Interest Check: Original World Final Fantasy RP

Started by Florence, February 17, 2013, 04:00:29 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Florence

There's something I've been working on for a little while now, and while its not quite ready to go yet, I think I've got enough worked out to see if anyone is interested. The concept for this rp is an original world Final Fantasy RP, inspired more by the older Final Fantasy games. Bare in mind, anything posted here is subject to change as I work out the kinks of all this, but this should give you an idea of what I'm planning and I can see if people are interested.

What this means is it will be an original world, with recurring Final Fantasy elements, such as job classes, magic, summons, chocobos, moogles and other familiar monsters as well as airships and crystals and oh you get the point. Of course, there will be a Cid too. The tech level of the world will be largely medieval, though some advanced technology is present due to one of the nations of the world developing Magicite Technology; essentially utilizing artificially created crystals to power technology, commonly referred to as 'Magitek'. Magitek has lead to the creation of airships, trains, magic guns and other technologies, even the creation of living dolls called Homunculi.

The rp will use job classes, with a number of basic job classes to start with, though the rp will be freeform, with the classes merely serving as a point of reference, so we don't get any characters who are masters of kung fu, summoning magic and can shoot a fly from 300 yards. There are also advanced classes, which will be available after a time-skip that occurs during the rp, during which time it will be assumed that characters (should their players wish it) have been studying to gain access to these new abilities. For the most part, characters keep the skills associated with their original class, though there are a few exceptions. The classes are as follows:

Basic Classes-

Physical: Warrior, Thief, Monk, Ranger
Magical: Black Mage, White Mage, Time Mage, Caller (can use summons for special attacks)
Hybrid: Red Mage, Mystic Knight, Bard, Dancer

Advanced Classes-
Physical: Dragoon, Samurai, Berserker, Ninja
Magical: Sage, Blue Mage, Geomancer, Summoner (can use sustained summons)
Hybrid: Paladin, Rune Knight, Dark Knight, Mime

There will also be four playable races to choose from, Hume, Elf, Dwarf and Homunculus. Humes are basically humans, and are balanced, elves favor agility and magic, dwarves favor strength and stamina and homunculi are strong and fast, but incapable of casting magic. (Lore wise, homunculi can cast spells, but it drains their magitek core and can potentially kill them each time they cast a spell.)

With the exception of Homunculi, who can't be any class in the Magical or Hybrid categories, any race and class combination is allowed. Before anyone asks about Homunculi Bards and Dancers, they certainly CAN sing, play music and dance, in fact, some are employed as entertainers (both sexually and otherwise), but actual Bard and Dancer abilities are partly magical in nature. Theoretically they COULD be mimes, but they wouldn't be able to mimic any magical abilities.

Also, callers are closer to old school summoners, in that they can unleash a powerful special attack using Eidolons, where as Summoners are more like the more recent summoners, who can call out the Eidolon to fight for them for a time.

I'm not sure how many characters I will be accepting, but it will depend on a combination of the level of interest as well as how many characters the story calls for. The actual story itself is still in progress, so I'm afraid I don't have much to say on that yet, but I do have the world itself worked out. It has a wide variety of locations, a frozen continent, a vast desert, a jungle, cities built into volcanoes, a vast underground dwarven empire, an island full of magi (with a familiar Final Fantasy name) and more. So, let me know if you're interested. Questions and suggestions are certainly welcome!
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

ebpohmr

You had me at 'chocobos and airships'! ;)

Since I saw the trailer for FF14's re-release I have been eager to get into some FF roleplay! I have extensive experience with FF7 and FF8, some experience with FF12 and a little with FF9. I'm pretty versatile with what I will play, but tend to prefer more cerebral/thinking types of character.

Florence

Quote from: ebpohmr on February 17, 2013, 04:15:51 AM
You had me at 'chocobos and airships'! ;)

Since I saw the trailer for FF14's re-release I have been eager to get into some FF roleplay! I have extensive experience with FF7 and FF8, some experience with FF12 and a little with FF9. I'm pretty versatile with what I will play, but tend to prefer more cerebral/thinking types of character.

Haha! The same exact thing is what inspired me to make this! I can't WAIT for A Realm Reborn to come out. I signed up for the beta xD

The RPs that are most inspiring this one are Final Fantasy I, IV, VI and the trailer for A Realm Reborn xD

Let me know if you have any questions or suggestions :3 I'm really psyched to do this rp, but I'm taking my time and making sure I plan this out so it doesn't turn into a train wreck xD
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

ebpohmr

A little more information on each class would be real useful, plus some rough notes on where the players will start (assuming its the same place). That should make it easier to come up with some character ideas and I find that's when I really start getting into a game!

Florence

Alright, well... Again this is subject to possible change, BUT here are my notes on Job Classes:

QuoteJob Class System:

At the start of the rp, characters will be one of the basic classes. At a certain point in the story, they will recieve an advanced class, unlocking new abilities, while still retaining their old ones* leading to a variety of interesting combinations.

(*Unless specified by the class description.)

Basic Classes:

Physical:

Warrior: Physical combatants who specialize in the use of weapons. They may train in many different types of weapons to be highly versatile, or they may choose to specialize in a single type of weapon to attain mastery in its use. They generally specialize in close range combat, but may fall back on a bow in a pinch.

Thief: Agile rogues who specialize in the use of stealth to steal and ambush and assassinate. They can pick locks as well as pockets and tend to fight with smaller, concealable weapons like knives and daggers.

Ranger: Physical combatants who specialize in ranged combat, whether with bows, guns, or whatever else they may choose to fight with. They generally lack in defensive abilities, but can pack a punch at a distance, making them invaluable against aerial foes.

Monk: Dedicated fighters who specialize in unarmed combat and channeling their inner energy, or chi. What they can do with this energy depends on the user, some can throw long range punches, some can heal themselves and some can make their strikes hit harder. Most fight bare-handed, but some use elemental claws.


Magical:

Black Mage: Mages who specialize in offensive magic, such as fireballs, ice blasts and lightning as well as status effects such as poison and sleep. Some choose to specialize in certain schools of magic, such as focusing on specific elements, or strictly learning elemental or status magic, etc.

White Mage: Mages who specialize in supportive magic, such as restorative spells and spells that remove status effects. They can also shield their allies with physical and magical barriers and provide other such buffs. As with black mages, some choose to specialize their talents.

Time Mage: Time Mages practice some of the most delicate and dangerous magics known to man, manipulating the very fabric of space and time to slow their enemies and hasten their allies. They are powerful support casters, but lack any real ability to either inflict direct harm on the enemy, or heal their allies, making them very weak on their own.

Caller: Specialized casters who posess little ability on their own. By making pacts with powerful beings called Eidolons, callers can briefly bring down devestating magical attacks on their enemies, or provide equally powerful boosts to their allies. The downside of this is that it is extremely draining, meaning they run the risk of burning out much faster than other mages.


Hybrid:

Red Mage: Mages who choose not to specialize in white or black magic, and instead learn some of both. They can never attain mastery in either, and cannot gain access to the highest level of spells, but they make up for that with versatility. Some are purely mages, others spread themselves out even further to be as versatile as possible, learning some basic weapon skills.

Mystic Knight: Combining magic and weaponry, mystic knights learn to channel spells into their weapons and then attack, either empowering their attacks with elemental magic, or inflicting status effects with each blow that connects.

Bard: Players of enchanted instruments, they can boost their allies abilities though the sound of their music. They have to focus on their music to keep it up, however, and must stop to perform other actions. They may also hurt their enemies with the sound of their magical instruments.

Dancer: Enchanting and seductive, dancers can distract their enemies with mystical dances, and negatively effect their ability to fight. They cannot perform other actions without ceasing their dancing, however. They generally use weapons that can be encorporated into their dances, such as folding fans.



Advanced Classes:

Physical:

Dragoon: Elite warriors from Lemuria, dragoons train in heavy armor to increase their jumping ability. In practice, they generaly wear lighter clothes to allow maximum jumping ability. They can reach otherwise impossible heights and then come crashing down on their enemies, catching them offguard and bypassing some defensive abilities.

Samurai: Weapon specialists who are so intune with their weapon, they can call out its spirit to unleash a unique ability. They focus entirely on one weapon, and generally have a spiritual connection to it, and call it by a unique name.

Berserker: Warriors with no sense of self control or self preservation, they fly at their enemies in a blinding rage. They can be a danger to their allies if they're not careful, but they can also inflict devestating damage on their enemies.

