Brainstorm Pit (Me trying to tweak elemental system)

JRPG

Member Title
Elemental System


Our current elements:


Fire: Flames, Lava, Heat, etc. Causes Burn.


Water: Liquids, Ice, Water, etc. Causes Frost.


Earth: Minerals, wood, etc. Causes Stone.


Air: Lightning, Wind, etc. Causes paralysis.


Dia: Non-elemental. No bonus, and cannot do status effects.


Dark: Darkness. Causes Darkness.


Light: Holy. Causes blindness.


Note: If you choose the Dia element, your character won't attain bonuses, but they won't be a detriment in most situations. However, Dia cannot inflict status effects; only Augments and Deducts.


Note: Nature, Lightning, Ice will be fused into the other elements to make things easier. I will also limit element skills to one element, if this system does pass. If this system does pass, I can increase mana for characters, and change stuff.


Mage: STR and PER are lowered, but they raise mana cap.


Warrior: STR is up, but they lose mana.


Ranger: PER is up, but they lose mana.


Healer: STR and PER are lowered, but they raise mana cap.
 
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There are several primary stats.


VIT: Your health points.


MYS: Your mana points.


STA: Your action points.


STR: Affects normal melee attack, and melee magical attacks.


PER: Affects ranged melee attack, and ranged magical attacks.


PHY: Your normal defense.


AGI: Your ability to avoid hits and critical hits.


ACC: Your ability to land hits and critical hits.


MAG: Ability to land deducts and status effects.


WIS: Your healing abilities, and augment and status restore.


RES: Ability to limit deducts and resist status effects.


SPT: Ability to defend against magical melee attacks and ranged magical attacks.


MR: Magic recovery.


MOV: Your ability to move.


SPD: Your ability to act against an opponent in a post. Example: Can do 2 actions, while opponent does 1. Can do 4, but opponent can only do 2.


SKL: Skill activation when preforming normal attacks.


16 Stats, wow that's a lot.


Actions and what they cost


First Attack = 1 Action


Second Attack = 2 Action


Third Attack = 3 Action


Fourth Attack = 4 Action, and so on.


Cover: Use your body to cover a single attack. 1 action.


First Move: Move a certain amount, but costs 1 action.


First Spell: Use a spell, but costs 1 action and MP.


Second Spell: Use a spell, but costs 2 action and MP.


Third Spell: Use a spell, but costs 3 action and MP, and so on.


Item: costs 1 action.


If you choose to do a combination, it's the same principle.


First action: Costs 1 action


Second Action: costs 2 action, and so on.


ONLY STR/PER attacks can crit.


Magical STR/PER attacks cannot crit.


WIS skills cannot be missed.


To determine your total action against opponents, you add your AP + speed and then you minus it according to opponent's speed.


If you're dealing with multiple enemies you count for the enemy with the highest speed.


Speed is only accounted when you're preforming a multitude of attacks on an enemy, or spells on an enemy.


If you're just healing, or aiding an ally with an item, your actions are just your total AP.


9 AP + 10 SPD minus 6 AP + 6 SPD = 7 total actions.


Note: Speed cannot reduce action to less than 3.
 
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Effects.



Seal - Prevents an individual from casting spells.


Break - Nullifies all bonuses.


Stun - Enemy cannot act.


Curse - Enemy instantly dies.


Confuse - Enemy unsure how to act.


Haunt - Enemy loses mana per turn, and mana recovery is disabled.


Blind - Enemy normal attacks always miss.


Sleep - Enemy goes to sleep.


Slow - Enemy spends more action points to act.


Melee Down -


Ranged Down
 
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Using d100 dice.


You can only have up to 4 skills to activate, when preforming a normal attack. Skills are unique to weapons, and techniques. Your character only has 1 unique skill, but they can gain new techniques. You can only activate a skill once per turn. Example: Multi Hit Skill - Hit twice, but after its use, you cannot use it till next post.


Note: You can only use 1 skill per attack.


First d100 determines hit, second d100 determines critical, third d100 determines skill activation.


A level up increases your skills. Stat increases only apply once they hit 1.0.


Note: At the max level, all skills will be rounded up. So if you have 4.2 points at max level, it will round to 5 points.


16 Stats, and 16 opportunities.


S-Rank: +1.0 point to a stat, when level up. (Can only have 1 of these)


A-Rank: +0.8 points to a stat, when level up. (Can only have 2 of these)


B-Rank: +0.7 points to a stat, when level up. (Can only have 5 of these)


C-Rank: +0.6 points to a stat when level up. (Can only have 5 of these)


D-Rank: +0.5 points to a stat when level up. (Can only have 2 of these)


F-Rank: +0.3 points to a stat when level up. (Can only have 1 of these)


VIT: Your health points. Each point increases health by 1.


MYS: Your mana points. Each point increases mana by 1.


STA: Your action points. Each point increases action by 1.


STR: Affects normal melee attack, and melee magical attacks. Each point increases Melee ATK by 1.


PER: Affects ranged melee attack, and ranged magical attacks. Each point increases Ranged ATK by 1.


PHY: Your normal defense. Each point increases Melee/Ranged Normal Defense by 1.


AGI: Your ability to avoid hits and critical hits.


ACC: Your ability to land hits and critical hits.


MAG: Ability to land deducts and status effects.


WIS: Your healing abilities, and augment and status restore.


RES: Ability to limit deducts and resist status effects.


SPT: Ability to defend against magical melee attacks and ranged magical attacks. Each point increases Melee/Ranged Special Defense by 1.


MR: Magic recovery.


MOV: Your ability to move.


SPD: Your ability to act against an opponent in a post. Example: Can do 2 actions, while opponent does 1. Can do 4, but opponent can only do 2.


SKL: Skill activation when preforming normal attacks.
 
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Starting Stat Choices are dependent on you. You'll have 16 numbers.


A starting stat of 4 (choose 3 stats)


A starting stat of 3 (choose 5 stats)


A starting stat of 2 (choose 5 stats)


A starting stat of 1 (choose 3 stats)
 
Basic Calculations without bonuses/detriments


HP = VIT x 3 + 5


MP = MYS x 3 + 3


AP = STA x 2 + SPD


Melee ATK and M.ATK = STR


Ranged ATK and M.ATK = PER


Melee/Ranged Defense = PHY


Avoid Rate = AGI x 3


Crit Avoid rate = AGI x 2


Hit Rate = ACC x 3


Crit Rate = ACC x 2


Status Effect Rate = MAG x 2


Deduct Rate = MAG x 2


Healing, Augment, Status Restore = WIS


Status Effect Avoid Rate = RES x 2


Deduct Avoid Rate = RES x 2


Melee/ Ranged Special Defense = SPT


Mana Recovery per post = MR


Meters per second = MOV + 3


Speed = SPD


Skill Activation Rate = SKL x 2


Critical Hits deal double damage.
 
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Max level is 10. Each level up requires a bonus of XP, and so on. Higher levels take longer to level up. The XP pool is split between multiple characters.


Start with 3 Spells, 1 Active Skill, and 1 Passive Skill. Each level up gains you a spell, or a skill choice.


+50 XP, after the first level, per level up.


1 -> 2 (100 XP)


2 -> 3 (150 XP)


4 -> 5 (200 XP)


5 -> 6 (250 XP)


6 -> 7 (300 XP)


7 -> 8 (350 XP)


8 -> 9 (400 XP)


9 -> 10 (450 XP)


Total XP for Lv 1 to 10 = 2200 XP.
 
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Weapon and Armor and Trinkets


Develop your weapon according to how you want it. Note: You'll be able to attain greater weapons and armor and trinkets as the RP progresses; or you can have your stuff grow with you.


I will decide weapon stats, but you, as the roleplayer, will choose the weapon.


Weapon Template I will use.


Level:


Requirements: (Some weapons can only be wield by certain stats. This depends on the skill, damage, hit rate, crit rate, etc.)


STR:


Hit Rate:


Critical Rate:


Range:


Bonus: +1 to a stat, but only in use.


Skill:


1 Damage = 1 power


5 Hit Rate = 1 power


1 Crit Rate = 1 power


Bonus = Depends on Power


Skill = Depends on Power


Starter Weapon. Everyone starts off with a weapon of their choice.


Weapon Archetypes: Ask me on this, and I'll determine what bonuses go to your weapon. A dagger = High crit, etc.
 
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Power to spend on Weapon. Each power increases DMG by 1, Crit Rate by 1, Hit Rate by 10, M.DMG by 1, Heal by 1, Status Effect/Deduct Hit rate by 1, or Skill activation rate by 1


A max of 10 can be put into DMG, a max of 10 can be put into crit rate, a max of 10 can be put into hit rate, a max of 10 can be put into M.DMG, and a max of 10 can be put into heal. A max of 10 can be put into Status Effect/Deduct Hit Rate and SKL activation too.


Weapons can only have up to 1 skills and bonus. It costs 3 power for a skill and 3 power for a bonus.


Note: Only 1 unique active skill can be used per post. If you have 4, you can only use 4 per post.


Melee weapons get +1 Power. Ranged weapons get +0 Power. So at Lv 1, a melee weapon has 11 power to spend.


Lv 1 Weapon starts with 10 power to spend.


Lv 2 Weapon starts with 11 power to spend.


Lv 3 Weapon starts with 12 power to spend.


Lv 4 Weapon Starts with 13 Power to spend.


Lv 5 Weapon starts with 14 power to spend.


Lv 6 Weapon starts with 15 power to spend.


Lv 7 Weapon starts with 16 power to spend.


Lv 8 Weapon starts with 17 power to spend.


Lv 9 Weapon starts with 18 power to spend.


Lv 10 Weapon starts with 19 power to spend.


 

Level one and two weapon minimums. 7 Point minimum.


DMG (MIN 1)


HIT RATE (MIN 60)


CRIT RATE (MIN 0)


M.DMG (MIN 0)


HEAL (MIN 0)


Status Effect/Status Deduct Rate (MIN 0)


Skill Activation Rate (MIN 0)


Level three, four, and five weapon minimums. 6 point minimum.


DMG (MIN 1)


HIT RATE (MIN 50)


CRIT RATE (MIN 0)


M.DMG (MIN 0)


HEAL (MIN 0)


Status Effect/Status Deduct Rate (MIN 0)


Skill Activation Rate (MIN 0)


Level six, seven, and eight weapon minimums.  5 point minimum.


DMG (MIN 1)


HIT RATE (MIN 40)


CRIT RATE (MIN 0)


M.DMG (MIN 0)


HEAL (MIN 0)


Status Effect/Status Deduct Rate (MIN 0)


Skill Activation Rate (MIN 0)


Level nine and ten weapon minimums. 4 point minimum.


DMG (MIN 1)


HIT RATE (MIN 30)


CRIT RATE (MIN 0)


M.DMG (MIN 0)


HEAL (MIN 0)


Status Effect/Status Deduct Rate (MIN 0)


Skill Activation Rate (MIN 0)






For weapon ranges. Melee can be 1m~7m.


Can reduce by 1 power for an additional 3m.


Ranged can be 5m~35m.


Can reduce by 1 power for an additional 10m.






A bonus consists of 4 Stat increase, but this cannot be used on Mystic, Vitality, or Stamina.


A skill consists of anything.
 
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Armor: Defense, Critical Avoid, Avoid Rate, M.DEF rate, Mov Rate, Speed Rate, MR Rate, Empower/Resistance Rate, Hit Rate, and Crit Rate


Every 1 power increases defense by 1. 1 Power increases critical avoid by 1. 1 power increases avoid by 10. 1 power increases M.DEF by 1. 1 power increases MOV by 1. 1 Power increases SPD by 1. 1 Power increases MR rate by 1. 1 power increases empower/Resistance rate by 1. 1 power increases hit rate by 10. 1 power increases crit rate by 1.


A max of 9 can be put into for DEF, Critical Avoid, Avoid, M.DEF,  Resistance/Empower rate.


A max of 5 can be put into for MOV, SPD, MR rate, hit Rate, and Crit Rate


Note: There are no minimums, so you can start off with 7 DEF as your level 1 armor.


Lv 1 Armor starts with 7 power to spend.


Lv 2 Armor starts with 8 power to spend.


Lv 3 Armor starts with 9 power to spend.


Lv 4 Armor Starts with 10 Power to spend.


Lv 5 Armor starts with 11 power to spend.


Lv 6 Armor starts with 12 power to spend.


Lv 7 Armor starts with 13 power to spend.


Lv 8 Armor starts with 14 power to spend.


Lv 9 Armor starts with 15 power to spend.


Lv 10 Armor starts with 16 power to spend.


 


 


Armor doesn't get any Bonuses, or Skills.
 
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Learning Skills.


Active skills can be found from weapons, IC roleplay, personal skill, or leveling up. However, only 4 active skills can be preformed in a post. You can have more than 4 active skills, but you cannot use 5 active skills within a post.


Passive skills increase a stat by 4. However, you can only have a maximum of 4 passive skills, and they can only affect one stat. You cannot have two 4 STR passive stats.


Note: All characters start with 3 spells, 1 Active Skill, and 1 Passive Skill.


1 Spell and 1 Active Skill level up with you.


At Level 1, you get 3 Level 1 Spells, 1 Level 1 Active Skill, and 1 Passive Skill.


At Level 2, you can choose either a level 2 spell, level 2 active skill, or passive skill.


At Level 3, you can choose either a level 2 spell, level 2 active skill, or passive skill.


At Level 4, you can choose either a level 2 spell, level 2 active skill, or passive skill.


At Level 5, you can choose either a level 3 spell, level 3 active skill, or passive skill.


At Level 6, you can choose either a level 3 spell, level 3 active skill, or passive skill.


At Level 7, you can choose either a level 3 spell, level 3 active skill, or passive skill.


At Level 8, you can choose either a level 4 spell, level 4 active skill, or passive skill.


At Level 9, you can choose either a level 4 spell, level 4 active skill, or passive skill.


At Level 10, you can choose either a level 4 spell, level 4 active skill, or passive skill.
 
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Spells and Spell/Skill Types


Fire beats Earth


Water beats Fire


Air beats Water


Earth beats Air


Spell/Skill Types

  • Augments
  • Deducts
  • Status Effects
  • Status Restores
  • Heals
  • Attacks
  • Terrain
  • Trap
  • Analyze
  • Movement
  • Defend
  • Steal
  • Trap





Attack

  • Burst Attack
  • Damage Over Time
  • Area Attack
  • Area Damage Over Time



Defend

  • Barrier
  • Area Barrier



Movement

  • Evade
  • Teleport



Heal

  • Burst Heal
  • Heal over time
  • Area Heal
  • Area Heal Over time



Status Effect (Cannot prevent Status Restore spells)

  • Stun (Prevents Action and gives earth weakness) (requires Air element)
  • Weak (Prevents Active Skills)
  • Blind (Prevents Attacks)
  • Bind (Prevents spells)
  • Haunt (Prevents mana recovery)
  • Curse (Prevents spells and mana recovery)
  • Weakness (Prevents Attacks and Active skills)
  • Stone (Prevents action and gives fire weakness) (requires earth element)
  • Slow (Enemy action costs are times by 2)
  • Frost (Prevents action and gives air weakness) (requires water element)
  • Sleep (Prevents action)
  • Burn ( non-lethal damage-over-time and gives water weakness) (requires fire element)
  • Poison ( non-lethal damage-over-time)
  • Silence (Prevents spells and active skills)
  • Elemental Weakness (Grant an elemental weakness) (Can only grant weakness of your element)
  • Elemental Change (Change elemental type) (Can only change element according to your element)
  • Taunt (enemies can attack only you)
  • Confuse (Enemy attacks its allies)
  • Dumb (Enemy attacks itself)
  • Reflect (Target reflects spells at it)
  • Deflect (Target deflects spells at it)
  • Immovable (Enemy cannot move)
  • Charm (Enemy heals you)



Status Effect

  • Single (Breaks through Status Immunity)
  • Area (Cannot break through status immunity)



Status Restore

  • Restore (Cure a status and grant status immunity)
  • Area Restore (Cure statuses to all)



Augment

  • Boost a Stat (Includes MP, AP, HP)
  • Boost Stats in an Area
  • Elemental Energy (Boost elemental energy)



Deduct

  • Deduct a stat (Includes MP, AP, HP)
  • Deduct Stats in an Area
  • Elemental Energy (Deduct elemental energy)



Counter

  • Deflect a spell targeted at you.



Analyze

  • Analyze Single Enemy
  • Area Analyze



Steal

  • Steal
  • Area Steal



Terrain

  • Manipulate Water (Requires Water element)
  • Manipulate Earth (Requires Earth element)
  • Manipulate Air (Requires Air element)
  • Manipulate Fire (Requires Fire element)
  • Manipulate Dark (Requires Dark Element)
  • Manipulate Light (Requires Light Element)



Trap

  • Sets up a Trap
  • Area Trap



Spell Combinations (To do spell combinations just cast two spells. You're free to RP the mixture of those spells).


Level 1 Spells cost 3 Mana.


Level 2 Spells cost 6 Mana.


Level 3 Spells Cost 9 Mana.


Level 4 Spells Cost 12 Mana.
 
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Spell Level Calculations


All Area Spells are in a 5m radius.


All Over Time Spells are 3 post length.


Range 0~5m: +0 Mana


Range 0~15m: +1 Mana


Range 0~25m: +2 Mana


Range 0~35m: +3 Mana


Damage is rounded up.






Burst Attack Level 1: Magic Damage + 2


Burst Attack Level 2: Magic Damage + 5


Burst Attack Level 3: Magic Damage + 8


Burst Attack Level 4: Magic damage + 11 


Area Attack Level 1: M.ATK + 0


Area Attack Level 1: M.ATK + 2


Area Attack Level 1: M.ATK + 4


Area Attack Level 1: M.ATK + 6


Damage Over Time Attack Level 1: M.ATK + 1


Damage Over Time Attack Level 2: M.ATK + 2


Damage Over Time Attack Level 3: M.ATK + 4


Damage Over Time Attack Level 4: M.ATK + 6


Damage Over Time Area Attack Level 1: M.ATK + 0


Damage Over Time Area Attack Level 2: M.ATK + 1


Damage Over Time Area Attack Level 3: M.ATK + 2


Damage Over Time Area Attack Level 4: M.ATK + 3






Burst Heal Level 1: Heal + 2


Burst Heal Level 2: Heal + 5


Burst Heal Level 3: Heal + 8


Burst Heal Level 4: Heal + 11


Area Heal Level 1: Heal + 0


Area Heal Level 2: Heal + 2


Area Heal Level 3: Heal + 4


Area Heal Level 4: Heal + 6


Heal Over Time Level 1: Heal + 1


Heal Over Time Level 2: Heal + 2


Heal Over Time Level 3: Heal + 4


Heal Over Time Level 4: Heal + 6


Heal Over Time Area Level 1: Heal + 0


Heal Over Time Area Level 2: Heal + 1


Heal Over Time Area Level 3: Heal + 2


Heal Over Time Area Level 4: Heal + 3










Note: Barrier and Area Absorb


Barrier Level 1: Blocks Level 1 M.ATK regardless of SPT. Blocks 1 Normal Attack.


Barrier Level 2: Blocks Level 1,2 M.ATK regardless of SPT. Blocks 2 Normal Attack.


Barrier Level 3: Blocks Level 1,2,3 M.ATK regardless of SPT. Blocks 3 Normal Attack.


Barrier Level 4: Blocks Level 1,2,3,4 M.ATK regardless of SPT. Blocks 4 Normal Attack.


Area Absorb Level 1: Absorbs Level 1 spells in the area, and receives the effects. Absorbs all normal attacks.


Area Absorb Level 2: Absorbs Level 1,2 spells in the area, and receives the effects.Absorbs all normal attacks.


Area Absorb Level 3: Absorbs Level 1,2,3 spells in the area, and receives the effects. Absorbs all normal attacks.


Area Absorb Level 4: Absorbs Level 1,2,3,4 spells in the area, and receives the effects. Absorbs all normal attacks.






Note; Evade can only be used on yourself, and cancels a Single Normal Attack.


Evade Level 1: Evades level 1 spell, and for each level 1 evaded, move 3m. Evades 1 normal attack, and allows move 3m.


Evade Level 2: Evades level 1,2 spell, and for each level 1,2 evaded, move 4m. Evades 1 normal attack, and allows move 4m.


Evade Level 3: Evades level 1,2,3 spell, and for each level 1,2,3 evaded, move 5m. Evades 1 normal attack, and allows move 5m.


Evade Level 4: Evades level 1,2,3,4 spell, and for each level 1,2,3,4 evaded, move 6m. Evades 1 normal attack, and allows move 6m.


Note: You can teleport enemies, or allies. This counts as a Status Effect and must be rolled for success if used on enemies. This cannot avoid a spell, but rather the spell is teleported with you.


Teleport Level 1: Teleport Target 5m.


Teleport Level 2: Teleport Target 10m.


Teleport Level 3: Teleport Target 15m.


Teleport Level 4: Teleport Target 20m.


Area Teleport Level 1: Teleport Targets 3m.


Area Teleport Level 2: Teleport Targets 6m.


Area Teleport Level 3: Teleport Targets 9m.


Area Teleport Level 4: Teleport Targets 12m.






Note: Status Effects last 3 Duration and can only be cured by Status Restore. For damage see Damage Over Time spell.


Note: Single Status Effect can break immunity, as long as the Status Effect is higher level to the Status Immunity.


Status Effect Level 1: Cast a Level 1 Status Effect.


Status Effect Level 2: Cast a Level 2 Status Effect.


Status Effect Level 3: Cast a Level 3 Status Effect.


Status Effect Level 4: Cast a Level 4 Status Effect.


Area Status Effect cannot break Status Immunity, even if the level is higher than the Status Immunity.


Area Status Effect Level 1: Cast a Level 1 Status Effect.


Area Status Effect Level 2: Cast a Level 2 Status Effect.


Area Status Effect Level 3: Cast a Level 3 Status Effect.


Area Status Effect Level 4: Cast a Level 4 Status Effect.






Note: Status Immunity remains permanently until the end of the engagement scenario.


Status Restore Level 1: Restores Level 1 Status Effect.


Status Restore Level 2: Restores Level 2 Status Effect. Grants Level 1 Status Immunity.


Status Restore Level 3: Restores Level 3 Status Effect. Grants Level 2 Status Immunity.


Status Restore Level 4: Restores Level 4 Status Effect. Grants Level 3 Status Immunity.


Note: Area status restore doesn't provide status immunity.


Area Status Restore Level 1: Restores Level 1 Status Effect.


Area Status Restore Level 2: Restores Level 2 Status Effect.


Area Status Restore Level 3: Restores Level 3 Status Effect.


Area Status Restore Level 4: Restores Level 4 Status Effect.






Note: Augment lasts 3 durations, but the max +stats an individual can receive is +10.


Note: If MP, HP, AP isn't less than your total, original MP, HP, AP; you become full MP, HP, AP.


Augment Level 1: +2 Stat to a particular Stat.


Augment Level 2: +4 Stat to a particular Stat.


Augment Level 3: +6 Stat to a particular Stat.


Augment Level 4: +8 Stat to a particular Stat.


Area Augment Level 1: +1 Stat to a particular Stat.


Area Augment Level 1: +2 Stat to a particular Stat.


Area Augment Level 1: +3 Stat to a particular Stat.


Area Augment Level 1: +4 Stat to a particular Stat.


Augment Elements Level 1: +1 to element energy for a particular element.


Augment Elements Level 2: +2 to element energy for a particular element.


Augment Elements Level 3: +3 to element energy for a particular element.


Augment Elements Level 4: +4 to element energy for a particular element.






Note: Deducts last 3 durations, but the max -stats an individual can receive is until the individual stat reaches 1.
 
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Active Skills are like the above Spells. Meaning your active skill can increase stats, damage, etc. when you attack, or roll for a skill.


Some skills can allow for instant critical etc.


Just come up with your own passive skills, and I'll judge the level of the skill. Honestly, go crazy with active skills!
 
The Romance


The Passion


The Love


The Eight Romantics

  • Fire Romantic (A mage with fire)
  • Fire Romantic (A mage with fire)
  • Earth Romantic (A mage with Earth)
  • Earth Romantic (A mage with Earth)
  • Wind Romantic (A mage with Wind)
  • Wind Romantic (A mage with Wind)
  • Water Romantic (A mage with Water)
  • Water Romantic (A mage with Water)





The Four Elements

  • Earth: The hard, solid objects of earth.
  • Water: The fluid, flowing, formless things in the world.
  • Fire: The energetic, forceful, moving things in the world.
  • Wind: The gas, freedom, and totality in the world.



Earth is a mastery of Solids. An Earth romantic manipulates the earth around them.


Water is a mastery of Liquids. A Water romantic manipulates the liquids around them.


Fire is a mastery of Energy. A Fire romantic manipulates the entities around them to form flames.


Wind is a mastery of Gases. A wind romantic manipulates the air around them.


A romantic can utilize multiple elements to form new entities; however, a romantic typically favors one element over another. Some types such as Steam are a mix made of Fire and Water, but it's considered an Air element. If your element isn't listed, let me know, and I'll do my best to determine which slot it fits best.


Earth manipulates Rock, Mud, Minerals, Metals, Crystals, Plants, Etc.


Water manipulates Ice, Freeze, Water, Liquids, Snow, Froth, Etc.


Fire Manipulates Combustions, Heat, Explosions, Flames, Magma, Lava, Etc.


Air Manipulates Lightning, Smoke, Steam, Air, Wind, Gust, Etc.


Example: A romantic summoning a rain cloud utilizes both Air and Water elements. Therefore, all romantics can use different elements, but their strength lies in their primary element. If the romantic were a Air Romantic, they would summon clouds to darken the skies, but only a little drizzle of rain would fall out; where, a Water Romantic would summon a light amount of clouds that barely darken the skies, but the rain drenches everything in site.




The Japanese Weapons (A variety of weapons exist in the world, and they serve multiple purposes).


Weapons are pre-modern; however, a few muskets and revolvers exist. If you think of a weapon idea, I'll incorporate it into this list. Basically, a weapon acts as a device for offensive and defensive purposes. The reasons a Romantic may choose to utilize a weapon over their own elemental powers is due to limitation. A romantic may not want to exhaust themselves of their elemental capabilities.


If a Romantic chooses a weapon, it must make sense for their character. A light-weight individual will use lighter weapons, and heavy weapons won't aid them.


Some examples of weapons (If a weapon isn't listed here, please tell me your weapon, and I'll list it here).

  • Axes
  • Hands
  • Boomerangs
  • Bows
  • Claws
  • Clubs
  • Flails
  • Hammers
  • Maces
  • Harpoon
  • Spears
  • Javelin
  • Katars
  • Cestus
  • Katanas
  • Knives/Daggers
  • Shuriken
  • Nunchunk
  • Poles
  • Rods
  • Scythes
  • Staves
  • Swords
  • Whips
  • Musket
  • Revolver





The Japanese Armor


Armor can come in many forms. It can be everyday clothes, heavy plate mail, or simple leather gear. When dealing with weaponry, armor is a necessity.


Some Romantics may utilize the elements to protect themselves from harm; however, strain from overuse can limit any soul.




The First Spring of Love


Upon the world's arrival, its first spring emitted a generous abundance of vitality. The love, romance, and passion bred life, and within that the life came the Romantics. Romantics are individuals who can harness the power of the elements; however, a single element persisted for all Romantics. No one Romantic could master all the elements. Now with love, romance, and passion, the world started its first discovery of the elements. As a result, Romantics chose terrain to suit their elemental preferences. However, some individuals, or non-romantics were born into this world, and they set their sights on the west, an area filled with neutral, warm climates, while the Romantics headed east, an area that contained volatile, diverse climates.


The First Spring of Romance


The Romantics split into four clans, as many Romantics sought areas that encourage their primary elemental usage. The Fire Romantics sought hotter climates, while Water Romantics desired cool, liquid climates. The Earth Romantics preferred rocky, solid minerals and the Wind Romantics enjoyed high elevations, where the air would gust on them. Within this first spring of Romance, the clans brought forth their first villages.


The First Spring of Passion


A continuous expanse and growth encouraged passion from the denizens of the world. This passion manifested itself through war, bloodshed, and death. The three main wars: The Color, The Vibrancy, and The Spectacle. The Color War offered a new perspective on the Romantics, as elements created ideologies that encompassed new manipulations. For example: When an Earth Romantic set forth rocks on a Water Romantic, the Water Romantic  blocked the attack with a stream of water. What resulted was Mud. The Vibrancy provided Romantics with an outlook on weaponry and armors. Weapons were forged to deal damage, when a Romantic's elemental strain was too much. Armors provided protection against weapons and even elemental energy. Lastly, The Spectacle greeted Romantics with the first, major genocide. A numerous amount of Earth romantics were killed.


The First Summer of Love


The wars quelled down, but the tension remained between the differing Romantics. Fortunately, war influenced an economic desire to trade, and a major amount of foreign relations were established between the Romantics. While the Earth Romantics recovered, the Fire, Water, and Wind romantics found comfort in their civilizations advancing. A sense of unity seemed to ignite, but only in small batches. However, everything changed when an empress cladded in steel fell in love with the Romantic world.


The First Summer of Passion


The Empress, or The Conqueror was an ancient woman, who desired the Romantic's power. Far in the west, a land set to a non-elemental destiny, was a direct contrast to the east's elemental mandate. Originally, The Conqueror came to bear tribute for her discovery, but her intentions became clear, when she invaded a neutral trading city for the Romantics. The clash of blades between non-romantic and Romantic oozed another passionate exchange of war. Despite the Romantics' advantage with elemental efficiency, The Conqueror's empire consisted of a large mass, which eventually overpowered the Romantics. The Second Spectacle, or the genocide of Romantics. A fitting name for a summer of passion.


The First Summer of Romance


The unification of the four clans came under The Conqueror's reign. Unfortunately, many Romantics were slaughtered in the process, as those that surrendered were later killed, or oppressed on the simple principle that elemental powers surpassed man's normal, physical limits. As a result, many Romantics hid their powers. In essence, the Romantics lost their Romanticism, or their uniqueness. The Conqueror realizing that she would never attain true elemental strength sought a romance with a single Romantic. She hoped her child would attain the power she could not, and within time, and after a decade, her sixth child was a Water Romantic. The other five were non-romantics.


The First Autumn of Passion


Clearly, the Conqueror favored her sixth child the most, while the other five were ostracized and abandoned. The five eldest knew they would lose their position of power, and their seat to the throne due to the sixth child, and so they plotted the sixth child's death. The Water Romantic who helped the Conqueror bear the six children attempted to ease the passion between the five disgruntled children by providing his land and ownership to them. Unfortunately, this provided nothing of benefit to prevent the coming war. A rebellion of sorts sparked in the West and East, as the five eldest sought their rightful place on the crown. They would stop at nothing to murder the sixth child.


The First Autumn of Love


The once jealous Conqueror came to love her child dearly. Too dearly, to let her child die, despite her prior desires to suppress and kill Romantics. She sought her husband, the Water Romantic, for advise, and he told The Conqueror that he would protect the child with his life. The Water Romantic took the child and set off on a journey, while the rebellion raged on. On this journey, he remembered the slaughtering of his people, as he watched the suppression of Romantics. Meanwhile, the Conqueror was killed by her five eldest children. And now, the law to kill all Romantics became established in the world. A loving mother, now dead, while a loving father regrets his actions.


The First Autumn of Romance


The child grew in potential, and soon enough the child attained all his father's abilities. The Water Romantic desired nothing of the world.


The Second Summer of Love


The Second Summer of Love


The Second Summer of Love


The Second Summer of Love


The Second Summer of Love


The Seventh Summer of Love
 
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