Enforcer84
May 14th, '06, 12:44 PM
This was darting around in my brain the last two days (watched Advent Children AGAIN) and ...
It's an unholy union of FFVII's Mega corporations and their private armies, FFXIII's "Gardens", with a dash of Xenosaga, D&D, Marvel's New Mutants, Harry Potter, and Suikoden thrown in.
Three campaign ideas as well.
Campaign One: The Academy
This is where talented but young characters grow and develop into the warriors they will be.
Campaign Two: Post Graduate: Tour of Duty
This is where the newly graduated, still young adventurers work off their tuition advances by working as trouble shooting teams for one of the megacorps that fund the Academy
Campaign Three: Free Agents
Adventuring in the game world.
This is a thinly disguised Superheroic game world. Yeah, there are knights and wizards, wandering monsters and ruins and dungeons to explore, but the PC's and major NPC's are as far above the normal warriors and citizens of the day as Champions Characters are above individual Viper agents.
The Academy
Created by a joint effort of several mega corporations they seek out children with great potential and train them as warriors and operatives. The process has been refined to six years. The children accepted are generally between 10-12 years old. Their first year is spent in general training to increase physical and mental abilities and see to what areas they gravitate. The second year is a little more specific where the Fighting, Magic, and Stealth determinations are made early and their focuses narrowed down. Years three and four are intense training in their chosen field and introduces them to Materia. Also, beginning in the third year they are placed into classes of seven to learn teamwork and small unit tactics. The last two years focuses more and more on the "team aspect" and the seven students spend most of their time training as a unit and living together.
Once they graduate they either work off thier debt to the corporations (if they can't afford to pay it) or make thier way in the world (if they can). The Corporations try to keep units together if at all possible as they are familiar with eachother's abilities and have trained together for years. The individual Units often become as families.
Materia:
Materia comes in Two Major types. Magic Materia and Support Materia. Magic Materia allows even non magicians to cast a particular spell or set of spells (Depending on the power of the individual materia). When used by a magician the Magic Materia enhances spells wtih similar nature or allows the magician to cast spells he or she currently doesn't know.
Support Materia allows for special abilities and effects that anyone can use. Support Materia might increase attributes, allow special attacks or movement options, etc. Support Materia and Magic Materia often work together to allow even greater abilities.
Magicians:
Magicians can use magic without requireing Magic Materia, but they can use the Materia to enhance their spellcasting. Magicians learn magic via Research, Materia Maturity (using a paricular Materia long enough so that it becomes one of your spells), Spells can be also granted by powerful beings.
As for the types of magic, borrowing again from Final Fantasy there are:
White Magicians: Focus is positive energies, Healing, Curative, Purifying, and Anti Undead
Black Magicians: Focus on "Attack Magic". Mainly Elemental blasting spells but also crazy effects.
Red Magicians: Utility Magician. They combine attack, defense, and special effects. They also are more "Weapons Oriented" than other Magcians, and can focus magic through their chosen weapons.
Silver Mages: Very rare. They command time, space, and reality. They command vast energies and can be very deadly.
Summoners: The ever popular summoning spells; they can summon extradimensional beings as brief "Attacks" or single effects, or even summon them for extended periods of time as warriors, scouts, advisors, or companions.
Blue Magic: This is the "magic of nature" Blue Mages spells and abilities are gained through their experiences with the creatures and nature around them. They are akin to the D&D druids, they can learn spells through Materia, though Blue Magic Materia is uncommon if not rare, but they can also learn spells through their encounters with the creatures and mystic areas of the world. Blue Mages are among the most adventurous of all people as they become more powerful the more they experience the world around them.
Materia Affinity: Each individual has a special affinity to a particular Materia. They can use that particular maeria with enhanced effect and they gain particular enhanced abilities from it. For example: affinity with a Lighting Materia gives the character +3 Dex and 5pts of resistant ED vs Electrical Attacks. If they use Lightining Magic it gets +3DC's Damage and +3 OCV.
Note: After seeing nuswordgraphites FF post. Materia gives bonuses for equiping it. The Affinity bonus is permanent and does not disappear, however, an individual can generally only have affinity to one type of materia. Afinity bonuses also "Stack" so if you get +3 DEX for your affinity bonus and a particular Materia gives you +3 DEX as well, then you get +6 DEX and yes these effect figured characteristics.