Ninja: Stealth experts and graceful warriors, ninja can dual wield with ease and are skilled at throwing weapons, and can generally turn any object light enough to pick up into a makeshift throwing weapon in a pinch.


Magical:

Sage: Masters of magic, they can cast almost any spell with expert skill. They are the ultimate spellcasters, however, as a result of this extreme dedication to the magical arts, they are unable to retain any other skills they may have had. Still, when you need a spell cast, a sage is your best friend.

Summoner: Bonding with the Eidolons, a summoner can call forth their might, bringing them into our realm to do battle. They can't perform the powerful burst attacks of a Caller*, but instead can sustain the summon, allowing the Eidolon to fight their enemies for a time. Keeping the summoning link sustained takes focus, meaning they cannot do anything else without dismissing the Eidolon. Being hit by an attack will also dismiss the Eidolon.
(*If the character was a Caller, congrats, they can do whichever one fits the situation better!)

Blue Mage: Practioners of a very strange sort of magic, blue mages learn the ways of monsters and use a combination of physical skill and magical power to emulate their abilities. They can be unpredictable opponents.

Geomancer: Through a combination of physical discipline and deep understanding of the natural magics in the world, geomancers learn to control the land around them, using their terrain to their advantage in a very real way.


Hybrid:

Paladin: Warriors of great virtue, who can guard their allies in battle, and cast basic white magic to heal and protect them. They lack in offensive power, but selflessly protect their allies both heroically and effectively. A paladin can sense when their allies are in danger, and can dive in to take the blow for them. Their devotion to this heroic path, however, replaces any previous abilities they had.

Rune Knight: Warriors who wield special blades designed to absorb magical energies. They can absorb magic into their rune blades, and cast basic black magic right back at their enemies. Learning to balance these delicate energies is an intense art, and a rune knight loses any other skills they may have had.

Dark Knight: The antithesis of the paladin, the dark knight is an offensive beast. They wield powerful weapons and harnass the raw powers of darkness, sacrificing their own health to hurt their enemies.

Mime: The strangest of all fighters, both the weakest and the strongest. They do not have any abilities of their own, and yet can copy almost any ability they see. They can use the abilities that any other class uses, but only when they're watching someone else use the exact same ability.

And as for locations I have these notes:

QuoteThe world of Subluna is divided into several regions:

Hyboria: The northernmost continent of Subluna. It is as mysterious as it is inhospitable. Located within a vast field of ice, conventional ships without the most recent navigation charts have little to no hope of navigating the seas to reach land. Airships fair a little better, but still encounter difficulty thanks to the near constant blizzards of the area. The land itself is heavily mountainous and forested, making the land almost as dangerous as the journey there.

The political structure of the land is a collection of loosely associated tribes, who regularly battle over the scarce resources of the region. If they were to ever be invaded by outsiders, however, a council of tribal elders would convene and unite the tribes to defend their homes. Due to the harsh terrain however, that has not occurred in recorded history.

Hyboria is home to the Water Crystal, held in a sacred shrine considered neutral territory, and is where the council of elder's meet to discuss matters of inter-tribal importance. The crystals allow control of the sea and ice surrounding the continent, but only the elders are trusted with the knowledge to do this, even the most powerful Hyborian warlord's don't know how to operate it.

The locals live violent, war-filled lives, and as a result tend to be larger built than those of other regions, standing at an average male height of 6'2 and an average female height of 5'8. They tend to have fairer skin thanks to the heavy cloud coverage of their homes. They also tend to have lighter hair, from blondes to even natural greys and whites. Their eyes are generally a very pale blue, but can vary to darker shades of blue, or even shades of grey.

Hyborian people tend to dress in thick fur outfits with a heavy emphasis on warmth. Their buildings are constructed of wood mostly, with stone used for defensive buildings. Homes are built around the fireplace, and furs are common as rugs and bedding.

Muspel: The Easternmost continent of Sublana. Muspel is a mountainous region filled with mineral resources, including the only known sources of mythril on the surface of the planet. The land is very arid and hot, lacking much in the way of forests or water. It is however known for its exceptional hot springs, which have given birth to a number of popular onsen. and spectacular geysers. A number of active volcanoes are present in the region as well.

Politically, the Muspel Kingdom is a highly industrious nation, trading with most other kingdoms in the world. Their metalwork and gem-crafting are prized for the quality of both materials and the craft-work, with Muspeli smiths and jewelers being respected globally. The Kingdom is united under one king on the surface, but in day to day practice it is run by a number of guilds, motivated primarily by profit.

Muspel is home to the fire crystal, housed in the largest volcano in the land, which also contains the capital city, Muspelheim. The crystal is used to keep the volcanoes of the land in check, as well as to fuel the famous Fire Forge, which is used to craft weapons and armor for the Muspeli royal family.

The Muspeli people tend to have darker skin, ranging from lightly sun-kissed to dark brown and black. Their physical builds vary wildly depending on trade, and they are of average height, with an average male height of 5'10 and an average female height of 5'4. Hair colors tend to be brunette or black. Though it is rare, red hair is known to occur occasionally. Eye colors are typically brown or red, and sometimes grey.

The Muspeli people generally wear lighter clothing during the day and thicker clothing during the night, as the temperatures vary greatly between the times of day. Those who live in the capital city tend to dress lighter all the time, as the nearby volcano produced a noticeable amount of heat even during the night. Buildings are generally constructed from stone, with many great statues and monuments across the land.

Lemuria: The southernmost continent of Sublana. Lemuria is a vast tropical jungle with many rivers and lakes. There are very few clearing suitable for airship landings, so much of the travel in the land is done via land or riverboat. Lemuria is home of the last of the dragons, as well as the legendary dragoons. The jungles of Lemuria are home to a vast array of vicious and deadly monsters, and flora and fauna unknown to the rest of the world.

There is only one significant human settlement in Lemuria, itself simply called Lemuria as well. Other than that there is the Dragon Fortress hidden deep in the jungles, where the dragoon live and train, in a valley where the last of the dragons live. There are also numerous camps in the jungle where the goblins and trolls live, hunting and patrolling the surrounding areas and warring with each-other. The only other noticeable sign of civilization is the shrine of the earth crystal.

Unlike the other crystals, the locals do tap into the earth crystal for any special benifits, instead simply revering it as sacred. It naturally gives life to the surrounding soil and is a major reason the jungles of Lemuria are such an impressive cradle of life. They are not ignorant of the uses others would have for the crystal, however, and thus guard it with their finest dragoon warriors.

Lemurians typically have light to tanned skin, depending how much they work out-doors. Hair color has more exotic colors than most other ethnicities, and can be varying shades of green, red and blue. Eye colors match suit, with tendency to be red, green or a vibrant blue. The people are generally of average height, with an average of 5'9 for men and an average of 5'4 for women. The most notable feature of a Lemurian, however, tends to be the tattoos they wear, which signify their occupation and grow in complexity to signify higher and higher levels of expertise.

Lemurians typically wear light clothes due to the heat of their homeland, and have less of a cultural stigma concerning nudity. Women going about with bare breasts is not considered taboo or shameful and both genders typically play sports or physical games in simple loincloths. The buildings are constructed primarily out of wood, and other simple materials, with light designs emphasizing shade over insulation.

Mysidia: A small island located off the southern coast of Lemuria, Mysidia only has one town, sharing its name. The remote island rarely has casual visitors, though it provides advisers to the royal families of other kingdoms. Mysidia was founded to be a haven for magic users, where they could study and perfect their craft in solitude from the politics of the world. Still, they believe that perfect isolationism can only bring ruin, and thus send advisers to other countries, to try and maintain a balance in the world.

The people of Mysidia share traits of all other countries, as many come from around the world to live on the island and train in magics. They have a tendency to be frailer than those in other countries, focusing their efforts on the mystical arts rather than the physical, though this depends entirely on the person.

The people of Mysidia tend to dress in lightweight robes, of varying material. Do to the heat, being part of the Lemurian continent, revealing attire isn't viewed as taboo. As the island is populated by those of many cultures, however, nudity itself is frowned upon as it may distract from others' studies. The buildings themselves are similar to those in Lemuria, save for the great tower at the center of the island, built of ancient stone and housing the world's greatest library.

Reynes: The Empire of Reynes is a country that makes up the northwestern part of the Westernmost continent of Subluna. Reynes is the country with the most powerful air-force, with a fleet of highly advanced airships at their disposal. They are a somewhat militant nation, the kingdom previously having been made up of a series of independent kingdoms with a loose union, until the kingdom of Reynes, lead by King Aether Cerdic waged a war of conquest.

Being such a young nation, the current ruler being only Aether Cerdic III, the rest of the world is uncertain what to make of Reynes. It has advance its technology rapidly in the last hundred years, and its citizens are amongst the most comfortable in the world. The capital city of Lundene enjoys magicite technology including well-lit streets, complex and beautiful fountains, and even primitive automobiles. A train system connects the nation, and its airships connect it with the rest of the world.

The empire possesses no crystal of its own, and seems to be peaceful towards the other nations, yet it is still viewed with a bit of caution. The empire is guarded not only by airships, but by a dedicated infantry lead by the Knights of Reynes. The most deadly among the Knights are the infamous Dark Knights, who wield not only deadly weapons, but the power of darkness itself.

The land itself is temperate and lightly forested, with rivers and lakes scattered about. The empire is made up of various villages and cities, divided into duchies, each ruled by a Duke who owes their allegience to the Emperor of Reynes. The capital city of Lundene is by far the most technologically advanced, though bits and pieces of technology have traveled to the other cities. The more rural farming villages seem virtually untouched by technology the closer you get out to the border. Closer to the capital, they tend to use magitek to produce their goods more efficiently.

The buildings of Reynes are built of wood, stone, brick and range from the complex houses and shops of the capital, to the simple hovels of the rural villages, and the mighty and impressive stone fortresses that defend it. The people of Reynes typically have fair skin, with the darkest tones being a light tan. As for hair color, they generally have brown or black hair, with red being less common and blonde being least common, but still present. Eye colors are generally brown or hazel, with blue and green being less common. They tend to dress in light clothing during the day, but warmer, with furs and the like at night.

Sahra: A vast desert to the south of Reynes, it is home to only one city, but it is the largest city in the world. They have traded with Reynes to gain access to airship technology and have built a mighty trade fleet, though they could not hope to match Reynes in aerial warfare. An invasion against them would be equally foolish however, as the desert is scorching hot and constantly beset by massive sandstorms, which make a land invasion suicide. They also possess the Wind Crystal, and can use it to conjure up sandstorms at will, and bring down any airship which would attempt an act of aggression against them.

They are, however, a highly peaceful people, and Sahra City is the largest trade hub in the world, with merchants and mercenaries traveling from all over the world. It is a melting pot of culture, for better and worse, the Queen herself is known to be an avid collector of foreign art. Some of the best the world has to offer is in Sahra: art, music, science and literature; most heavily consentrated in the center ring, surrounding the royal palace, where the most wealthy citizens live. The seedier elements of the world have also pooled together in the vast city, particularly in the slums at the outskirts of the town, as well as the vast merchant ring which seperates the other two districts. Thus Sahra is a unique experience in that, within the walls of the city, one can find high art, shady bars and prostitutes and a great deal on exotic fabrics, and all seem to blend seemlessly together.

Sahra's most prominent trading partners are Reynes, as they are so close to each-other, and they have advanced technology to offer, and Muspel, with its booming industry and expert craftsmanship. The laws of Sahra are a bit more lax than other places, but they still see an importance of protecting the people within their borders. Murder, rape and theft are punished harshly, with the worst offenders being left in the middle of the desert to die slowly. The capture of slaves within the city walls is punished equally harshly, but though the trade of slaves is officially banned, as long as they are captured outside the borders of Sahra, its rarely enforced except when the consequences of ignoring it are not worth the profit.

The Sahranese people vary wildly due to the vast amount of foreign contact. Those with more 'pure' Sahranese ethnicity typically have light-to-dark tan skin, and light hair colors, blondes, greys, whites, even light pinks. Their eye colors tend to be vibrant reds and yellows. They are of somewhat average height, averaging at 5'7 for men, and 5'2 for women. Clothing is generally varied as well, thanks to the culture melding, but obviously, living in a desert, light clothing is most common. The buildings are generally carved from stone, with more expert craftsmanship the further you get into the city. The slums consists of a lot of makeshift shacks and cheep wooden structures, with some stone buildings scattered about, typically owned by people just barely poor enough to live there. The decorations and furniture largely depends on the tastes of people owning the building and what its purpose is.

Alfheim: A small island located in the middle of the ocean nearly at the center of the continents, it is home to the last of the elves. The island itself is covered mostly in a bamboo forest, except for the town of Alfheim itself. The town itself is constructed primarily in the style of real world traditional asian design. The island is fairly temperate, with fair weather. The elves have isolated themselves from the world of man, and keep mostly to themselves. The island is ruled by an elder, elected from the wisest of the population.

The elves themselves largely resemble real world asian people in terms of skin tone, features and build, though they can posses nearly any eye or hair color. They are a fairly diminutive people, standing at an average of 5'5 for men and 5'1 for women. Their most prominent feature is their long, pointed ears. They are widely considered attractive by humans, and tend to carry themselves with an ethereal grace. Their clothing is generally very light and delicate, somewhat reflective of themselves. They generally avoid gaudy jewelry, and instead have a very natural sort of grace.

Elves have an affinity for the natural world, and can sense the state of the crystals. They are also natural spellcasters, where as humans must work hard to become effective mages. It is said that the elves not only invented magic, but were the first beings to communicate with eidolons, and develop summon magics.

Agartha: Deep underground lays the vast underground empire of the dwarves, Agartha. Drilling down to Agartha is a monumentous undertaking, so there are only a few known entrances in the world: one in a remote mountain in Hyboria, another in an active volcano in Muspel, and a third lost somewhere in the deserts of Sahra.

The kingdom is vast and sprawling, spanning a large enough chunk of the planet to have entrances on several continents, with flowing magma for oceans and rivers. It is rich in not only mythril but adamantite, which the dwarven smiths use to create the finest quality weapons and armor in all the world.

The dwarves themselves are very short, with the males averaging at roughly 4'2, and females at 3'8. Their skin tones are generally a sort of earthy tan color, though there is some variety in this. Their builds vary, but 'stocky' would be a good word to describe the average physique. They typically have black, grown or red hair, very rarely blonde, and their eyes are generally brown or grey, but can sometimes be green, blue, yellow or red. They typically dress in light clothes as Agartha is rather hot, and tend to love metal and gemstone based accessories. They are rarely overweight, though like any group there are exceptions, and typically stay in good shape, especially the warriors and the blacksmiths. Their buildings are constructed from stole and metal, with advanced metalwork.

I was thinking of starting off the roleplay in the city of Sahra, as there's a lot of reasons why people from virtually any corner of the globe might be there.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

hippyness

I would be interested in such an adventure.

I miss the old simple days of Final Fantasy where each new installment wasn't a movie or online.
Totally me in that avatar. ^_-
I need something exactly seven percent stronger than TEA!
Something I have found helpful from other partners. http://rh.greydawn.net/browse.php?c=hippyness

ebpohmr

Thanks Finn!

So without putting too much thought into it, I can easily enough imagine myself playing:

An elven thief, with an eye towards becoming a ninja.
An elven ranger, with an eye towards becoming a samurai.
A homunculus dancer, with an eye towards becoming a berserker.
A human mystic knight, with an eye towards becoming a paladin.
A human white mage, with an eye towards becoming a sage.
A dwarven caller, with an eye towards becoming a summoner.

Revenent

I'm always in for a new Final Fantasy RP. I was kind of hoping to play a Cannoneer class when I first came in, but I'm sure I can come up with something good with the classes you have available. ;D I may make my person a bard just for the hell of it.

ebpohmr

Quote from: Revenent on February 17, 2013, 08:25:06 AM
I'm always in for a new Final Fantasy RP. I was kind of hoping to play a Cannoneer class when I first came in, but I'm sure I can come up with something good with the classes you have available. ;D I may make my person a bard just for the hell of it.

Ranger: Physical combatants who specialize in ranged combat, whether with bows, guns, or whatever else they may choose to fight with. They generally lack in defensive abilities, but can pack a punch at a distance, making them invaluable against aerial foes.

*guesswork* Could you not choose 'airship cannon' as a specialised weapon?

Revenent

I suppose so, though Cannoneer was one of the most powerful jobs in FFV, so he or she would probably have to wait until the advanced classes to get their hands on a portable cannon. Thanks for pointing out that option, though. :-)

SirHakado

I'm definetly interested in this idea... Time to rekindle the FF-flame!

Probably going for a human red mage or a elven dancer :)

ebpohmr

Quote from: Revenent on February 17, 2013, 08:36:52 AM
I suppose so, though Cannoneer was one of the most powerful jobs in FFV, so he or she would probably have to wait until the advanced classes to get their hands on a portable cannon. Thanks for pointing out that option, though. :-)

Also:

Samurai: Weapon specialists who are so intune with their weapon, they can call out its spirit to unleash a unique ability. They focus entirely on one weapon, and generally have a spiritual connection to it, and call it by a unique name.

Nothing there saying it has to be a melee weapon...

Revenent

That's an interesting idea: gunner/cannoneer with a special bonded weapon. Not something you see too much.

Xilian

*interested*
I particularly like the idea of playing as an elven white mage trying to become a blue mage

I have never played FF and I feel like I have missed out. I hope that won't form too much of a problem rp'ing about it though?

Florence

#14
Quote from: Revenent on February 17, 2013, 08:25:06 AM
I'm always in for a new Final Fantasy RP. I was kind of hoping to play a Cannoneer class when I first came in, but I'm sure I can come up with something good with the classes you have available. ;D I may make my person a bard just for the hell of it.

-stretches, back from a short nap- geeze, the wind outside is loud... anyway.

Funny enough I was thinking of putting in Cannoneer, but when I thought about it, I thought lugging around a big cannon like that would be a bit cumbersome, and I wanted to try keeping it towards somewhat more iconic classes. Whereas Cannoneer has only been in the GBA remake of V and Tactics A2.

Quote from: ebpohmr on February 17, 2013, 08:30:33 AM
Ranger: Physical combatants who specialize in ranged combat, whether with bows, guns, or whatever else they may choose to fight with. They generally lack in defensive abilities, but can pack a punch at a distance, making them invaluable against aerial foes.

*guesswork* Could you not choose 'airship cannon' as a specialised weapon?
Quote from: ebpohmr on February 17, 2013, 08:44:11 AM
Also:

Samurai: Weapon specialists who are so intune with their weapon, they can call out its spirit to unleash a unique ability. They focus entirely on one weapon, and generally have a spiritual connection to it, and call it by a unique name.

Nothing there saying it has to be a melee weapon...

I actually DID make Samurai with the idea of being able to use melee or ranged weapons, but I wasn't certain yet, and as I said, these are subject to change :P but with the current idea I had, either of those could be possible. Though if you're lugging around a big cannon, I imagine it'd be slow and clunky compared to say... a rifle or a pistol and enemies will find it easier to dodge.

Quote from: ebpohmr on February 17, 2013, 07:13:35 AM
Thanks Finn!

So without putting too much thought into it, I can easily enough imagine myself playing:

An elven thief, with an eye towards becoming a ninja.
An elven ranger, with an eye towards becoming a samurai.
A homunculus dancer, with an eye towards becoming a berserker.
A human mystic knight, with an eye towards becoming a paladin.
A human white mage, with an eye towards becoming a sage.
A dwarven caller, with an eye towards becoming a summoner.


Dancers are partially magical, a homunculus wouldn't be able to use their dance abilities without risking its life every moment its using Dance. The others are all neat combinations :o

Quote from: Xilian on February 17, 2013, 10:29:00 AM
*interested*
I particularly like the idea of playing as an elven white mage trying to become a blue mage

I have never played FF and I feel like I have missed out. I hope that won't form too much of a problem rp'ing about it though?

Hmmm... honestly, I'd just recommend grabbing a copy and playing one of the older ones. While I would be remiss to actually suggest you resort to piracy, I will point out that the option exists. Of course. That would be a terribly, horribly immoral thing to do.  O:)

This is set in an original world and I don't think it should be too hard to pick up, especially with the help of the Final Fantasy wiki to look up anything that might confuse you, but I can't promise that, since I'll be writing from the perspective of someone who, by default, knows what chocobo, moogles, malboros, bombs, cactaur, tonberry and behemoths are. I'll certainly try to describe them, but at least playing one or two of the games a bit might help. If you want a good one, I'd recommend Final Fantasy IV or VI, both excellent games. The original is fun too, though being the very first, it hadn't yet developed a lot of the recurring elements that I'll be using in this rp.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Bastet

Color me interested.  I would love to play a female hume or elven caller who develops into a summoner as the story progresses. I have experience with FF 9,10, and 12.

“I believe that words uttered in passion contain a greater living truth than do those words which express thoughts rationally conceived. It is blood that moves the body. Words are not meant to stir the air only: they are capable of moving greater things.” -Natsume Sōseki

AribethAmkiir


kckolbe

Looks like you have more than enough already and I am about to start a trip, but this looks awesome.  Always loved early Final Fantasy.
Ons/Offs  A/A  Oath of the Drake
(From the Penis Game) Dr. Strangelove or: How I Learned to Stop Worrying and Love the Penis
I love a wet nymph.  "Letting some guy have [her] just to have another woman is a losing trade"

Buffy: The Vampire Slayer(IC#2)
Intro Thread

Atkinson

Okay, I can't resist posting.  It's FF after all!  Sort of curious though, Humes, Elves, and Dwarves are all pretty self explanitory appearance-wise in an archetypal fantasy sort of way.  But what does a Homunculus look like?

Revenent

So the Cannoneer idea is out? The way I envisioned it, it would be a compact enough version of a cannon for the user to carry around fire quickly, but reloading it would take a while, putting the wielder at risk. It would mostly be used for trying to land special (possibly magical) attacks and critical hits.

On that thought, maybe the cannon can just be a source of special attacks, and the character could use easier, weak weapon for basic combat, like a pistol?

ElusiveM00se

No one has really mentioned a thief or warrior yet, so I'll play whichever class is least represented.
O/O's Thread Limited Availability ~ All for One (Non-Adult Fantasy, M/F Romance)

~~May the Bacon be with you...~~


Florence

Quote from: kckolbe on February 17, 2013, 06:13:58 PM
Looks like you have more than enough already and I am about to start a trip, but this looks awesome.  Always loved early Final Fantasy.

Well, I still have some work to do. Depending on how long the trip is, it may not start until you're back. Either way, this is strictly an interest check, not a proper recruitment thread. No one is getting approved until I work out the details. That said, I think I'll likely be accepting 5-6 main characters. Rather than playing one main character, I'm thinking I might pop in as sort of 'guest characters', who will help the party out for a time, then leave, then maybe reappear later. Think, Final Fantasy III, Mystic Quest, Tactics, etc.

I'm also toying around with an idea of maybe letting people run their own like 'sidequests' in addition to the main plot I'm cooking up, which would let people also play various NPCs. The idea I have is basically that people could run it by me when the player characters are sort of in some... rest area, ya know, in a city, or something, and we could work out the details and have them go off on a little sidequest. I mean, sidequests are somewhat of an iconic element of Final Fantasy games, at least the older ones. I'd love to hear some feedback on this idea, actually.

Quote from: Atkinson on February 17, 2013, 06:16:24 PM
Okay, I can't resist posting.  It's FF after all!  Sort of curious though, Humes, Elves, and Dwarves are all pretty self explanitory appearance-wise in an archetypal fantasy sort of way.  But what does a Homunculus look like?

Well, they can vary from model to model, but for the most part they're designed to look identical to humes and blend in. There may also be more heavily armored versions designed for combat, but these would be pretty much kept strictly for use by the Reynes military, so I'm gonna say playable ones will look like Humes, or perhaps one of the other races, if there's a reason for them to have that design.

Quote from: Revenent on February 17, 2013, 06:17:53 PM
So the Cannoneer idea is out? The way I envisioned it, it would be a compact enough version of a cannon for the user to carry around fire quickly, but reloading it would take a while, putting the wielder at risk. It would mostly be used for trying to land special (possibly magical) attacks and critical hits.

On that thought, maybe the cannon can just be a source of special attacks, and the character could use easier, weak weapon for basic combat, like a pistol?

I'm considering having limit breaks. They weren't really iconic of the earlier games, but they were introduced in VI and have become very much a part of the Final Fantasy experience since then. Perhaps the cannon could be a limit break?
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Revenent

If that was the case, I'd just go with a different class, probably, like Bard. Having a Cannoneer only use their cannon as a limit break would be like a Black Mage only use their magic as one.

Florence

Quote from: Revenent on February 17, 2013, 06:42:28 PM
If that was the case, I'd just go with a different class, probably, like Bard. Having a Cannoneer only use their cannon as a limit break would be like a Black Mage only use their magic as one.

Well that's basically what I meant, have them be another class, like ranger or something, then have them pull out the cannon for a limit break, perhaps. Of course, its up to you.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Revenent

Couldn't they just use the cannon for special attacks? Like how a Caller has monsters for special attacks, but doesn't do well in combat otherwise?