillable
row row fight the power
kill the fairies
help the onmyou
burn the sacred grove
hunt for something
find a ghost’s real body
find the magic flute
recover the wealth
find the artifact
climb the tower
defeat the guard
fight the tentacle monster
defeat the hold
find a jewel
recover lost artifact
find missing family member
retrieve “experiment”
siege the bad guy
protect the wall
protect the dam
the mysterious desert tower “actually a cannon”
deliver the medicine
deliver the patient

quest categories: one particular object, find it, kill it, whatever. The object can be a place, person, thing, just any noun really. Defending a noun. siege mission. Search mission, search an entire maps worth.

28
Nov
09

Various stuffs

Characters have a grudge. <–this is important!

Airships!

GENERAL PLOT

The party travels to hunt a veiled evil in the world. Part way through the quest, the bad guy realizes that he is being hunted. The bad guy wants an item, and the bad guy can’t get it, but for some reason, the party can. The bad guy joins the party, and gains their trust, and leaves some underling in command.

COMBAT POWERS

  • Martial Techniques
    • Cleave
    • Stun
    • Power attack (restrict defensive options)
    • Knockback moves?
    • Leap attack
  • Ranged Techniques
    • Archery
      • Dual shot? (accuracy loss)
      • Precise shot (called shot) (pre-delay)
      • Rapid fire
      • point blank
      • trick shot
    • Thrown
      • throw multiple
      • trick shot
      • ricochet
      • piercing
      • throw ally
  • Power-type powers
    • Celestial
      • Smite
      • Endurance buffs
      • Strength buffs
      • Energy Bolt
    • Infernal
      • Fireball
      • Freezing attacks
      • mirror images/other illusions
      • Electric attacks
      • transmutation
    • Psionic
      • Sonic attacks
      • telekinesis
      • ecto-slime
      • improved senses
      • mind altering drugs i mean moves
    • Planetary
      • weather based (instant summon)
      • water based (long term summon)
      • earth based(self/long term summon)
      • air based(self/long term summon)
    • Beastial
      • summoned strike (instant)
      • spores, vines (instant)
      • animal companion (long term)
      • wild/plant shape (self)
    • Ancestral
      • call warrior(instant)
      • call archer(instant)
      • call fencer(instant)
      • call strongman(instant)
      • call ally (as above)(long term)
      • buff (as above)(self)
    • Ki
      • powerful strikes
      • gashunk
      • punching snakes
      • super”human” speed
      • shockwave attack
      • self-purification/healing
      • warcry
    • Onmyo
      • throw exploding thing
      • make shikigami(instant, long term)
      • make taiyaki
      • barrier
      • light/dark
      • standard buffs
    • Metal
      • constructs
      • metal punch -> rocketo paaanchu
      • sward arm -> chainsaw arm
      • magitek armor
      • instantaneous ….hardening….
      • magnetic barrier
      • sward enhancement
    • Lost Artes
      • Gravity
      • Time-Space
      • Outer Space
      • Portals/Planar
      • True Resurrection
      • Graffiti
  • Sweet Moves
    • explosive punch
    • chinese archer batallion
    • terracotta army
    • firestorm spirit
    • breath weapon
    • explosive sward technique
    • separate attack (get out of here)
    • lions roar
    • flame wall
    • water-lightning beamu
    • earth punch
    • earth maw
    • maelstrom
    • stream of consciousness attack
    • ancestor army (instant)
    • animal stampede
    • psionic arrow cycle
    • phantom weapon/psychic weapon
    • alchemist’s fire
    • charging twins
    • phalanx fighting
    • grapple-spike-combo
    • staredown strike (iai strike)
    • weapon storm
    • 4 ninjas strike
    • fluffy of blows
    • drop the hammer
    • crazy electric hammer
    • ecto-minotaur
    • annoying music
    • force from above
    • ice block
    • “send in the clones”
    • meteors
    • spider web
    • tongue strike
    • double jump
    • walk on air
    • swarms
    • “why does it always have to be snakes”
    • freeze time?
    • attack grass
    • quicksand
    • magma geysers
    • stumble
    • mass trip
    • toss into air and spike into ground
    • tentacle vines
    • hide in summons
    • blender
    • flight
    • block lance
    • what?
    • acid rain
    • home run
    • go golfing
    • chocolate rain
    • four jungle warriors
    • alter other
    • magnetism
    • induce rust
    • shrapnel attack
    • marduk’s muscles
    • fire bird shot
    • thorns aura
    • rainbow shikigami series
    • sticky grenades
    • construct pitching
    • metal sentries/sentry bots
    • 10,000 needles/papercuts
    • land mines
    • uppercutting spike (combo)
    • ecto-sticky-sludge
    • attraction curse/boomer bile
    • crazy fire blades/destructo-disk
    • dragon’s breath
    • chain lightning
    • ball lightning
    • heavy arm launcher
    • juggernaut’s assault
    • firing squad
    • tsunami
    • guy w/ big hammer
    • earth wave
    • sonic cannon
    • megacondenser
    • samoflange
    • goblin chili
    • immolation arrow
    • cerebral bore(drill that pierces the heavens)
    • cerebral boar
    • cerebral bore
    • spear hair
    • spear hare
    • giant cat flop
    • free storm
    • whale drop
    • sleepy sheep

Magic equipment

  • magical tattoos
  • parrots (lance)
  • small constructs
  • fire
  • ice
  • electric based weapons
  • cloak of invisibility
  • overwhelming seed
  • splitting ammo
  • boots of speed
  • juggernaut’s boots
  • combat awareness helmet
  • 8fold visions
  • robe of eyes
  • robe of ears
  • robo-ears
  • shrunken voodoo head(constantly sings)
  • big head code
  • cursed items
  • living shield
  • reflective gear
  • lsd shield
  • led shield
  • throwing shield(returning)
  • captain america
  • commander’s helmet
  • raven’s headdress
  • boots of lovitation
  • magic pelts
  • snuggies
  • magic belts
  • trap orbs
  • portable holes
  • flamethrower gauntlet
  • chest-beam-armor
  • burning stick(everburning torch)
  • air cleaving weapons
  • vorpal(snicker-snack)
  • bombs
  • grenades
  • guns (limited)
  • sleepy sheep
  • tanglefoot bag
  • belt of (something strong)-strength
  • seismic weapons
  • autoheal equipment
  • size changin’ weapons
  • extendo-staff

Monsters

  • zombies
    • zombie werewolves
  • shield guardians
  • man eating plants (see other post)
  • angry animals
  • nightmare
  • turtlebear
  • oozes
  • terrasque
  • grue
  • rock scorpion
  • scorpion-folk
  • mutant bald eagles
  • flying…fish
  • wakwak
  • various abberations (tentacle fish thing)
  • abaddon
  • fomorians
  • disease golem
  • living spells
  • giant snakes
  • giant owl
  • goblins
  • lawn ninjas
  • spider monkey (is a spider)
  • trolls (more norse-ish)
  • water boars
  • kobolds
  • dryads
  • sirens
  • harpies
  • wendigo
  • other beings
  • crystal swarm
  • bugbears
  • flying squid
  • knolls
  • severed head knight
  • youkai
  • oni
  • possessed wepins
  • mimics
  • besoldahorus
  • spredunculus
  • metroids
  • walking shadows
  • giant burrowing worm-like creatures (tremors)
21
Nov
09

The Plant Spirit Kingdom

the plant spirit kingdom is well hidden in the depths of a great forest. All sorts of plant spirits live there, dryads, ents, wood wode, mushroom folk type spirits, those clicky-head guys from princess mononoke, and anything else we can think of for plant spirits. Agents of this kingdom work with benevolent dragons to protect various important natural sites. Unless provoked, they are peaceful, but
they may go to war to protect what they believe is important in the world
Their relations with the lemurfolk are good, and they are wary of the infernals and their weird plant magic

18
Nov
09

more random stuff

This is just more random stuff, as per the title suggests.

Defensive moves: basics of the basics here

counter attack: respond with a basic attack, can eventually allow various super powerful effects depending on type of character.

preemptive strike: quicker characters or foresight types can predict attacks and attack first, probably involving temporary debuffs or other useful tactics.

Take it: Instead of reducing damage, take the blow to fuel the fires of your rage!!!!!

teleport: high level move that allows instant escape for spellcasters, perhaps penalties on their next turn to prevent misuse

barrier: use magic-y shield to prevent large amounts of damage, pretty much an upgraded defend.

dodge: …..yeah

defend: ……yeah…this too.

Circular arts: some kind of crazy soft style martial arts for agile and martially gifted folks.

guest and quest: an idea I had a little bit ago

the mountainmen:large and powerful ppl live in the mountains, guarding something, you know the drill. A shapeshifting demon is after their treasure, and the only one who knows is the lone mountainman you just saved. He is a brute with nature spirits. Based on a goliath thing I had an idea for before

Griswold the Guard: he is involved in your earlier quests, a basic soldier type, friend of your family or something, helps during initial bandit attack.

ideas for first quest:

bandits destroy the town
bandits kidnap your sister
unidentified creatures from the water kidnap you
you wanted to leave anyway
parents die and you want revenge
parents kick you out cuz your a lazy bitch
the whole town gets moved onto a new continent, adventure ensues
griswold wants some help and personnel is tight due to a conference

Magic weapon Idea: a hammer that changes size, gives access to special aoe melee attacks.

explosive touch: causes explosions on impact

sonic weaponry: cannon that fires low-frequency projectiles
or high-pitch cry from weapon clash

ancestor weapons: parts of ancestor skill given to wielder

redirected energy: syphon energy from similar character to use abilites….or siphon characters for special bonus

rifling arrows: more precise and powerful, creates windy missile tings at high levels.

17
Nov
09

Our intrepid heroes…tentative

OK, in the interest of urging things along, Im going to present a short description of the six “heroes” of our game world…well, five really…

Hero: We decided on the quiet main character type. He will have thoughts, but to what extent we aren’t sure. Maybe just emotion bubbles or something. Appearance hasn’t been designed for anyone yet, so Ill hold off on that. He has a very neutral appearance tho, and perhaps it changes depending on the class choices made. Tags: quiet, some identifying feature, variable appearance, a hero

Cat-man: User of nature spirits, but a fan of spirits in general, prefers their company to most others. Most likely an artillery role, and his lines will probably fall along the line of straight-man for group idiots, as well as the occasional insightful spirit-guided comment. Fights oppression and racism, and overall villainy. Class: Planetary Brute. Aloof, picky with food, hates red squirrels for some reason. Reason he’s travelling (if he is) is unknown. Tags: aloof, picky, straight-man, good listener, traveler

Strong guy: Celestial powered soldier, wielding giant two-handed sword with one edge. Inherits a specific title at some point in the game. Is human, but really strong. His role is more or less to wreak havoc amongst the hordes of monsters, and charge head-on at whatever giant monster or other challenge that presents it self. Hard-wired sense of righteousness, intense self-righteousness, and acts on his honor code before considering most other things. Isn’t necessarily an idiot, but maybe uninformed, and usually very rash.Tags: Headstrong, willful, rash, all out, helpful, courageous, confident, self-righteous, narrow-minded

The Princess: shes a princess…haha. nobility of some sort of onmyou country, travelling with our heroes either because she wants to or needs to. not necessarily the first princess. Well-versed in knowledge regarding the world, lacks experience tho, practically everything is a novel experience for her. An onmyou sniper, as per the usual in her ppl. Why? they like ranged combat, and the things they hunt come in strong singles. Anyway, its subject to change. Probably most interested in hearing the stories of everyone else, and a major talker alongside strong guy and John (TBA): Noble, naive, inquisitive, open-minded, dutiful, dislikes bugs and going without bathing, loves hearing peoples stories, and very serious about not wasting food

John: a sort of everyman of his particular psionic culture, however very bad at dealing with many new things. WHile the princess at least had knowledge, he doesn’t even have that. Usually ignores or flat-our denies what he’s not used to. A bad-luck, reluctant hero type, gets thing done, albeit begrudgingly. Gets along with most ppl in the group, probably has the hots for the princess. but those elements with be left out for now. Also, a psionic striker type. Tags: bad luck, lazy, reluctant, youth, resistant to change, gets involved with lots of bad situations

Demon-girl: probably some runaway/renegade type, not evil in anyway really, just a victim. Doesn’t get along well with strong guy, probably has to hide the truth from him. most likely some form of demonic magic-user in the backrow, very quiet type, probably very skilled in odd things, like housework or mechanics or something, might have a pet of some sort that irritates john or strong guy. Class: Infernal Artillery. Tags: competent, quiet, strange liking for odd-looking plants and animals, dislikes racism, keeps a secret or two.

At some point, we might change to add a soldier char instead of something else. Actually interactions between characters will have to be addressed later. John, strong guy, and princess probably have over 70% of the dialog.

17
Nov
09

random thoughts

These are some of the random monsters I thought up the other day.

Fire breathing Frog: person-sized frog/toad that breathes fire. Magical animal, probably used by a wizard type to keep ppl away.

Tiki-face monkey ppl: small-sized monkey creatures, either they wear tiki-masks and worship them as some sort of divine entity, or they are some warped race that actually has tiki faces.

Polar Lion: Kind of like a polar bear, a bigger, colder lion. Magical expression of the mane as ice of something appropriate is possible. Big thing is the roar. Either they roar to cause avalanches to capture prey, or they roar out fierce blizzards to protect their territory.

Mountain gorilla: not gorillas who live on mountains, but gorillas made from mountain. Possibly a powerful mountain or earth spirit, gorilla shaped body of rock and dirt, probably hostile.

Volcano dwarves: instead of “fire dwarves” I think something like this is better. They are masters of forging fiery weapons, and probably the true smithing dwarf race. They have embers and cinders and ash and shit all over, and are very temperamental. probably fight more like berserkers than anything else.

Woodland Berserkers: Large creatures made of wood and plant material. They look like vikings with big bushy fruit-bearing beards. They are either stalwart defenders of their own woodland homes, or idiotic warrior types who work with treants in some way.

Martial attacks: martial ability is something all classes have access to.

Weapons mastery: a very basic skill for most melee classes, maybe ranged weapons for ranged characters.

Precise striking: probably delayed in some way, a striker move that uses striking a weak point as opposed to overwhelming force.

Grappling: probably more a brute/soldier idea, primarily brute, involves pro-wrestling style stuff and lesser fare.

trip/disarm/bull rush: probably available in different ways to melee classes. Brutes can bull rush and trip/push down, soldiers can disarm and trip, strikers might disarm, or weaken in some other way.

shield bash: shield bearing soldiers special move, probably upgrades to some type of crazy shielded bull rush, then throw in some power for a juggernauts assault

toughness: just overall conditioning, probably increases hit points and various little things, more significant for brutes and strikers.

various archery mastery stuff: where we differentiate archer types from spellcaster types as ranged units is undefined as of yet. Archers would probably have to be different in some way, but could do both sniper and artillery work, and I don’t know if all ranged units have access.

Just a thought, what do spell-focused chars use in place of weaponry?

07
Nov
09

Some thoughts on that

This is a post detailing how I envision this world (and its game mechanics) of ours at the moment.

The way I see it, it wasn’t that the entire universe was created by a “creator” per say, as much as The world always was and always is. Starting from here, various entities are born into this universe, one being our all-mighty creator deity, and one being Jia (Gaia…lol) and much of our creation myth would center around these two entities. It would go something like this. Creator finds him in the universe, alone and confused, and thus begins to travel. In his travels, he happens upon Jia, a large mass of land like all the others he’s passed. However, this one is different is that untold numbers of strange creatures exist on its surface. This draws his attention, and he begins to interact with Jia. As far the content of the conversation, the simple version is that creator wants to create creatures similar to himself so that he is no longer alone, asks if they can live on Jia along with the spirits who already live there. Agreement, and thus many different races are born. Keeping up with all the different races is irritating, so creator creates beings similar to himself to live amongst and watch over his “children”. Somewhere along the line, creator babies begin to thirst for power and various things, and certain members of the races begin to war. War with the power of the deities involved poses an immediate threat to Jia’s existence, so Jia and Creator have a little talk. Final result is that warring factions are exiled to two different places, because killing them would be fail, and deities have to get away and leave the races to their own devices. At this point various things and types of evolution and occur, and we get to where we are. The rest of universe is pretty much the same, except that I think I dont want to say that death starts when energy runs out….ppl use their excess energy to fight, but the bare basics are practically involuntary, and involve food and air and sleep and what not…its like sticking another basic need onto biological organisms.

The other thing i want to post at the moment is battles. A round of battle goes like this in my head. First, you are presented with your many options. The setup is similar to DND, where you have move, minor, standard. Most standard spells and attacks fall into…standard. Move is optional, and minor is all sorts of fun stuff. Usually, buffs, certain items, and at high levels, other fun things. For example, a high level agility fighter would get extra attacks to use on his minor, and then he ends his turn with a standard. Anyway, when you use an attack, an opponent gets to pick a “reaction” option, which can be many different things depending on type. the basics are defend, counter, evade, those types. and then the attack is resolved. Big moves fall into standard, but have various side-effects, one possibility is moving the characters turn up in the order. Another possibility is a haste type ability that makes ppl move get placed in the order earlier after their turn, acting once every .8 turns instead of every 1 turn, for example.

06
Nov
09

Simplified, Unified Overview of Things So Far

The Universe

The universe of this game world was created initially by one “over-diety”(for lack of a better name). This being created a universe governed by balance in all things. This being also created various lesser deities and also the material plane, and filled it with the creatures that would later become the spirits. Each of the lesser deities also created their own creatures to fill the plane. However, something went wrong, and the lesser deities were banished, and their creations were transplanted to newly planes (Celestial and Infernal), more suited to their needs, and still in balance. Without these creatures, the creator saw that the world was overflowing with life energy, waiting to be used, so a new type of creature was created. These creatures were inspired by the spirits that also dwell in the material plane, but they were different, in that they were created from the essence of the plane itself.

The plane of chaos is still rather undefined, as is its origin.

Planar Travel

Planar travel is nigh-impossible, outside of summoning/”astral” projection, as a protection against the great “something” that went wrong going wrong again. However, portals can be created at a great sacrifice to those who do so. The cost of a portal is a permanent and significant loss of potential energy storing ability, and the portal must be opened by beings on both sides.

The planes have yet to be well defined, but they are listed below to be filled in as they are.

The Celestial Plane

The Infernal Plane

The Plane of Chaos (Working title)

This plane spawns its own portals into the material plane at random intervals, and these usually occur in more desolate areas. These random portals can introduce otherworldly creatures into the material plane, and permanently alter the surrounding land.

The Material Plane

The material plane is where most of the game takes place. Dragons exist in the material plane as “land-gods”, as a preventative measure against the life energy of the planet being destroyed. However, they do have free will. Spirits also live here, but are mostly unknown to life-energy based beings.

The Lifestream(working title)

The lifestream is where the information stored in souls goes when the souls are recycled. Ancestor spirits are regularly spawned and returned to this stream, and they can also be called out on demand by mediums(working title).

The Planar Denizens

For the most part, the non-material plane beings keep to themselves and do not have the heavy stereotypes that they have in general epic fantasy. However, the ones that meddle in the business of the material plane generally do have those stereotypes.

Spirits are based on spirits from all mythologies that have any spirit-like being.

Planar Energy, Life and Death, and Magic, In General

Beings naturally gather the ambient power in their native plane. The amount they can store depends on various factors, such as age, race, and training. Each individual instinctively maintains enough energy to continue living. The rest is a surplus usually used to aid the person in survival. When all of a persons energy is used, their soul begins to split from their body, and they have a limited amount of time before their soul leaves permanently.

A being can use power for fighting outside of their native power source through the use of a one-time ritual that creates a conduit/converter to change their natural energy into the energy from a different source.

Races

There are many races in the material plane that are available to player characters. They fall into three categories: Planetouched, Natural, and Supernatural.

Planetouched

The planetouched races are beings that through one means or another have had their physiology altered by energy from another plane. They do, however, still draw life energy from the material plane and are free to choose any power type.

Celestial

The celestial planetouched race is muscular and proud. They take great pride in their muscles, as well as anything else they choose to specialize in. This race is unique in that beings become infused with the physiology-altering celestial energy through a coming-of-age ritual, rather than it being there from birth. Also, they tend to be “shiny”.

Infernal

The infernal planetouched race is what is left many generations after a band of refugee infernals left their native plane to live in the material plane, away from the horrible wars of the infernal plane. They have become a peaceful, technologically and magically advanced race, and have taken to agriculture as their primary means of getting by. They are also philosophers, scientists and magical tinkerers, and have developed a deep understanding of how the universe works. They are also responsible, through their science and magical tinkering, for much of the legendary flora and fauna of the world. Their cities are guarded by guardian topiary and ninja. Also, their skin is slightly tinted green.

Chaos

The chaotic planetouched race was once just a band of normal human pioneers, seeking new lands to settle in the desolate wastes of the world. This, of course, led them to settle in one of the areas corrupted by the energies of “that plane”, and it changed them. They have since become nomadic, never really settling anywhere, always seeking. Also, they have flecks of something reflective beneath their skin that never stay in one place.

Natural

The natural races are those that were created to fill the material plane after the Celestials and Infernals were kicked out.

Human

Humans are, as they always, normal earth humans.

Beastfolk

The four beastfolk races are races based on some of the more influential animal spirits in the world, and share traits of these animals, as well as humans. They are still rather poorly defined, but they are listed below for future information entry.

Catfolk

Dogfolk

Batfolk

Lemurfolk

Supernatural

The supernatural races don’t have much of an explanation yet.

Mystic Race (working title)

This race pioneered the Onmyoudo arts. They are short (D&D elves short, not gnomes short), have a highly structured society, and are very closed off from the rest of the world. Also, they have various mystical designs on their skin.

Smithy Race (working title)

A spin-off from the mystics, this race took a less mystical and more warlike path. They took the arts of the mystics and applied them to war and machines and other things made of metal, for something more permanent than the paper constructs that the mystics rely on. They are muscled and generally unpleasant to interact with. Also, they are perpetually covered in all of the things that a blacksmith would be.

Magical Power Sources

Celestial

This power source is power drawn from the celestial plane. Celestial magic is basically your traditional fantasy “divine magic” or “white magic”. Some “trademark elements” of celestial magic are:

  • Righteous rage
  • Smite
  • “White balls” attack
  • holy energy from the heavens
  • raw energy bolt

Infernal

While it has direct uses as well, it is much more condusive to indirect means of combat, such as illusions and charms and the like. To gain access to this power source, a person usually has to first summon and then contract with an infernal being. These persons usually become agents of sorts of the infernals. However, some clever mortal beings have managed to gain access to the power without subjugation, and thus in rare instances, persons using infernal power use it to fight the very creatures who use it. The primary uses of infernal energy are:

  • manipulating thermodynamics (fire, explosions, freezing)
  • manipulating electricity
  • charms
  • transmutation
  • polymorph
  • illusions

Psionic (working title)

Psionic power is very unstable, thus, it takes on many forms. instead of a ritual to creat a conversion, mutation through exposure to chaotic plane energies is the usual cause. A second method to gain the power exists, and consists of implanting a small amount of chaotic plane matter into a person, therefore giving them a source of power regardless of which plane they are in. Chaotic plane matter endlessly produces energy, however the amount that can be absorbed without insanity is an individual trait. Creatures which have gone mad from chaotic plane energy usually go on a rampage before the excessive power destroys them from the inside. However, many aberrations are immune to this effect. Thus, aberrations who manage to gain entry to the material plane continue to rampage, until heroes bring them down, or a dragon faces them in battle, which does not always play out well for anyone in the area. Psionic powers are generally:

  • ectoplasm
  • force effects/telekinesis
  • foresight
  • unique buffs for self
  • mind-effecting abilities

Spirits

Spirit powers draw energy and powers directly from spirit-type creatures. Spirit energy is split into two “classes”: planetary spirits and bestial spirits.

Planetary Spirit Magic

Planetary spirit magic uses powers from the spirits of the planet itself. These are the spirits and aspects of the world governed by the “land-god” dragons, and their notable domains are:

  • crystals
  • terrain
  • weather
  • summoning nature spirits
  • alchemical elements (no fire)

Bestial Spirit Magic

Bestial spirit magic uses powers from the spirits of the plants and animals of the spirit world. This allows the user to summon interesting spirits, launch massive plant or animal inspired attacks, or take on aspects of the spirits themselves. Notable domains for bestial spirit users are:

  • Animal Spirits
  • Wild Shape
  • animal inspired buffs
  • plants

Ancestral

Ancestral magic users have learned to communicate with the heroes of times past, and thus hold the knowledge of legendary warriors in their hands. They may fight similar to animal spirit users, bring spirits into themselves to heighten their skills. They may also
create a temporary body for a warrior spirit, calling forth a formidable ally. Their powers include:

  • Big instantaneous summons
  • Long term summons
  • Ability enhancement

Ki

Ki is the energy of life in the material plane. Four “classes” derive power from this source, and each is unique in their use of it. They are:

Martial Ki

In the martial user of ki, heightened physicial prowess is common, as well as mental clarity and unmatched focus. Powers include:

  • Augmented physical abilities
  • Superhuman feats
  • long range melee
  • overall martial prowess

Onmyoudo

The mystic art of onmyoudo is the art of infusing inanimate objects, generally paper or something else easy to carry, with life energy to create a temporary artificial “soul”, and animate the object. They can also infuse objects for uses other than animating them. In addition to creating the artificial soul, they are skilled at removing the link. Powers include:

  • Shikigami (more instantaneous)
  • Powering up implements/weapons
  • shielding
  • destroy undead/shikigami

Technomancy(working title)

Technomancy is a more warlike version of onmyoudo. Practitioners build elaborate constructs and augmented suits of armor to increase their fighting ability. Notable powers include:

  • metal shikigami (more permanent)
  • powering up self
  • physical augmentations (robot parts)
  • destroy undead/shikigami

Necromancy(NPC Only)

Necromancy is standard necromancy. Raise mindless dead to do your bidding, steal and damage the life energy of others. Necromancers are also known to take control of undead they did not create.

  • create undead
  • drain life
  • disease
  • hexes
  • control undead
  • destroy undead/shikigami

Fighting Styles

Striker

melee, large damage to single target.

Brute

melee, large damage to multiple targets, toughness, moderate damage to one target moves as well, we’ll see

Soldier

melee, heavily armored/defensive, role is staying power, probably has powers to disable foes, distract, maintain attention. Also, I would like to think they have many different skills that involve disrupting opponents.

Sniper

ranged, big damage to single target

Artillery

ranged, destroy everybody type, probably crowd control as well

Game Mechanics

Stats

Strength of body: Physical strength, resilience

Quickness of body: Dexterity, agility

Strenght of mind: willpower, ability to influence others

Quickness of mind: intelligence, problem solving capacity

Equipment

First Hand: weapon/shield/other (if we think of something)

Second Hand: same as first, or nullified by two-hand weapons

Head: helmet, circlet, whatever headgear we invent.

Body: armor or clothing or outfits, various options

Accessory: this one is pretty much anything that doesn’t fall into other categories

Weapons will increase in power as the game progresses. This is so we can control player-monster power relations for now. Shields offer increased damage reduction when used with a “defend” counter or command. They have a small deflection chance as well. Magical equipment will have various to be determined effects.

Healing

Healing is a basic use of the power everyone has. The amount of time devoted to healing determines its effectiveness, but the same amount of energy is consumed(inefficiency in quickness). The healing powers will probably have varying properties based on the combat style of the character using it, saying that tank types and artillery types have different healing styles or extra’s or something.

Flow of a Battle

All flow of battle numbers are totally pending actual testing.

Initiative

Initiative is a modified dice roll, and is mutable based on powers that take longer/shorter to use

Attacking

Base hit rate: 70-80%, variable to 60-90% in extreme cases, static through the whole game

Defending

Undetermined as of yet.

Dealing Damage

Player -> Monster Monster -> Player
Start of game 25%-50% hp 20%-33% hp
End of game 12%-25% hp 33%-66% hp

Turns

Turns are on a per-unit basis, rather than a per-player basis.

29
Oct
09

update of stuff

First, we’ve seperated equipment into five slots.

First Hand: weapon/shield/other (if we think of something)

Second Hand: same as first, or nullified by two-hand weapons

Head: helmet, circlet, whatever headgear we invent.

Body: armor or clothing or outfits, various options

Accessory: this one is pretty much anything that doesn’t fall into other categories

Weapons will increase in power as the game progresses. This is so we can control player-monster power relations for now, I hope we try something similar to DnD eventually. Shields offer increased damage reduction when used with a “defend” counter or command. They have a small deflection chance as well. Magical equipment will have various to be determined effects.

We’ve decided healing is a basic use of the power everyone has. The amount of time devoted to healing determines its effectiveness. The healing powers will probably have varying properties based on the combat style of the character using it, saying that tank types and artillery types have different healing styles or extra’s or something. Healing cannot be done at range as of yet, and infernal and aberrant characters cannot heal others as of yet. Healing is basically a conversion of magic power or whatever into hit points.

A few things regarding techniques. Each character has a reserve gauge style bar, and a primary bar. I say this, as the primary is what the character uses normally. Fluff-wise, its the power in the bloodstream. It regenerates during turns which power points are not used. The reserve gauge does not regenerate however, and it is used for maximal-level exertions of power. These moves are consider overlimit style moves of great power, with various side-effects. Fluff-wise, it is the power stored in the muscles while a character sleeps.

Our classes are a set of five, with three being melee focused, and two ranged. They are divided based on how they deliver damage.

Striker: melee, large damage to single target.

Brute: melee, large damage to multiple targets, toughness, moderate damage to one target moves as well, we’ll see

soldier: melee, heavily armored/defensive, role is staying power, probably has powers to disable foes, distract, maintain attention. Also, I would like to think they have many different skills that involve disrupting opponents.

Sniper: ranged, big damage to single target

Artillery: ranged, destroy everybody type, probably crowd control as well

Next is races. We have a number of races associated with given power types.

Human: unassociated, divided into cultural sects

Beastfolk: animal spirits, spirits in general, cat dog bat and lemur varieties as of now.

Armstrong: celestial race, big and proud, think Armstrong from full metal

Psionic: just a psionic flavored race, no real set traits yet

Ancient mystical race: onmyou practictioners, various mystical traits.

Smithy race: the war driven version of mystical race, much more savage and smith-like

Infernal-touched (name pending): remnants of refugees of a long forgotten(or perhaps eternal) infernal war. generally peaceful and agricultural. Highly advanced technologically and magically. green-tinted skin, ninja and plants as guards.

The actual impact of race on gameplay has yet to be determined.

So far, our discussion on monsters has ruled out the existence of giants, turned dragons into land god figures. Slimes exist, Aberrations are rare but powerful, The extent of spirits and youkai types have yet to be determined.