...that's all I have at this point more as I think of it. :help:
I need a new filing system for my brain. :nonp:
It's an unholy union of FFVII's Mega corporations and their private armies, FFXIII's "Gardens", with a dash of Xenosaga, D&D, Marvel's New Mutants, Harry Potter, and Suikoden thrown in.
Three campaign ideas as well.
Campaign One: The Academy
This is where talented but young characters grow and develop into the warriors they will be.
Campaign Two: Post Graduate: Tour of Duty
This is where the newly graduated, still young adventurers work off their tuition advances by working as trouble shooting teams for one of the megacorps that fund the Academy
Campaign Three: Free Agents
Adventuring in the game world.
This is a thinly disguised Superheroic game world. Yeah, there are knights and wizards, wandering monsters and ruins and dungeons to explore, but the PC's and major NPC's are as far above the normal warriors and citizens of the day as Champions Characters are above individual Viper agents.
The Academy
Created by a joint effort of several mega corporations they seek out children with great potential and train them as warriors and operatives. The process has been refined to six years. The children accepted are generally between 10-12 years old. Their first year is spent in general training to increase physical and mental abilities and see to what areas they gravitate. The second year is a little more specific where the Fighting, Magic, and Stealth determinations are made early and their focuses narrowed down. Years three and four are intense training in their chosen field and introduces them to Materia. Also, beginning in the third year they are placed into classes of seven to learn teamwork and small unit tactics. The last two years focuses more and more on the "team aspect" and the seven students spend most of their time training as a unit and living together.
Once they graduate they either work off thier debt to the corporations (if they can't afford to pay it) or make thier way in the world (if they can). The Corporations try to keep units together if at all possible as they are familiar with eachother's abilities and have trained together for years. The individual Units often become as families.
Materia:
Materia comes in Two Major types. Magic Materia and Support Materia. Magic Materia allows even non magicians to cast a particular spell or set of spells (Depending on the power of the individual materia). When used by a magician the Magic Materia enhances spells wtih similar nature or allows the magician to cast spells he or she currently doesn't know.
Support Materia allows for special abilities and effects that anyone can use. Support Materia might increase attributes, allow special attacks or movement options, etc. Support Materia and Magic Materia often work together to allow even greater abilities.
Magicians:
Magicians can use magic without requireing Magic Materia, but they can use the Materia to enhance their spellcasting. Magicians learn magic via Research, Materia Maturity (using a paricular Materia long enough so that it becomes one of your spells), Spells can be also granted by powerful beings.
As for the types of magic, borrowing again from Final Fantasy there are:
White Magicians: Focus is positive energies, Healing, Curative, Purifying, and Anti Undead
Black Magicians: Focus on "Attack Magic". Mainly Elemental blasting spells but also crazy effects.
Red Magicians: Utility Magician. They combine attack, defense, and special effects. They also are more "Weapons Oriented" than other Magcians, and can focus magic through their chosen weapons.
Silver Mages: Very rare. They command time, space, and reality. They command vast energies and can be very deadly.
Summoners: The ever popular summoning spells; they can summon extradimensional beings as brief "Attacks" or single effects, or even summon them for extended periods of time as warriors, scouts, advisors, or companions.
Blue Magic: This is the "magic of nature" Blue Mages spells and abilities are gained through their experiences with the creatures and nature around them. They are akin to the D&D druids, they can learn spells through Materia, though Blue Magic Materia is uncommon if not rare, but they can also learn spells through their encounters with the creatures and mystic areas of the world. Blue Mages are among the most adventurous of all people as they become more powerful the more they experience the world around them.
Materia Affinity: Each individual has a special affinity to a particular Materia. They can use that particular maeria with enhanced effect and they gain particular enhanced abilities from it. For example: affinity with a Lighting Materia gives the character +3 Dex and 5pts of resistant ED vs Electrical Attacks. If they use Lightining Magic it gets +3DC's Damage and +3 OCV.
Note: After seeing nuswordgraphites FF post. Materia gives bonuses for equiping it. The Affinity bonus is permanent and does not disappear, however, an individual can generally only have affinity to one type of materia. Afinity bonuses also "Stack" so if you get +3 DEX for your affinity bonus and a particular Materia gives you +3 DEX as well, then you get +6 DEX and yes these effect figured characteristics.
...that's all I have at this point more as I think of it. :help:
I need a new filing system for my brain. :nonp: